Tergrid, God of Fright

Newer scoring is available for this deck.

The analysis you're viewing was generated by an earlier engine version. To get the latest power level and bracket scoring, re-analyze the deck.

Sign in to re-analyze, or paste the deck list again from the home page.
Commander
2.9±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence168 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks4
Other acceleration3
Tutors1
Draw engines4
Cantrips & burst draw2
Recursion4
Value engines5
Synergy support1
Spot removal14
Board wipes3
Stax & hate12
Edict effects7
Protection2
Soft interaction1
Mono-Color Powerhouse Lands+1
Utility lands5
Combat Damage Synergy+13
Synergy pieces7
Win conditions1
Combat threats10
Sacrifice outlets5
Drain effects1
Token generators2
Enablers5
Other5

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.9 → Bracket 1

1.9 above Bracket 0 ceiling (1)

0.1 below Bracket 2 threshold (3)

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

Themes7 total

Lifegain15 cards

15 lifegain synergies. Gain life to trigger payoffs and outlast opponents.

,,,,
Graveyard (Commander)13 cards

This deck uses the graveyard as a primary resource.

,,,,
Voltron8 cards

8 equipment/auras. Stack these on the commander for one-shot commander damage kills.

,,,,

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.