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// Custom deck · Tergrid, God of Fright Nothing Stays Buried
Bracket
B4
Tergrid, God of Fright · Bracket 4 · Mono-black theft

NOTHING STAYS BURIED. every sacrifice is theft.

Mono-black sacrifice-denial theft with a big-mana X-spell finish.

Bracket 4 Optimized
Game Changers 9 listed
Main deck 100
Author estimate T7 to T9 · untested

At the table

Pod notes →
Keep
Black sources, castable ramp and early action; Coffers without Swamps is not reliable mana.
Develop
Resolve Tergrid before profitable discard/edict effects, while leaving protection when possible.
Finish
Stolen permanents, aristocrat drain and Torment close; budget black pips and life payments.
Watch out
Disclose land sacrifice and turn skipping. Necro's discard-exile trigger can be answered by Skeleton.
Guide reviewed List bd49974d

Rules and list review, not a playtest record. Turn windows and matchup advice are estimates. The list reference covers card quantities and the command zone; card changes require another guide and pod-note review.

Rules basis: Magic Comprehensive Rules, August 19, 2026. Bracket basis: Wizards’ October 2025 update and February 2026 follow-up.

Tax the table with cheap symmetrical discard while you ramp harder than the discard suggests.

Full gameplan

Land Tergrid on turn 3 or 4 with protection up. Turn every sacrifice effect in the deck into permanent theft, and use the Phyrexian Tower loop, Tower plus Reassembling Skeleton plus Dictate of Erebos, to make that theft repeatable instead of one-shot, with Grave Pact as the second copy of that trigger. Convert the resulting stolen board and Syr Konrad, the Grim triggers into damage. When Urborg, Tomb of Yawgmoth and Cabal Coffers are online, close with a large Torment of Hailfire, which under Tergrid is simultaneously a drain spell and a mass steal. A prepared Stensian Sanguinist carries a full-price Exsanguinate copy as the second button, and Blood Artist, Zulaport Cutthroat, and Syr Konrad, the Grim put a drain floor under every fodder loop. This is a Bracket 4 list on two counts, and both are read out before the first shuffle: it runs mass land denial, and it runs nine Game Changers against a Bracket 3 cap of three. The Bracket 3 build won the resource game and then ran out of turns. This one has a button, and it presses it on turn 7.

Opening hands

Seven cards from this build. Commanders start in the command zone. In multiplayer Commander, the first mulligan is free. For later mulligans, draw seven again; once you keep, put one card on the bottom for each mulligan beyond the free one.

KeepShow the seven
  • Swamp
  • Swamp
  • Swamp
  • Sol Ring
  • Arcane Signet
  • Reassembling Skeleton
  • Sheoldred's Edict

T1 Swamp into Ring and Signet; T2 second Swamp can deploy Tergrid using three generic plus two black. T3 third Swamp supports an edict and development; hold a protection window if opponents threaten removal.

BorderlineShow the seven
  • Swamp
  • Swamp
  • Night's Whisper
  • Arcane Signet
  • Reassembling Skeleton
  • Grave Pact
  • Demonic Tutor

T2 choose Whisper to seek land three or Signet for mana. Two Swamps plus the Signet already cover the three black pips on Grave Pact; what the hand is short is the fourth mana. On the Signet line, tutor on T3 with one mana floating, take Sol Ring, and Grave Pact casts on T4 with no third land.

MulliganShow the seven
  • Ancient Tomb
  • Cabal Coffers
  • Necropotence
  • Grave Pact
  • Torment of Hailfire
  • All Is Dust
  • The Haunt of Hightower

No Swamp or Urborg means Coffers cannot generate useful mana here; Tomb cannot cast the black engine. Two land names do not make this keepable.

Tergrid, God of Fright strategy guide

Pace and examples. Turn windows below are author estimates and illustrative sequences, not measured multiplayer results or guarantees. A first opponent eliminated is not a whole-table win. In multiplayer the first mulligan is free; later mulligans follow the London procedure. The commander starts in the command zone, outside the seven-card examples.

The commander, precisely

Tergrid, God of Fright costs {3}{B}{B} for a 4/5 with menaceA creature with menace can't be blocked except by two or more creatures., a modal DFCA modal double-faced card: cast either face from your hand. The back face is a separate spell, not a transformation. with Tergrid’s Lantern on the back, and one trigger the whole deck is built around:

“Whenever an opponent sacrifices a nontoken permanent or discards a permanent card, you may put that card from a graveyard onto the battlefield under your control.”

