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.
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.
decks.foiltilt.com/tergrid/tournament-4/
Table disclosures
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.
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:
- Tap Phyrexian Tower, sacrificing Reassembling Skeleton. Add {B}{B}.
- 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.
- Tergrid triggers once per opponent, and the caster takes all of them.
- Pay {1}{B} to return the Skeleton from the graveyard.
- 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
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..
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.
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.
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.
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.
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.
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.
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.
Opening hands, game plan, win conditions, sequencing, and common mistakes for this build.
The complete list for this build, with copy, download, and print options.
Golgari Squirrel aristocrats, Bracket 4. Twelve Game Changers, four combo engines, many assemblies, attempts near turn five.
Orzhov lifegain that becomes drain. Heliod-Ballista and Sanguine-Exquisite are the disclosed infinites, thirteen Game Changers.
Golgari aristocrats with a lifegain-drain core. Yawgmoth plus Mikaeus for infinite drain, five Game Changers, Tergrid theft.
Custom builds, cEDH lists and stock precons, filtered by colour, bracket or commander.