Tergrid, God of Fright / Tergrid's Lantern

3.1±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(176 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mono-Color Mana Base (no fixing needed)+30
Taplands1
Basic lands1

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.1 → Bracket 2
Threats79Mana base70Speed27

0.1 above Bracket 1 ceiling (3)

1.4 below Bracket 3 threshold (4.5)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes10 total

Aristocrats20 cards

20 sacrifice/death synergies. Drains opponents while generating value from deaths.

Go-Wide / Weenies12 cards

12 low-cost creatures. Swarm the board and pump for lethal attacks.

Token Strategy10 cards

10 token producers. Go-wide strategies can overwhelm opponents with numbers.

Combos0 total

No combos detected

This deck wins through combat, value engines, or synergies rather than infinite combos. Checked against Commander Spellbook's database of 80,000+ documented combo variants.