Tergrid, God of Fright / Tergrid's Lantern

3.4±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(213 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mono-Color Mana Base (no fixing needed)+22
Mono-Color Powerhouse Lands (1)+6
Taplands1
Basic lands1

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.4 → Bracket 2
Threats81Mana base70Speed38

0.4 above Bracket 1 ceiling (3)

1.1 below Bracket 3 threshold (4.5)

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

Themes10 total

Aristocrats19 cards

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

Stompy / Big Mana9 cards

9 high-impact creatures. Ramp into massive threats that dominate the board.

Graveyard (Commander)1 cards

Commander uses the graveyard as a resource.

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.