Current Minotaur (Needs help)

by aidancheese1 on 14 July 2015

Main Deck (60 cards)

Sideboard (21 cards)

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Deck Tags

  • Aggro
  • Minotaur
  • Rakdos
  • Fun

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 2,075 times.

Mana Curve

Mana Symbol Occurrence

0012410

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Current Minotaur (Needs help)

I'm thinking about slipping in a Whip of Erebos. Only i'd have to take it out of my mono-black devotion as I have no others...

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Posted 14 July 2015 at 19:07

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Hi, I'd be happy to help! But, can you explain more about what you'd like to be helped with? And how has the deck been playing for you? As in, what issues have you seen/been having.

--Just from a glance, it seems you have plenty of Minotaurs, but are you seeing mana problems with only 19 lands?
--Seering blood and Magma Jet both do only 2 damage to creatures, are you having problems killing creatures with 3 toughness to get through? You could put in Roast instead of the Fated Conflagration.

Let me know :D
--thesh0w

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Posted 16 July 2015 at 13:18

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Sorry, had no time to fill in the details. The main issues are lands of the right colour and getting an empty hand fast. The Searing Blood is good for blocker-weakening or straight up removing. The Magma Jet is just for the scry really. This is currently a Theros Block deck and I think that is what is holding it back. I need help with ways of speeding it up or just being more aggressive and competitive.

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Posted 16 July 2015 at 17:53

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Not much help for Minotaur creatures outside of Theros block, but I think maybe adding in some Felhide Brawlers will help you get out more Minotaurs since it only costs 2. Same thing with the Gnarled Scarhide. I'd get rid of the Searing Bloods and go with Fiery Impulses (faster and only need 1 mana vs two). You lose the small burn, but get better removal (which you can make up for if one Minotaur gets through because of it).

Same thing that Chiligyro said: I'd lower your curve by dropping the Sorcery cards for lands. (23 total)
For extra help in getting the right color lands you could go with Bloodfell Caves (or even better Temple of Malice), though you want to watch the ratio of ETB tapped lands to non-tapped lands, so maybe only a x4 of those.

My LGS has a Minotaur guy, he's really cool and casual and fun to play with!

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Posted 16 July 2015 at 18:07

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I'm not a fan of the Felhide Brawlers but i'll try your advice. I really like the Searing Bloods as they are good to weaken or kill blockers so that my trampling minotaurs can pile through with ease. I would like to keep the Flurry of Horns for the synergy with the Oracle of Bones but I can drop the Rollick of Abandon as that has been underperforming recently.

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Posted 17 July 2015 at 07:42

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Apparently, according to some glitch on MTGvault, your mountains and swamps aren't legal...

There's no deck description. Is this deck built for a specific format? Do you care if it becomes a modern/legacy deck? I specialize in casual multiplayer, but I also love a good Tribal Wars Legacy deck.

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Posted 16 July 2015 at 14:15

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It's because they're Origins lands, everything else here is Standard legal. MTGvault is still correct in saying you shouldn't be playing with Origins anything yet. ;D

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Posted 16 July 2015 at 15:05

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Haha yeah! lol. Didn't even realise! Good spot! I'm really just about Casual play but I guess modern is the main option.

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Posted 16 July 2015 at 17:55

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Chili (below) has a good point about your mana ramp and availability, that could be a major hampering concern for this deck.

I suggest removing two Warcallers, two Ragebloods, and both Fated Conflagurations.

Replace them with two Nykthos, two more lands of choice (or other mana acceleration, such as dark ritual or more Ragemongers, which are fantastic creatures you should always want to have in play), and two Fireballs. Fireballs have the added bonus of versatility over the Conflagurations, being able to target creatures, planeswalkers, or players. They can be cast for as little as two mana or as much mana as you have ensuring that they are never a dead draw (you never want a Conflaguration in your hand turn 1), and they combine fantastically with Nykthos, which will provide you with plenty of mana acceleration.

Other cards to consider for your deck:
Door of Destinies
Gauntlet of Power
Swords (take your pick)
Extraplanar Lens

Also, just looking up Minotaurs, why no Lord of Shatterskull Pass? It is far better than Flurry of Horns or Rollick of Abandon. You could also set it off really quickly with Nykthos' mana acceleration.

Felhide Petrifier will make your opponents count the cost before attacking you.

Thoughts on Ragemonger - really add two more. They never become redundant, they just become a 2/3 Minotaur for 1 colorless, and many of your minotaurs cost 2 red so even having 2 in play will still help with cost reduction. This is far more efficient than Flurry of Horns 2 2/3 Minotaur Tokens for 5. Remove all the Flurrys, add Ragemongers and something else with more utility, such as the Door of Destinies and Lord of Shatterskull Pass (which is also better than Rollick of abandon).

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Posted 21 July 2015 at 08:55

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BTW, if you have time, check out one (or more) of my decks and drop a comment/like.
http://www.mtgvault.com/beowulf85/decks/best-overwhelming-stampede/
http://www.mtgvault.com/beowulf85/decks/overpowered-treefolk/
http://www.mtgvault.com/beowulf85/decks/archers-done-right/
http://www.mtgvault.com/beowulf85/decks/synergetic-knights-with-explination/

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Posted 22 July 2015 at 08:52

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I've made some adjustments. Any more suggestions on how to make this any better?

I'll take a look at yours later on as I have to go out right now.

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Posted 23 July 2015 at 07:49

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The mana ramp looks much better. Basically all of the suggestions I made are for you to play around with and figure out exactly what you want to fit, obviously you can't use all of the cards I suggested, but I would rather give you ideas to work with than tell you exactly what I would do.

The one thing I would really do is add in a fourth Ragemonger. That is a creature that I would never be sad to draw, because at worst you already have one in play, so you're getting a 2/3 for a colorless mana, which will also serve to ramp up your Door of Destinies very inexpensively. You should also pretty much always want to have a Ragemonger in play ASAP as it will speed up your deck.

I think your mana looks much better. Rite of flame is a great card, so is Dark Ritual. Both fit here and I couldn't tell you which is better. I still might add one more Nykthos, but that's up to you.

The only thing the deck is really lacking at this point is card draw to keep it going once you've played all your stompy creatures. An empty hand is a sad thing. Unfortunately, the best generic card draw happens to be Sword of Fire and Ice, which is none too cheap... Infiltration Lens is another suggestion, but it is highly situational, it basically gives your opponent the choice between blocking you and letting you draw a card (a win win situation for you). It requires you to be attacking though, which is what makes it situational, as you don't always want to be on the offensive.

Memory jar is another option, assuming that by the time you have 5 mana to play it, and 5 mana to tap it, your hand will basically be empty and you should have some of your mana acceleration available. You can even play your Rite of Flames before you tap it in order to float your mana, and maybe draw one or two more rites to help play the rest of what you draw.

Staff of Nin is also very nice passive card draw for when you hit that late game and have played all your cards.

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Posted 24 July 2015 at 07:25

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My first thought is that there are not enough lands and a too brutal curve mana-wise. I would cut down on our 5-drops and add more lands.

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Posted 16 July 2015 at 17:30

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