Creature — Minotaur Shaman
(Red), Tap: Anaba Shaman deals 1 damage to target creature or player.
Printings View all
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Eighth Edition (8ED)||Common|
|Classic Sixth Edition (6ED)||Common|
Combos Browse all
|Commander / EDH||Legal|
Anaba Shaman Discussion
1 year ago
My favorite Modern deck is my Rakdos Minotaur Tribal. I use Minotaur with anthems to make my mid-range base deadly and pack in cheap spot removal for threats my cows can't handle.
Creature - Minotaur (Uncommon)
When Gore-Fiend Ravager enters the battlefield, destroy target creature.
The Minotaurs of the Rakdos Cult are especially savage. Not because they are any different than their Gruul brethren, but because the Rakdos often indulge in copious amounts of questionable substances.
Make a Monowhite Spirit Hydra.
1 year ago
I'd also like to point out that drawing 7 cards with him in a mill deck where you run things such as Sphinx's Tutelage is absolutely devastating.
Most Modern decks run 2 - 3 colors. Rare exceptions are things such as Elves and Burn which are mono-colors and 5C Humans. There are nearly no 4C Modern decks because the balancing is not worth the deck potential, though they can be made with enough effort. The real problem here isn't that 4C isn't powerful, it's that the manafixing is absurd. 5C Humans, I've seen go for literally $1,300 - well out of the budget for I'd say 90% of MTG players. My most expensive Modern deck is $340 and I bought damaged cards and foreign cards to help reduce the cost - and that thing took me two weeks of overtime to save up for with enough cushion set aside to ensure bills can still be paid on time.
Alright, let's give you the benefit of the doubt and say I am running my Rakdos Minotaur deck. This thing packs a serious punch and is all about dropping Instant-speed kill spells while building up a Minotaur Tribal wall of death before I swing in for 160+ damage with just 4 - 5 creatures.
I'm going to draw my hand, and skip on over to T4. This gives you time to get a Sphinx's Tutelage out without ramp, somehow have landed Griselbrand in your graveyard, and cast yourself a Goryo's Vengeance to bring him out on your 4th turn.
So I draw 7 cards, I'll go first, and draw three more as my turns come and go. This leaves 50 cards left in my library.
Let's see what happens when you draw 7 with Sphinx's Tutelage on the field.
- Card 1: Unlicensed Disintegration + Akoum Refuge
- Card 2: Rageblood Shaman + Felhide Petrifier
- Card 3: Rageblood Shaman + Mountain
- Card 4: Mountain + Dreadbore
- Card 5: Kragma Warcaller + Rakdos Carnarium
- Card 6: Whip of Erebos + Temple of Malice
- Card 7: Savage Beating + Rakdos Carnarium
Okay, so that wasn't so bad on my end. So suppose you pay 7 more life, draw 7 more cards, and put me through this 7 more times.
- Card 1: Dreadbore + Temple of Malice
- Card 2: Terminate + Cursed Minotaur REPEAT + Swamp + Akoum Refuge
- Card 3: Mountain + Neheb, the Worthy
- Card 4: Savage Beating + Whip of Erebos
- Card 5: Neheb, the Worthy + Rakdos Signet
- Card 6: Unlicensed Disintegration + Felhide Petrifier REPEAT + Anaba Shaman + Darksteel Citadel
- Card 7: Anaba Shaman + Felhide Petrifier
So you milled me for a total of 32 cards. You would have paid 14 life, but remember you could swing for 7 damage since he has Haste via Goryo's Vengeance and pay it AGAIN, so let's make me go through this one last time and see where I'm left off at. Remember, I had 10 cards accounted for between my opening hand and my three draw steps. So I only have 18 cards left in my library. So you pay 7 more life and we go through this whole sha-bang one more time.
- Card 1: Smelt-Ward Minotaur + Terminate REPEAT + Mountain + Smelt-Ward Minotaur
- Card 2: Swamp + Temple of Malice
- Card 3: Rageblood Shaman + Mountain
- Card 4: Rageblood Shaman + Cursed Minotaur
- Card 5: Akoum Refuge + Darksteel Citadel
- Card 6: Felhide Petrifier + Neheb, the Worthy REPEAT + Terminate + Terminate REPEAT + Anaba Shaman + Swamp
- Card 7: I have no more cards in my library :(
You pass the turn and I lose.
T4 Mill. Set up right, you can do it T3.
1 year ago
I tried to run Ragemonger before. He's good if you want to be a very tiny bit more speedy, but overall he throws the balance of the other Minotaurs off. You either need to reduce the amount of the other Minotaurs you run - thereby lowering their chances of being played - or you reduce the number of removal spells you have - which lowers the aggressiveness of the deck.
