FoilTilt
// Custom deck · Tergrid, God of Fright Nothing Stays Buried
Bracket
B4
Bracket 4 · Pod notes

RULE ZERO. read this first.

Mass land denial disclosed before the Game Changer list, because the land denial is the part a table actually needs to hear. Nine Game Changers with the commander counted, the Phyrexian Tower loop walked through as mana-bounded, and the politics playbook for a Bracket 4 mono-black Tergrid pod.

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.

01 // Readout

Bracket 4 readout.

Say before shuffling up

Bracket 4 mono-black Tergrid theft with nine Game Changers and tutors. This deck makes opponents discard and sacrifice, including lands through the Pox effects, then can take their nontoken permanents. It also runs search hate, aristocrat drain that can mill opponents out, and a planeswalker that can make an opponent skip turns. No infinite combos, no extra-turn spells. That turn-skipping effect still deserves the same conversation. Pace figures are untested author estimates. This can restrict resources heavily; I can choose a different deck if land denial or theft does not fit.

// Bracket 4 · high-power

decks.foiltilt.com/tergrid/tournament-4/

Table disclosures

Classification
Bracket 4 (Optimized), on two independent counts: mass land denial in the 99, which Bracket 3 prohibits outright, and nine Game Changers against a Bracket 3 cap of three.
Mass land denial
Yes, and it leads the disclosure. Death Cloud at X=4 takes four lands from every player and replaces none of them. Pox takes a third of every player's lands and Smallpox takes one each. Pox Plague takes half of every player's permanents, rounded down, but they choose, so it reaches lands only once they are out of worse permanents. Braids, Cabal Minion taxes an artifact, creature, or land from each player at their own upkeep. All symmetric; the caster loses the lands too.
Game Changers
9 listed: Tergrid, God of Fright (the commander); Ancient Tomb; Braids, Cabal Minion; Demonic Tutor; Mana Vault; Necropotence; Opposition Agent; Orcish Bowmasters; Vampiric Tutor.
Infinite combos
None. The Phyrexian Tower loop is free once per turn and mana-bounded after that; disclosed anyway.
Extra turn spells
None.
Fast mana
Ancient Tomb and Mana Vault (both Game Changers), plus Sol Ring (bracket-exempt).
Tutors
Three. Demonic Tutor and Vampiric Tutor are Game Changers. Emeritus of Woe // Demonic Tutor is not, because the list names Demonic Tutor and that is not this card's name. Nothing else in the 99 searches the library.

Pace note. All turn windows are author estimates, not measured results. Distinguish a first elimination from winning the whole table.

Read this before sitting down at a Bracket 4Commander brackets: 1 Exhibition, 2 Core, 3 Upgraded, 4 Optimized, 5 cEDH. Assess Game Changers, intent, pace and disruptive patterns together. Tergrid pod. Tergrid is on the Game Changers list because the table hates her, and that does not change with a better list; it gets worse, because you now win faster and you take their lands on the way. The pregame above is the script you read out loud, the compliance is what to volunteer if asked, and the rest of this page is how to keep a pod friendly while piloting a commander nobody is happy to see.

Mass land denial, disclosed first

The Game Changer count is the technical reason this deck is Bracket 4. The land denial is the reason a table cares, so it goes first in the script, before the list of nine.

Bracket 3 prohibits mass land denial outright. Four cards and one creature put this deck past that line:

  • Death Cloud, {X}{B}{B}{B}. Each player loses X life, discards X cards, sacrifices X creatures, then sacrifices X lands. Cast at X=4 it takes four lands from every player at once and replaces none of them.
  • Pox Plague, {B}{B}{B}{B}{B}. Each player loses half their life, discards half their hand, then sacrifices half their permanents of their choice, rounded down each time. They pick, so it takes lands only once they are out of worse permanents. Volunteer that caveat rather than selling it as land destruction.
  • Pox, {B}{B}{B}. A third of every player’s life, hand, creatures, and lands, rounded up each time.
  • Smallpox, {B}{B}. One life, one card, one creature, and one land from every player.
  • Braids, Cabal Minion, {2}{B}{B}. At the beginning of each player’s upkeep, that player sacrifices an artifact, creature, or land of their choice. Slower and steadier than the sorceries, and it never stops.

Two honest notes to volunteer with them. It is symmetric: every one of those effects hits the pilot on the same terms, and this deck runs 37 lands partly to survive its own sorceries. And Tergrid changes what symmetric means: with her on the battlefield, the lands and permanents opponents sacrifice do not go to the graveyard and stay there, they arrive on the caster’s side. Volunteer both halves. A table that only hears the first feels cheated on turn 7.

All Is Dust is in the 99 too, and it is not land denial: each player sacrifices all colored permanents, and nearly every land is colorless, so mana bases survive it, Dryad Arbor and an animated manland aside. It belongs to the sacrifice half of the disclosure, a seven-mana sweeper that Tergrid converts into mass theft, and the script names it with the sacrifice effects, not the land list.

Game Changers

Nine, against a Bracket 3 cap of three, and the commander takes the first slot. Verified card by card against the February 9, 2026 list.