Five wording notes drive real decisions.

The back face matters too. Tergrid’s Lantern at {3}{B} is a repeatable “lose 3 life, sacrifice a nonland permanent, or discard a card” that dodges creature removal entirely, untaps for {3}{B}, and works from the command zone, so send her back there rather than leaving her in a graveyard or in exile.

The loops

Four lines. The first is the engine, and it is free.

The fodder engines and the outlets

The Raven Man is a fodder engine, not a 2/1. At the beginning of each end step, if a player discarded this turn, he makes a 1/1 black Bird with flying that can’t block. Each end step means four per turn cycle in a four-player pod, and “a player” includes you, so one symmetrical discard enchantment keeps him making four Birds every time around the table. The Birds accumulate, they feed every outlet, and a flier matters for Stensian Sanguinist below. Ophiomancer makes a 1/1 black Snake with deathtouch at the beginning of each upkeep while you control none: sacrifice it on your turn and a replacement arrives at the next upkeep, and any Snake you keep is a blocker the table has to respect. Woe Strider brings a 0/1 Goat when it enters, a free body on arrival.

Four outlets eat the fodder, and they are not interchangeable:

  1. Phyrexian Tower. The {B}{B} it makes pays the Skeleton’s {1}{B} rebuy exactly. A mana-neutral rebuy, normally once per Tower untap; it is not available anew on every opponent’s turn. Nothing else in the deck does this.
  2. Ashnod’s Altar. No tap cost, but {C}{C} covers the generic {1} and never the {B}, so every iteration is one black mana short.
  3. Viscera Seer. Sacrifice a creature, scry 1Scry 1: look at the top card of your library, then put it back or on the bottom., no mana at all. The cheapest outlet, and it can sacrifice itself, which matters when a sweeper is coming and you want one last drain trigger.
  4. Woe Strider. Sacrifice another creature, scry 1. It cannot eat itself, but it is the outlet that survives removal: escapeEscape: you may cast this card from your graveyard for its escape cost, which includes exiling other cards from your graveyard. for {3}{B}{B} plus exiling four other cards from your graveyard, and it returns with two +1/+1 counters. Count what you exile: escape can strip the graveyard below the three creature cards Grave Researcher needs.

The drain stack

Blood Artist, Zulaport Cutthroat, and Syr Konrad, the Grim punish every death, and the wording differences decide games. Blood Artist triggers on any creature dying anywhere, opponents’ creatures included, so every edict, forced-sacrifice trigger, and sweeper drains; it hits one target player per trigger, so aim it at whoever is closest to dead. Zulaport Cutthroat counts only creatures you control but drains each opponent at once, so it is the one that pays you to sacrifice your own fodder. Syr Konrad triggers on every other creature death, on creature cards put into graveyards from anywhere other than the battlefield, and on creature cards leaving your graveyard, so the Skeleton rebuy pings, 1 damage to each opponent per trigger. The fodder loops now pay in life both directions: every iteration drains the table and hands the point back to you.

Gray Merchant of Asphodel joins the stack from the other end: the drain is on entry, not on a death. When he enters, each opponent loses life equal to your devotion to blackDevotion to black counts the black mana symbols in the mana costs of permanents you control. and you gain that much per opponent. Volrath’s Stronghold and a Reanimate copy rebuy him, and Phyrexian Tower or the Altar can cash him in on the spot. The double dip most pilots miss: Malakir Rebirth or Not Dead After All on him before the sacrifice means he dies, returns tapped under your control, and drains again, two full devotion hits in one turn from one card.

The prepare cards

Three creatures carry a sorcery they never lose. PrepareA prepare card stays on the battlefield; while it is prepared you may cast a copy of its spell half, which unprepares it until the card readies again. means the creature stays on the battlefield, and while it is prepared you may cast a copy of the spell half.

Grave Researcher // Reanimate joins the recursion suite. At the beginning of your upkeep it surveils 1Surveil 1: look at the top card of your library, then put it into your graveyard or back on top., then becomes prepared if your graveyard holds three or more creature cards. The Reanimate copy is {B}: put target creature card from a graveyard onto the battlefield under your control, and you lose life equal to its mana value. A graveyard, not only yours. The line most pilots miss is taking the best creature an opponent milled, discarded, or lost to your own edicts, a second theft the table never sees coming. Time Bojuka Bog around this line: its trigger exiles a target player’s graveyard, which is also where those Reanimate targets live, and it shrinks the graveyards The Master of Lake-town’s death trigger counts. Aim the Bog at the seat abusing its own graveyard, not on curve.

