Tinybones “Troll” / Tergrid Discard – Commander (Mono Black)
This deck is often referred to as Tinybones Troll (or “Tergrid/Tinybones discard”), built around Tinybones, Trinket Thief and sometimes paired or compared with Tergrid, God of Fright in Magic: The Gathering.
The strategy is infamous for being extremely annoying (“troll”), focusing on forcing opponents to discard their hands and punishing them for it.
Strategic Overview
The core idea is simple but brutal:
·Force all opponents to discard cards repeatedly
·Gain value whenever they discard
·Lock them out of resources
·Slowly drain life or win through advantage
With Tinybones:
·You draw cards whenever opponents discard
·You can pay mana to drain all opponents in the late game
With Tergrid (in higher power builds):
·You steal everything opponents discard or sacrifice
This creates a highly oppressive playstyle where opponents struggle to even play the game.
Advantages
·Constant card advantage from forced discard
·Strong control over opponents’ hands
·Punishes greedy or slow decks heavily
·Very effective in multiplayer (hits all opponents)
Key Strengths
·Resource denial engine – Opponents quickly run out of cards
·Scaling power in multiplayer – More players = more triggers
·Strong late-game finisher with Tinybones’ drain ability
·Can transition into hard control or combo builds
Common key cards include:
·Waste Not – Generates value from discard
·Bottomless Pit – Forces discard every turn
·Oppression – Punishes spell casting
·Dark Deal – Mass discard + redraw
·Megrim / Liliana's Caress – Damage from discard
Disadvantages
·Draws massive table hate (players will target you first)
·Relies heavily on discard effects to function
·Weak if opponents topdeck well
·Can stall if you don’t find payoff cards
️ Limitations
·Socially “unfriendly” deck — may frustrate casual tables
·Less effective against decks with graveyard synergy
·Limited ways to deal with artifacts/enchantments (mono-black issue)
·Requires careful pacing to avoid becoming archenemy too early
Gameplay Guide
Early Game (Turns 1–3)
·Play discard engines early
·Deploy Tinybones quickly
·Start generating card advantage
Mid Game (Turns 4–6)
·Lock opponents’ hands down
·Establish value engines (Waste Not, Oppression)
·Control the pace of the game
Late Game
·Activate Tinybones’ drain ability repeatedly
·Maintain hand lock
·Slowly finish all opponents
Win Conditions
This deck typically wins through:
Best Fit For
This deck is ideal for:
·Players who enjoy control and disruption
·Fans of “troll” or oppressive strategies
·Higher tolerance or competitive Commander groups