GC (Game Changer)
Slot 1 · the commander Tergrid, God of Fright
{3}{B}{B}, 4/5 menace. 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. The Game Changer count includes commanders, so she spends a slot from the command zone, and she is the reason the deck exists: every edict, Pox effect, and discard spell in the 99 becomes theft while she is out. The back face, Tergrid's Lantern, is a repeatable lose-3, sacrifice, or discard that dodges creature removal entirely.
GC (Game Changer)
Slot 2 · fast mana Ancient Tomb
Land. Taps for {C}{C} at the cost of 2 life. Tomb plus a two-mana rock is a turn 3 Tergrid. Sequenced late by design, since the deck is pip-hungry with Pox at {B}{B}{B} and Phyrexian Obliterator at {B}{B}{B}{B}.
GC (Game Changer)
Slot 3 · fast mana Mana Vault
{1} artifact that taps for {C}{C}{C}. It does not untap during your untap step; you may pay {4} at your upkeep to untap it, and while it is tapped at your draw step it deals 1 damage to you. Turn 1 Swamp into Mana Vault, turn 2 second Swamp, and the Vault plus two Swamps is exactly {3}{B}{B}, so on the right opener it is a turn 2 Tergrid. The single fastest card in the deck.
GC (Game Changer)
Slot 4 · sorcery tutor Demonic Tutor
{1}{B} sorcery. Search your library for a card and put it into your hand. Not cast for value: treat it as a second copy of whichever piece is missing, a second Torment of Hailfire, a second Cabal Coffers, or whichever forced-sacrifice enchantment is missing.
GC (Game Changer)
Slot 5 · instant tutor Vampiric Tutor
{B} instant. Search your library for a card, shuffle, and put it on top; you lose 2 life. The instant-speed half of the tutor package: hold it up, see what the table commits to, then set your next draw. It costs a card and 2 life, so it points at the same three targets Demonic Tutor does.
GC (Game Changer)
Slot 6 · card engine Necropotence
{B}{B}{B} enchantment. Skip your draw step; pay 1 life to exile the top card of your library face down and put it into your hand at the beginning of your next end step. The deck's card engine, billed entirely to a life total that Ancient Tomb, Castle Locthwain, and a mandatory Tinybones drain are already taxing. It also exiles every card the pilot discards from their own graveyard, through a triggered ability; with 1B available, Skeleton can return in response before exile resolves.
GC (Game Changer)
Slot 7 · upkeep edict Braids, Cabal Minion
{2}{B}{B}, 2/2. At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land of their choice. A per-upkeep edict on the whole table that never stops, and with Tergrid out every one of those sacrifices arrives on the caster's side. She takes lands, so she belongs to the land-denial disclosure as much as to the Game Changer list.
GC (Game Changer)
Slot 8 · tutor hate Opposition Agent
{2}{B}, 3/2 with flash. You control your opponents while they search their libraries, and they exile each card they find, which you may then play with mana of any color. Flashed in on a fetch land it is a minor tax; flashed in on a Demonic Tutor or a Cultivate it takes the card. The best answer this deck has to a tutor-heavy pod.
GC (Game Changer)
Slot 9 · draw punisher Orcish Bowmasters
{1}{B}, 1/1 with flash. When it enters, and whenever an opponent draws a card other than the first one in their draw step, it deals 1 damage to any target and then amasses Orcs 1. It kills the utility creatures a pod leans on and it snowballs an Army off Rhystic Study or a wheel. Necropotence puts cards into hand without drawing, so those cards do not trigger it.

The loop, and how the deck closes

One engine, no infinite combos. Disclose it before the first shuffle so the table can verify it while it runs. Phyrexian Tower + Reassembling Skeleton + Dictate of Erebos or Grave Pact + Tergrid:

  1. Tap Phyrexian Tower, sacrificing Reassembling Skeleton. Add {B}{B}.
  2. Dictate of Erebos or Grave Pact triggers: each opponent sacrifices a creature of their choice. The deck runs both, and with both on the battlefield the one death triggers each of them, so every opponent sacrifices twice.
  3. Tergrid triggers once per opponent, and the caster takes all of them.
  4. Pay {1}{B} to return the Skeleton from the graveyard.
  5. The Tower is tapped, so it runs once per turn.

The {B}{B} pays the {1}{B} exactly, so one iteration a turn is free. Ashnod’s Altar runs the same loop without a tap cost, but it adds {C}{C}, which cannot pay the {B} half of the rebuy, so every Altar iteration costs a black mana from somewhere else. That is the ceiling: the loop is bounded by available black mana every turn, and it never generates infinite mana, damage, or triggers. It strips creatures off the table and onto one side; it does not win on the spot. With Blood Artist out, a full iteration is up to four deaths on one enchantment, the Skeleton plus one sacrifice per opponent, or up to seven on both, and each death drains 1 life from a target player of the caster’s choice. Zulaport Cutthroat triggers only on the Skeleton, the caster’s own creature, but drains each opponent at once when it does. Both stay bounded by the same mana.

