Tergrid, God of Fright / Tergrid's Lantern

3.6±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(228 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (29% CMC 5+)+-10
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 3.6 → Bracket 2
Threats91Mana base70Interaction31

0.6 above Bracket 1 ceiling (3)

0.9 below Bracket 3 threshold (4.5)

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

Themes10 total

Aristocrats25 cards

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

Stompy / Big Mana11 cards

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

Graveyard/Reanimator10 cards

10 graveyard synergies. Use your graveyard as a second hand.

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.