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Tergrid's LanternCombos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Tergrid, God of Fright
Legendary Creature — God
Menace (This creature can't be blocked except by two or more creatures.)
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.
clayperce on
Sephiroth
3 weeks ago
Great deck! You earned my +1 a while back ... playtesting this was honestly a big part of me deciding to build Sephiroth myself. So thanks!
As I tweak the deck though, I wanted to ask your thoughts on a few things:
- How's Tergrid, God of Fright
Flip? I've never played her, so I'm a bit hesitant to use one of the Bracket 3 Game Changer slots on her (vs something like Orcish Bowmasters). Appreciate your thoughts!
- Any general tips for playing in a Bracket 3 pod? The deck often feels right on the edge between 3 and 4 (i.e., popping off sometimes on Turn 5--or even earlier with a nut draw--but generally WAY too grindy/not consistent enough for a Bracket 4 table), so I worry a bit about bringing this to a generally mid-Bracket 3 pod. The "Bracket 4 Sideboard" seems like a great idea, but here too, I'd appreciate any other thoughts!
Thanks again, and cheers!
SaberTech on I’d like help building a …
1 month ago
If you are looking to slow down opponents with a bunch of discard/hate bear/taxing effects then a commander you could consider is Alesha, Who Smiles at Death.
There are a lot of 1/1 creatures that make all of your opponents discard a card, and a lot of the hate-bear cards are in the 2 or less power range. Alesha giving you a way to keep bringing them back after they die or you sac them could be a useful effect in the command zone. Cards like Dauntless Dismantler, Inspired Insurgent, or Hammer Mage might help with destroying artifacts. Lurrus of the Dream-Den and Teshar, Ancestor's Apostle in the 99 could work as backup for your commander. Requiem Monolith gives you a card draw engine that can also kill your weaker ETB creatures so that Alesha can bring them back.
Goblin Sharpshooter + a way to give it deathtouch like Basilisk Collar, Onyx Mage, or Vault of the Archangel lets you repeatedly clear creatures from your opponents' boards.
Alesha's signature trick is to attack an opponents who has lost their creatures and bring back Master of Cruelties onto the board tapped and attacking (getting around the restriction of it attacking alone). The opponent won't be able to block the MoC, so their life total becomes 1, and then Alesha finishes them off. Cards like Break Through the Line can help creatures like MoC push some damage through.
There are a variety of combos that you could run as a finisher. If you don't care for combos, then cards like Cathars' Crusade and Serra Redeemer can help to make your creatures more dangerous threats. If you end up running a lot of discard and forced sac effects like Accursed Marauder then you could potentially run Tergrid, God of Fright Flip as one of your game changers to steal your opponents' stuff and win with that.
Barnie22 on
A Roguish Smile
6 months ago
Balaam__ Thanks! This deck was inspired by the Outrageous Robbery card, Daring Thief and Tergrid, God of Fright Flip so blue/black seemed the way to go. Glad you like its less conventional route
SaberTech on How can you pack enough …
7 months ago
legendofa's comment about assessing that you and your group are playing with the same game expectations and power level is a good point to start with. As for some suggestions about deck and play style:
You are right, you probably won't be able to pack enough removal into a deck to deal with all the potent threats that three opponents can potentially play against you. There's the option of running decks with cards like Grave Pact that give you repeatable ways to remove creatures throughout a game or engines that let you repeatedly reuse your removal like running Plaguecrafter or Foundation Breaker in a Muldrotha, the Gravetide deck. Those can help. However, if you are trying to run a control deck in commander like you would in a 1v1 game then you are probably going to have a tough time. 1-for-1 removal in commander is meant more for saving your skin or shutting down an opponent's key piece/play at an advantageous time, not a long-term plan of preventing an opponent access to any resources at all.
Something to remember is that even if each opponent has 20+ bombs in their deck, they aren't guaranteed to see all of them in a game. It also isn't on your shoulders to keep all threats under control. There are other players at the table who will have to be concerned about threats that get played. You can try to play in a way that puts pressure on opponents to deal with threats while you conserve your own removal for when you really need it. There is also the option of making deals with opponents.
In casual commander games, part of controlling opponents comes from just being able to match their boards with your own. An opponent shouldn't try trading off threats with you if all it does is weaken the two of you while your other two opponents are unaffected. Make attacking you look like a bad deal. A threat that is never aimed at you is one you don't have to think about how to remove, and hopefully it gets aimed at another opponent instead.
For a more dedicated control strategy, cards that deny actions may be more worthwhile over some pieces of single-target removal. Effects that tax opponents' mana to do things can slow down the game and give you time to get your own win-cons online. With both denial and removal, being able to hit/affect cards that each of your opponents control with only a single card is the sort of value you would prefer if you can manage.
Cards that let you permanently steal an opponent's card on board let you you spend one card to build up your board state while removing a resource from an opponent. That's better than just trading cards 1-for-1 and potentially giving your other two opponents an edge. The cards that do that on their own tend to be 4+ mana though, so not always the most cost efficient. Setting up synergies between cards that let you do that sort of thing repeatedly is one way to go. As an example, I run Tergrid, God of Fright Flip in my Vaevictis Asmadi, the Dire deck to get more value out of Vaevictis's ability.
At the end of the day though, the most effective way of taking a bunch of threats out of the game equation at once is player removal. You can't just focus on keeping opponents' boards clear of threats, you need to be building towards your own win-con as well. Defeating an opponent means no longer needing to deal with their threats. There can be advantages to sometimes being slower to play out your threats than your opponents but if you know you aren't running enough ways to deal with all of their threats in time then being able to take out an opponent may be your best option for controlling the flow of the game.
Xzerro on
I hate my Deck, So I will play yours
10 months ago
Great call outs. Tergrid, God of Fright Flip is amazing with Deadpool's ability wasn't considering this. Will see if I can work in Demonic Pact and Feign Death as well.
legendofa on Commander bracket recommendation
10 months ago
For some direct feedback, Tergrid, God of Fright Flip should be listed as being a game changer.
StarRushford on
Elsha, Spin Top
1 year ago
legendofa I know my friend's deck uses Sensei's Divining Top, Omniscience, and Enter the Infinite, so I could get one of my combo pieces, or steal one of their combo pieces.
Oh, I just realized it said creature card, I'm blind lol. Being removed right now.
Crash Through would be very good if I am running Narset, Enlightened Exile as my commander, or have Jeskai Ascendancy out.
I'm switching Jace, Architect of Thought and Bribery out.
As for whether unblockable or trample is better, probably unblockable, as here are the current common decks:
My friend: a Merry, Warden of Isengard and Pippin, Warden of Isengard token deck, or Sliver Hivelord slivers deck.
My mom: Kykar, Wind's Fury deck, or a Krenko, Mob Boss krenko deck.
My dad runs a Hazel of the Rootbloom token deck, a Tergrid, God of Fright Flip discard deck. Sometimes a Kydele, Chosen of Kruphix *f-etch* and Thrasios, Triton Hero draw deck.
TheoryCrafter on Exsanguinate or Blasphemous Edict?
1 year ago
DemonDragonJ, If you really want a sacrifice-based board wipe, I'd recommend Killing Wave. While Vona's Hunger does work for both the short and long game, it won't kill all the creatures. On the other hand with Killing Wave, you can sacrifice all your creatures except for Thraximundar(just eat the lifeloss) and maybe Tergrid, God of Fright Flip, and hold the advantage on the battlefield. Happy Hunting!