Stensian Sanguinist // Exsanguinate is the second button. Whenever you attack, target creature gains deathtouch until end of turn, and when that creature deals combat damage to a player this combat, the Sanguinist becomes prepared. Any creature it targets works: a stolen creature, or a flying Bird from The Raven Man. Prepared, it carries a full-price Exsanguinate copy at {X}{B}{B}: each opponent loses X life and you gain that much. The Coffers turn now has two X finishers, and this one refunds the life the deck spends.

Emeritus of Woe // Demonic Tutor is the third, and it is the one that searches. It enters prepared, so the copy is castable the turn it lands if you have the mana, and at the beginning of your end step it becomes prepared again if two or more creatures died that turn. Prepared, you may cast a copy of Demonic Tutor for {1}{B}: search your library for a card and put it into your hand. Read the cost honestly. The copy is created in exile and you cast it, mana cost and all, so this is a repeatable tutor and not a free one. Two creature deaths on your own turn is a low bar for this deck: a single edict is three in a four-player pod, and one Reassembling Skeleton death with Dictate of Erebos and Grave Pact both out is seven. Casting the copy unprepares it, so the practical rate is one search per turn cycle, and the 5/4 body is fodder for Ashnod’s Altar or Phyrexian Tower once the searching is done.

You are a ramp deck that happens to tax. Mulligan accordingly.

Snap keep

Ship back

The single best keep is turn 1 Swamp, turn 2 rock, turn 3 Tergrid off Ancient Tomb or Mana Vault. That sequence is why the deck runs six ramp pieces.

Turn by turn

T1-3 Ramp first, tax second

Rock on turn 2, Tergrid or an enchantment on turn 3. Turn 1: Swamp, Sol Ring or Mana Vault GC (Game Changer) if you have it. Ancient Tomb GC (Game Changer) is usually your second or third land, not your first, since the deck is pip-hungry. Turn 2: Arcane Signet or Fellwar Stone, and Signet first when you hold both: the Stone only makes a color an opponent’s lands could produce, so in this deck it makes {B} only when someone else has a black source, and the pivotal casts are triple, quadruple, and quintuple black. A spare mana on turns 1 and 2 starts the aristocrats half early with Viscera Seer, Blood Artist, or Zulaport Cutthroat. Turn 3: Tergrid if the ramp got there, otherwise Necropotence GC (Game Changer) or a discard enchantment; Ral Zarek, Guest Lecturer is the other three-drop, surveilling 2 now and making up to three opponents discard once Tergrid is down.

Pick your turn 3 enchantment by pod:

  • Spell-heavy pod: Oppression. It taxes every cast for the entire game.
  • Creature-heavy pod: Bottomless Pit. Random discard means you hit permanents, which means Tergrid theft.
  • Either: Necrogen Mists. The third copy, slightly worse for you because they choose.
Do not flip that order unless you are holding Oppression against a known storm or spellslinger deck.
T3-5 Tergrid with insurance

Do not jam Tergrid into an open board with no protection. Ideal follow-up with Tergrid down: Dictate of Erebos, Grave Pact, Archfiend of Depravity, or Braids, Cabal Minion GC (Game Changer). Any of the four converts her from a 4/5 body into an engine immediately. If Tergrid is going to eat removal no matter what, cast Tergrid’s Lantern instead, or develop Ophiomancer and a drain creature. All of it functions without her and stays relevant deep into the game.

Malakir Rebirth and Not Dead After All exist so the table's first removal spell does not cost you the game. Holding one black mana up is usually worth delaying a turn.
T4-7 The theft engine

Rank your engine pieces by how much they generate with Tergrid on the battlefield:

