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Remember slivers? Minotaurs are easier on the wallet.
I decided to assemble this deck after noticing some minotaur creatures have abilities that affect all other minotaurs, similar to the way Sliver cards work. So, why wouldn't you want a deck where creatures have haste, deathtouch, and trample AND are able to do some serious damage?I've considered swapping in "Kragma Warcaller" for one of the commons. This potentially wouldn't affect the 3 or less mana curve because of "Ragemonger"'s ability."Oracle of Bones" would allow for tossing burn cards at the opponent for free, and "Lord of Shatterskull Pass" could cripple an opponent at level 6. Both would also stick to the 3 or less mana curve as long as "Ragemonger" is in play.Also, this can happen:If you have in your hand to start turn one (in a 3+ player game):-Ragemonger-Heartless Summoning-2 Minotaur Skullcleaver-Felhide Petrifier-2 landYou draw another land on turn 2, and lay heartless summoning.Turn 3 (Doesn't really matter what you draw here, you've got what you need to unleash hell): Lay Ragemonger, tapping your three mana. Because minotaur skullcleaver and felhid petrifier cost two colorless and one red or one black, they are now FREE because of the combo of Ragemonger and Heartless Summoning. AND you'll have creatures with deathtouch.If you can manage to pull a Rageblood or Kragma Warcaller in turn three or four, you can pretty much win the game by turn 5, if not turn 4 (Trample and deathtouch; gotta love it).
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