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B

Tergrid, God of Fright / Tergrid's Lantern

viapasted list·Updated 22 days ago·17 views·

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Power level

3.4±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence212 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks2
Mana dorks1
Land ramp2
Tutors1
Draw engines2
Cantrips & burst draw2
Recursion4
Value engines4
Spot removal3
Graveyard hate2
Board wipes1
Stax & hate6
Protection1
Mono-Color Mana Base (no fixing needed)+22ⓘ
Mono-Color Powerhouse Lands (1)+6ⓘ
Utility lands3
Taplands1
Basic lands1
Combat Damage Synergy: 2 haste enablers, aristocrats engine+12ⓘ
Synergy pieces15
Sacrifice outlets2
Drain effects1
Token generators2
Reanimation2

Bracket

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

0.4 above Bracket 1 ceiling (3)

1.6 below Bracket 3 threshold (5)

Markers
Learn more →
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes10 total

No dominant themes detected. This deck may include draw, ramp, removal, and other value elements, but no single strategy is prominent enough to define it.
Aristocrats19 cards

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

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Stompy / Big Mana9 cards

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

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Legends Matter8 cards

8 legendary synergies. Your legends grow stronger together.

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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.