  1. Dictate of Erebos and Grave Pact. Either one turns every creature of yours that dies into a forced sacrifice around the table, and the deck runs both. Dictate has flash, so it is the one you hold up during someone else’s wrath. Grave Pact costs one less, {1}{B}{B}{B} against {3}{B}{B}, and reads “each other player” where Dictate reads “each opponent”, the same table in a normal pod. Its third black pip is one more devotion for Gray Merchant of Asphodel. With both down, each of your creature deaths asks every opponent for two creatures instead of one.
  2. Braids, Cabal Minion. GC (Game Changer) A per-upkeep edict on artifacts, creatures, or lands, on every player, forever. Three stolen permanents per turn cycle with Tergrid out, and the piece that grinds a table off lands without casting a single Pox.
  3. Archfiend of Depravity. Three end-step triggers per turn cycle, one at each opponent’s end step: that player keeps up to two creatures of their choice and sacrifices the rest. With either forced-sacrifice enchantment, the table cannot keep creatures.
  4. Killing Wave. Each creature’s controller sacrifices it unless they pay X life. You pay for yours, they mostly cannot pay for all of theirs, and you take everything they drop. The best mass sacrifice in the deck because you get to opt out.
  5. Plaguecrafter and Demon’s Disciple. Each player sacrifices a creature or planeswalker, and Plaguecrafter punishes empty boards with a discard. Accursed Marauder takes a nontoken creature only: worse against a resolved planeswalker, better against tokens, because it denies them the free out. All three are rebuyable with Malakir Rebirth, Not Dead After All, and Volrath’s Stronghold.
  6. Pox, Smallpox, Death Cloud, Pox Plague. Mass sacrifice of lands and creatures, all of which land on your side. Disclosed at rule zero, every game.
  7. Phyrexian Obliterator. Any damage dealt to it makes that source’s controller sacrifice that many permanents. Attack into open boards; blocking it or burning it is a gift to you.
  8. Braids, Arisen Nightmare. A no-win choice for the table. Sacrifice something you can rebuy and let them pick their poison.
Sequencing law: Tergrid resolves before the sacrifice effect. Always. If you can only do one this turn, hold the sacrifice effect.
T6+ The Torment turn

Torment of Hailfire: repeat X times, each opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card. With Tergrid on the battlefield, each iteration is 3 life lost, a nonland permanent that Tergrid takes, or a discard, and a discarded permanent card is theft too. Pitching an instant or a sorcery, or sacrificing a token, are the two outs that cost them nothing: a nonland permanent of their choice includes a Treasure, a Clue, or a Zombie.

Do not cast Torment for a small X to get value. It is one of two true finishers and all three tutors point at the pair. If you need value, cast Killing Wave instead.

The Coffers math

Urborg lands first, and it is not optional. No utility land in this deck carries the Swamp subtype: Ancient Tomb, Bojuka Bog, Cabal Coffers, Castle Locthwain, Phyrexian Tower, Volrath’s Stronghold, and Urborg itself are all plain Lands. Coffers counts Swamps, so without Urborg it counts your basics and nothing else, and seven of your 37 lands are dead weight for the biggest activation in the deck. Urborg, Tomb of Yawgmoth makes every land a Swamp, itself and Coffers included.

Crypt Ghast is not a doubler on Coffers. It reads “Whenever you tap a Swamp for mana, add an additional {B}.” On a basic Swamp that is a doubling, 1 becomes 2. On Cabal Coffers it is one extra mana total, not a doubling: Coffers taps for {B} per Swamp and the Ghast adds exactly one more. People overcount this line by a lot.

  • Turn 7, eight lands out with Urborg, Tomb of Yawgmoth among them // five basics, Urborg, Cabal Coffers, Ancient Tomb, so every land is a Swamp

  • Five basic Swamps 5
  • + Urborg, itself a Swamp 1
  • + Ancient Tomb, 2 life 2
  • + Cabal Coffers, pay {2} for eight Swamps +6

  • 14 mana, and Torment of Hailfire is {X}{B}{B}, so X=12

  • The same eight lands with Crypt Ghast out // five basics doubled 10, Urborg doubled 2, Ancient Tomb plus one {B} 3, Coffers eight plus one for {2} +7
  • 22 mana, so X=20, which is not a threat, it is the end of the game

X has to beat their outs, not their life total. Every nonland permanent an opponent can spare, tokens included, and every card in their hand absorbs one iteration for free; only the iterations past that take 3 life each. Against a table at 20 life with three permanents and three cards apiece, lethal is about X=13, which is why the Coffers turn aims at 12 to 20 and not at 7. The realistic clock is turn 7 to 9, with the hard finish available from turn 6.

The same mana now has a second button. A prepared Stensian Sanguinist carries a full-price Exsanguinate copy at {X}{B}{B}: each opponent loses X life and you gain that much, and there is no out to it, no permanent to spare and no card to pitch. Prepare it a turn early with a combat connect, then choose: Torment steals on the way through, Exsanguinate refunds every life point the deck spent getting there.

