Tergrid, God of Fright // Tergrid's Lantern
Black has always made opponents sacrifice: from Diabolic Edict to Liliana of the Veil, the color's whole edict tradition trades your card for their choice of permanent, which usually means their worst one. Tergrid may read as colorless, but it drinks from that same well, and the wrinkle on the God face is that it does not stop the sacrifice from happening; it collects the corpse. Every nontoken permanent an opponent sacrifices, and every permanent card they discard, lands on your side straight from the graveyard, which inverts the entire cost structure of forced sacrifice. Their least-valued fodder is no longer a concession you extract but a permanent you keep, and the disparity compounds against any symmetrical "each player sacrifices" clause the moment their half funnels to you. The 4/5 menace body is almost incidental, a way to close a game the theft has already broken open. Tergrid's Lantern is the choose-one back face, resolved when you cast the card rather than transformed into later, so a single copy typically commits to one side per game. The Lantern is the engine in miniature, a repeatable resource-attrition tap that forces the lose-life-or-sacrifice-or-discard choice itself, without any of the recursion the God provides. What makes the front face singular is how cleanly it converts every parting with a card into a transfer: it does not ask opponents to give up their best permanent, only to give up any, and then pockets whatever they surrender.