The button is 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 the caster takes, or a discard that is also theft when the card is a permanent. Pitching an instant or a sorcery, or sacrificing a token, are the free outs, so X has to beat their nonland permanents, tokens included, plus their hand, not just their life total. Behind it, in order: the full-price Exsanguinate copy a prepared Stensian Sanguinist carries, {X}{B}{B} from the same Coffers mana with no sacrifice or discard out; the loop plus Syr Konrad, the Grim, which pings each opponent on every death in the engine, chains into mass mill with The Master of Lake-town out, and kills tables that answered the Torment; Gray Merchant of Asphodel, an enters-the-battlefield drain for the caster’s devotion to black from each opponent, rebought by Volrath’s Stronghold or a Reanimate copy; stolen-board beatdown, where the caster has four of their creatures and they have none; The Haunt of Hightower, which grows on every card put into any opponent’s graveyard from anywhere; and Tinybones, Trinket Thief’s {4}{B}{B} activation, which is 10 life from every opponent with an empty hand after an Awaken the Erstwhile or a Mindslicer sacrifice. Underneath all of it, a small drain stack works the margins: Blood Artist drains a chosen player on every creature death anywhere, Zulaport Cutthroat drains each opponent whenever one of the pilot’s own creatures dies, and Konrad deals 1 damage to each opponent on every other creature death, damage only, no life back.

The honest read on the clock: the plan starts turn 3, the realistic kill is turn 7 to 9, and the hard finish is available from turn 6 once Cabal Coffers, Urborg, Tomb of Yawgmoth, and Crypt Ghast are online.

Politics

  • Discuss land denial before every game. Lead with the Pox land-sacrifice effects and theft. Disclosure lets others assess the match; it does not promise several turns of safety or prevent opponents from targeting the engine. Offer another deck when those effects do not fit.
  • Name the Pox effect before you cast it, not after. “Death Cloud for four, I lose four too” lands very differently one turn early than one turn late.
  • Do not fire the symmetric cards from ahead. Cast Pox, Pox Plague, and Death Cloud from behind on board. It reads as a reset instead of a beat, and it is also when they are strongest for you.
  • Lead with enchantments, not with Tergrid. Oppression annoys everyone evenly. Tergrid concentrates the hate.
  • Take from whoever is winning. When an edict, a Braids, Arisen Nightmare trigger, or a Torment iteration gives you a choice, aim at the actual threat. Being seen as the answer to the archenemy is worth more than one extra creature.
  • Do not steal the last permanent from the player at 8 life. They will spend their next three turns on you.
  • Hide the Torment turn. Do not telegraph that Coffers is online and a big X spell is in hand. Play a low-impact turn, then kill.
  • Run the loop once, not six times, unless it wins. Grinding the table to zero permanents over four turns makes enemies. Grinding them to zero on the turn you kill makes a win.

If they ask

How many Game Changers?

Nine, and the commander is one of them. The nine slots are listed above. The count includes commanders, so Tergrid spends the first one, and Bracket 3 caps at three, so the count alone is enough to put the deck here. Name all nine at rule-zeroThe 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..

Is there land destruction?

Yes, and it is the more important half of the disclosure. Five cards, with the exact wording in the section above. All of it is symmetric, the pilot included.

Any infinite combos?

No. The one engine is the Phyrexian Tower loop above: free once per turn because the Tower’s {B}{B} pays the Skeleton’s {1}{B} rebuy, and bounded by available black mana on Ashnod’s Altar after that. Running both Dictate of Erebos and Grave Pact doubles what one death collects, but it does not change the ceiling: the Tower still untaps once a turn and every extra iteration still costs black mana. With Blood Artist on the battlefield each death in a full iteration, the Skeleton plus each opponent’s forced sacrifice, drains 1 life from a target player, up to four deaths on one enchantment and seven on both; Zulaport Cutthroat triggers only on the Skeleton but drains each opponent for 1 when it dies. Either way the drain is bounded by the same mana. It never goes infinite in mana, damage, or iterations, and anyone at the table can verify that while it runs.

How fast?

Turn 7 to 9, hard finish from turn 6, as above. The Bracket 3 version of this list was turn 9 to 11; the ramp and the tutors are what moved it.

Most degenerate thing it does?

Sacrificing Mindslicer with hands full: every hand empties, and Tergrid steals every permanent card that hits their graveyards, often 6 to 10 permanents in one activation. The Torment turn is the other candidate, and a Death Cloud for four with Tergrid out is the one people remember. All Is Dust with Tergrid out joins the list: every colored permanent on every board goes, lands and most artifacts stay, and the caster takes each opponent’s nontoken share, their commanders aside.

Salt level?

Honest answer: high, and it should be. Tergrid is hated on sight, the deck takes lands, and it runs nine Game Changers. Read the script and you are piloting a known quantity instead of springing one.

Why Bracket 4 and not 3?

Either reason on its own would do it. Bracket 3 prohibits mass land denial and this deck runs it. Bracket 3 caps Game Changers at three and this deck runs nine. There are no infinite combos and no extra turns, which is why it is Bracket 4 and not higher.

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.
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