The Master of Lake-town turns either finisher into a deck-out. He reads “Whenever a player loses life, that player mills that many cards.” A Torment iteration that takes 3 life also mills 3, an Exsanguinate for X mills each opponent X, and a Gray Merchant of Asphodel entry mills each opponent for your full devotion. With him on the battlefield the kill turn is a drain, a mass theft, and a deck-out at once, and every creature card it mills chains into Syr Konrad, the Grim. Disclose it: a pod that hears “Konrad grind” pictures pings, not being decked.

The discard payoff shell

The shell converts the discard half of the deck into resources, and the pieces stack.

Bone Miser pays you for your own discards: a creature card makes a 2/2 Zombie, a land card adds {B}{B}, anything else draws a card. He is paid by your own upkeep discards from Bottomless Pit and Necrogen Mists, by Delirium Skeins, by Awaken the Erstwhile, and biggest of all by a Mindslicer sacrifice, which converts your whole hand at once.

Awaken the Erstwhile is a tool with a bill attached. Every opponent gets a 2/2 Zombie per card they discard, typically five to seven each, and tokens are exactly what blanks this deck: Tergrid takes nothing from them, and for the next several turns every Dictate of Erebos trigger, Braids, Cabal Minion upkeep, Archfiend of Depravity end step, and Torment iteration eats a worthless token instead of a real permanent. They are blockers against the stolen-board plan too. Cast it for the Tinybones, Trinket Thief activation or a Bone Miser payout, not on reflex, and never with Necropotence out, which exiles your own dumped hand.

Waste Not and Geth’s Grimoire stack from the other direction, paying you when opponents discard: Waste Not for Zombies, mana, or cards by card type, the Grimoire for a card every time. With one symmetrical discard enchantment out, the Grimoire alone is three cards per turn cycle.

Ral Zarek, Guest Lecturer rounds out the shell. Plus one surveils 2, setting your draws and feeding Grave Researcher’s creature count. Minus one makes any number of target players each discard a card, which with Tergrid out is a theft trigger on up to three opponents at once and, used on your turn, the fourth Tinybones, Trinket Thief source. Minus two returns a creature card with mana value 3 or less from your graveyard to the battlefield, a rebuy on Reassembling Skeleton or Blood Artist. The ultimate exists too, and it is disclosed at rule zero: minus seven flips five coins and a target opponent skips their next X turns, where X is the heads. He starts at 3 loyalty and the plus is a quiet surveil 2, so four undisturbed activations get there. Turn skipping is not an extra-turn spell, but it is the same conversation, which is why the pod script names it next to the no-extra-turns line.

Tinybones, Trinket Thief wants an opponent to have discarded that turn, while The Raven Man watches any player’s discard including your own and pays in Birds rather than cards; the fodder engines section above is his real job description. Tourach, Dread Cantor grows on every opponent discard, a cheap protection-from-white body and the thinnest slot in the shell: on his own he generates no card, no mana, no body, and no theft. And The Master of Lake-town turns every point of life loss at the table, damage included, into that many cards milled.

All Is Dust as the comeback button

All Is Dust, {7} sorcery: each player sacrifices all colored permanents they control. No targeting, and sacrifice beats indestructible.

Nearly every land is a colorless permanent, so mana bases survive, Cabal Coffers and Urborg, Tomb of Yawgmoth included: Urborg changes land types, not colors. The exceptions are lands that are also colored permanents as it resolves, a Dryad Arbor or a manland someone animated in response. Most artifacts are colorless too. Your Sol Ring, Mana Vault, Ashnod’s Altar, Arcane Signet, Fellwar Stone, and Geth’s Grimoire all live, and so do theirs.

Cast it only with Tergrid on the battlefield. Every nontoken colored permanent an opponent sacrifices triggers her once. She is a colored permanent herself, so she is sacrificed to the same spell, but the triggers are already independent of her: they all resolve, and you may put each card onto the battlefield under your control. She goes to the command zone and comes back later, and so does every commander the sweep kills: a commander put into a graveyard may be moved to the command zone as a state-based action, and that check happens before her triggers are put on the stack, so an opposing commander triggers her and, once its owner takes that option, leaves her nothing. Colored tokens go down too and give her nothing either, while colorless ones like Treasures survive the sweep entirely.

Blood Artist turns the sweep into a drain, and it is often the actual kill. His dies-trigger is a leaves-the-battlefield ability that looks back in time, so it fires for every creature that dies simultaneously with him, himself included. A four-player All Is Dust or a big Killing Wave with him out is frequently 10 to 20 life drained in one resolution, one trigger at a time, each aimed at whoever is closest to dead.

