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(212 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.

Legends Matter8 cards

8 legendary synergies. Your legends grow stronger together.

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.