This is the comeback button. Cast it from behind: your own colored board is the cheap half of the exchange, and you untap with their board plus your untouched rocks and lands. Coffers mana pays the {7} easily.

Win conditions, ranked

Wincon 1 Torment of Hailfire, X past their outs

The primary plan. Set up Cabal Coffers plus Urborg, Tomb of Yawgmoth, untap, kill. Demonic Tutor GC (Game Changer) and Vampiric Tutor GC (Game Changer) both find it, so treat them as second copies of whichever piece you are missing, not as generic value.

Wincon 2 Exsanguinate off a prepared Stensian Sanguinist

The same Coffers mana, no outs: each opponent loses X and you gain that much, which at a full table is three X back. It needs Stensian Sanguinist prepared, so line up a combat connect the turn before; the deathtouch it grants means any target works, a stolen creature or a flying Bird included.

Wincon 3 The Konrad grind, and the Master mill chain

Syr Konrad, the Grim pings each opponent whenever another creature dies, whenever a creature card is put into a graveyard from anywhere other than the battlefield, and whenever a creature card leaves your graveyard, so the Skeleton rebuy pings too. Running the loop with Konrad out is a grind kill that does not care whether the table answered your Torment, and with The Master of Lake-town out the grind becomes the mill chain above, which can end the game without a single attack.

Wincon 4 Gray Merchant of Asphodel, the devotion spike

An enters-the-battlefield drain: each opponent loses life equal to your devotion to black and you gain that much per opponent. With this deck’s black pips he commonly drains each opponent for 6 to 10 and gains triple back, and recursion makes him a repeatable button: Volrath’s Stronghold and a Reanimate copy rebuy him, and Phyrexian Tower or the Altar can cash him in on the spot.

Wincon 5 Stolen board beatdown

You have four of their creatures and they have none. Menace and Phyrexian Obliterator do the rest.

Wincon 6 The Haunt of Hightower

Grows on every card put into any opponent’s graveyard from anywhere, which in this deck is constant, and forces a discard on every attack. A 14/14 flying lifelink is a two-swing kill on a player the drain stack has already worked below 28, and it gains the life back on the way.

Wincon 7 Tinybones, Trinket Thief, activated

{4}{B}{B}: each opponent with no cards in hand loses 10 life. After Awaken the Erstwhile or a Mindslicer sacrifice, that is a real line, not a curiosity.

Always have two of these live. All three tutors point at two buttons, Torment and the Sanguinist’s Exsanguinate. If the table has graveyard hate for Konrad, lean on the X spells. If someone counters or exiles Torment, the Sanguinist is holding the second copy.

Life management

This deck bills its own life total heavily, and one of the bills is mandatory. Track it from turn 1, not from the turn you notice.

Tinybones, Trinket Thief reads “At the beginning of each end step, if an opponent discarded a card this turn, you draw a card and you lose 1 life.” That is not optional and it is not once a turn: it triggers on each end step. Off a per-upkeep engine like Bottomless Pit that is 3 cards and 3 life per turn cycle, because your own end step only counts if an opponent discarded during your turn. A Ral Zarek, Guest Lecturer minus one aimed at opponents on your turn, or an Oppression hit on your turn, adds the fourth.

Everything else is a choice, and the choices add up fast. Necropotence GC (Game Changer) is 1 life per card with no ceiling. Ancient Tomb GC (Game Changer) is 2 life a tap. Mana Vault GC (Game Changer) is 1 damage at your draw step for every turn you leave it tapped. Castle Locthwain costs life equal to your hand size, which after a Necropotence turn is a lot. Vampiric Tutor GC (Game Changer) is 2, Night’s Whisper is 2, Killing Wave costs X per creature you keep, and the Pox suite takes a third, a half, or X. Grave Researcher’s Reanimate copy bills life equal to the mana value of what it takes, and The Master of Lake-town mills you for every life payment on top. The deck does gain some back now: Blood Artist and Zulaport Cutthroat return 1 per trigger, an Exsanguinate copy gains X per opponent, Gray Merchant of Asphodel gains his whole drain back, and Crypt Ghast’s extort and The Haunt of Hightower’s lifelink still exist. Be honest about the sizes: the Merchant is the exception, his gain is real, X per opponent in one trigger; the other drains are a trickle and Exsanguinate is late, so budget your payments as if the answer were still nothing.

The rules of thumb:

Common misplays

Ordering the Bauble Burglar’s trigger over Tergrid’s. The Burglar exiles the card, Tergrid finds an empty graveyard, and the steal never happens. Burglar under, Tergrid over.

Casting Tergrid with no protection and no follow-up. Land her with Malakir Rebirth or Not Dead After All available, or land her the turn before a Dictate or a Grave Pact.

Casting an edictEdict = forced sacrifice: each player sacrifices a creature. No targeting, so it beats hexproof and shroud., Killing Wave, or Torment before Tergrid. You threw away the value.

Spending Reassembling Skeleton with neither Dictate nor Grave Pact out. With either enchantment down the Skeleton is the whole engine and the free cost on Flare of Malice. With neither, holding is almost always right.

Announcing an Altar loop you cannot pay for. {C}{C} does not pay {1}{B}. Count black sources first.

Discarding the Skeleton with Necropotence out. Necropotence exiles your discards from your own graveyard. The exile uses a trigger: with 1B open, respond by returning Skeleton before that trigger resolves. Without that response or against a separate graveyard-exile replacement, the card is lost.

Sacrificing to Woe Strider expecting it to eat itself. It says another creature. Viscera Seer is the outlet that can go to the bin on its own.

Escaping Woe Strider through the creature cards Grave Researcher needs. Escape exiles four other cards from your graveyard. Count the creature cards left before you pay, or the Researcher stops preparing.

Tapping Cabal Coffers before Urborg is down. No utility land in the deck is a Swamp, so Coffers is counting basics only.

Overcounting Crypt Ghast on Coffers. One extra mana, not double.

Sacrificing Mindslicer on an empty table. Its value scales with cards in hand. Fire it when hands are full, not when you are out of options.

Overextending into your own Pox or Death Cloud. They hit you too. Cast them from behind on board, not ahead.

Leading on Ancient Tomb. It pays 2 life and produces colorless in a deck with Pox at {B}{B}{B}, Phyrexian Obliterator at {B}{B}{B}{B}, and Pox Plague at {B}{B}{B}{B}{B}. Sequence your black sources first.

Declining a block with Phyrexian Obliterator. Blocking is the one moment you choose when damage lands on it: block a 6/6 and that attacker’s controller sacrifices six permanents, every nontoken one of which Tergrid steals. The actual trap is attacking it into an untapped board of deathtouch blockers, where it trades down for free.

Holding Opposition Agent for a fetch land. In a pod with real tutors, flashing it in on a Demonic Tutor or a Cultivate is worth far more than a Wooded Foothills.

Spending a tutor on value. Demonic Tutor and Vampiric Tutor are a second Torment of Hailfire, a second Cabal Coffers, or whichever forced-sacrifice enchantment you are missing. Cast them with a plan. Emeritus of Woe is the exception: its search re-arms at your end step, so that is the one to spend on whatever you want this turn.

Casting Vampiric Tutor with The Master of Lake-town out. The tutor shuffles and puts the card on top, and losing the 2 life is the last thing it does, so the Master’s trigger only reaches the stack once the spell has finished resolving (CR 603.3). It then mills two, the card you just searched for included, and the deck has no land recursion to get a Cabal Coffers back. Kill or bounce the Master first, or cast Demonic Tutor, which puts the card straight into your hand.

Known weaknesses

Five, honest.

Quick reference

TurnDo this
1Land. Sol Ring or Mana Vault if drawn.
2Ramp: Arcane Signet or Fellwar Stone. Ancient Tomb accelerates this by a turn. Spare mana buys Viscera Seer or Blood Artist.
3Tergrid if the ramp got there. Otherwise Necropotence, Oppression, Bottomless Pit, or Necrogen Mists.
4-5Tergrid with a protection spell held up, then Dictate of Erebos, Grave Pact, Archfiend of Depravity, or Braids, Cabal Minion.
5-6Run the free Phyrexian Tower iteration every turn. Killing Wave and the Pox effects. Land Urborg, then Coffers.
6+Torment of Hailfire or a prepared Exsanguinate for lethal, or the loop plus Syr Konrad, the Grim.

The full decklist, with the owned printings for all 100 cards, lives on the List tab. The rule-zero script, the nine-Game-Changer readout, the land-denial disclosure, and the politics playbook are the pod notes page.

09 // Glossary

MTG terms that show up above.

Open glossary
Game Changer
A specific card on Wizards' published Game Changer list. Bracket 3 caps at 3. Bracket 4 has no published cap, but running more than a few flags more attention at the table.
Bracket
Wizards' Commander conversation framework: 1 Exhibition, 2 Core, 3 Upgraded, 4 Optimized, 5 cEDH. A stock precon is not automatically a particular bracket. Discuss deck intent, speed, consistency, and play patterns as well as card restrictions.
Voltron
The strategy of stacking equipment, auras, and counters onto a single creature (usually the commander) to one-shot opponents through commander damage.
Commander damage
A player who has been dealt 21 or more combat damage by the same commander over the game loses. Track each commander separately, including partners. Noncombat damage does not count, and gaining life does not erase this total.
ETB
Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
Equip
An Equipment's activated ability: pay its equip cost to attach it to a target creature you control. Normally activate only during your main phase with an empty stack and priority. A separate attach effect follows its own timing and restrictions.
Attach
The keyword action for putting an Equipment or Aura onto a creature. ETB triggers that attach an equipment for free bypass both the equip cost and the sorcery-speed limit.
Free equip
Attaching without paying the printed equip cost. Sigarda's Aid supplies a triggered attach effect. Puresteel Paladin with metalcraft grants equip 0, which still uses normal equip timing unless another effect changes it.
Treasure
Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
Phase Out
A phased-out permanent is treated as though it does not exist, with limited exceptions. Phasing is not a zone change, destruction, or exile. It normally phases in during its controller's untap step, but effects such as Out of Time specify a different duration.
Cascade
A cast trigger: exile cards until you exile a nonland card with lower mana value than the cascade spell. You may cast it without paying its mana cost only if the resulting spell also has lower mana value. Put the other exiled cards on the bottom in a random order.
Affinity
A cost-reduction keyword. 'Affinity for artifacts' means the spell costs 1 less to cast for each artifact you control.
Modified
A creature is modified if it has a counter, is equipped, or is enchanted by an Aura controlled by that creature's controller. The Equipment's controller does not matter; the Aura's controller does.
Vigilance
Attacking does not cause a creature with vigilance to tap. It still needs to be untapped and otherwise eligible to attack. Brave the Sands grants vigilance; Shadowspear grants trample and lifelink instead.
Lifelink
Damage dealt by a source with lifelink also causes its controller to gain that much life at the same time. Shadowspear grants lifelink. Vampiric Link instead uses a triggered life-gain ability that resolves later and is not lifelink.
Mindslaver
A 'Mindslaver effect' lets you control an opponent's next turn: their draws, plays, and attacks. Named for the Mindslaver artifact; some commander-specific triggers replicate the effect.
Metalcraft
An ability word marking effects that care whether you control three or more artifacts. Read the individual card: metalcraft is not itself an activated ability or a shared rules ability.
Impulse draw
Exile cards from the top of your library, then you may play them this turn (sometimes longer). At higher power levels, mass impulse effects double as burst card advantage and mana.
Mulligan
Under the London mulligan, shuffle and draw seven each time, then put cards on the bottom after choosing to keep. In multiplayer Commander the first mulligan is free; a keep after the second mulligan puts one card back, the third puts two back, and so on.
Drain
A trigger that makes an opponent lose life and gains you that much, Blood Artist style. Life loss is not damage, so it goes through protection and prevention that only stop damage.
Rule-zero
The pre-game conversation about deck power, combos, tutors and table expectations, held before the first shuffle so nobody is surprised by what the deck does.
Summoning sickness
A creature cannot attack, and cannot activate an ability with the tap or untap symbol in its cost, unless it has been under its controller's control continuously since their most recent turn began (CR 302.6). Haste turns it off, and it never applies to other permanent types.
Replacement effect
A continuous effect that watches for an event and replaces it with a different one as it happens, rather than triggering afterwards (CR 614.1). When several would apply to the same event, the affected object's controller or the affected player picks the order (CR 616.1).
Storm
A triggered ability that functions on the stack: when you cast the spell, copy it for each other spell cast before it this turn (CR 702.40a). The copies are not cast, so they never add to the storm count themselves.
Mana Vault
A one-mana artifact that taps for three colorless mana and does not untap during your untap step. Its upkeep trigger lets you pay {4} to untap it. Its draw-step trigger deals 1 damage to you if it is still tapped; paying or declining the upkeep cost is not itself the damage condition.
// Other decks