He's a great card, don't get me wrong. He's just not quite as good of a fit, in my opinion. If I remove anything for him, it'll be Cursed Minotaur.
As for Boros Reckoner, I don't play him because coming up with isn't always as easy to do, especially if I might need some for removal later on, such as through Terminate or to activate Anaba Shaman's ping ability. Since I'm not playing white, I can't be flexible with him and thus I am stuck with Goblin Chainwhirler levels of cost.
But those are good suggestions. Honestly, it feels like it might become a deck in of itself.
That's why I feel like, while they are great ideas, it'd be too difficult to keep the consistency of the deck because too many changes would be made to get it to work smoothly. I hope you understand <3
1 year ago
Also, while we're at it:
Enjoy your firing squad. Also, keep in mind that even if your opponent manages to play literally their entire library during their main phase, you can gain priority and kill everything in response.
You can literally boardwipe endlessly with this combo.
The best creature in the game to do this combo with is Vampire Nighthawk.
She's not only a Shaman, so Thornbite Staff automatically attaches to her, saving you mana, but she also has Deathtouch and Lifelink. So each time you ping a creature, you gain 1 life for killing it.
Happy janking <3
2 years ago
The Allies that spread player's life totals farther and father apart. I combo this with things like Harsh Sustenance for more potency.
Then, I pay into Killing Wave and take the massive hit to my life total and keep all my guys and watch my opponent's struggle to decide what they want to keep. They usually end up sac'ing the majority of their weaker guys, which leaves them more or less defenseless for a full-swing win.
Alternatively, I choose to pay no life and sac my entire boardstate, letting Zula bring me to victory.
I've also got a Rakdos Minotaur deck that combo's Felhide Petrifier with Anaba Shaman. That's hilariously potent. What's worse is when Felhide partners up with a fully level'd Lord of Shatterskull Pass.
2 years ago
Colten, the problem with Tron is it relies heavily on massive threats that are big and extremely hard to remove in combat. Here's an example. This deck placed 1st at SCG Modern in New Holland.
And what's the problem with this deck? FIVE creatures. Sure, six Walkers too. But you can only have one of each out at a time.
Compare that to this thing. 24 creatures.
This deck will get creatures out more frequently. In many cases, quantity can vastly outweigh quality. Just look at literally any Zombie token deck. 2/2s aren't that impressive but if you've got 10 or 20 or even 200+ of them suddenly you are nearly unstoppable short of boardwipes. And yes, I have a Golgari Zombie Token deck that can pump out 200+ tokens in a single turn using a combination of Liliana, the Last Hope, Endless Ranks of the Dead, and Doubling Season.
My point is, it doesn't matter if your opponent has 2 or 3 big creatures out. If you've got 10, they won't be able to stop you. And, respectfully, I don't care if you have a 100/100 Indestructible / Hexproof monster. If I block with a 1/1 Spirit, I prevented that damage. Trample is vastly underused, IMO.
Shift gears into running removal and you're looking at an even harder time. I've stomped an Elf deck with a Minotaur Tribal that runs a playset of Terminate, Dreadbore, and 3x Unlicensed Disintegration while the spine of the deck is a playset of Felhide Petrifier, Rageblood Shaman, and Neheb, the Worthy along with other staples such as Lord of Shatterskull Pass (When he's Level 6 with Felhide out, bad things happen), Anaba Shaman (Felhide makes him a sharpshooter) and Kragma Warcaller for bonus points. I'm currently redesigning for Angrath and more aggressive disruption.
I've also got a Mono-Black Demon Tribal that's decimated many decks because it forces sacrificing passively. That is to say, creatures such as Indulgent Tormentor and Blighted Fen make it so my creatures and lands also sit in as removal plugs.
Sometimes cheap removal and an army of low-grade creatures is more effective than one single big cannon.
A tank can fire once and it may be devastating, but a constant barrage of shotguns is just as deadly.
Going wide is always a legit option. That's why Abzan works. That's why tokens works.
Never underestimate the power of overwhelming forces.
2 years ago
Thanks for the suggestions! Will in include Lord of Shatterskull Pass in the maybe pile. I'll see if I can play around with it for prolonged games.
I did consider going down the first strike + deathtouch route, but instead chose to prioritize lords (+1/+1) and trample. That sorta aggro is more my style. I'm actually considering trading my Felhide Petrifier's for Legion Loyalist, Deathrite Shaman or Alesha, Who Smiles at Death (if you check, all minotaur cards there will have a power of 2 in the graveyard!).
Anaba Shaman has too high a casting cost for what I'm comfortable with. If you check my mana curve, I only have two cards at that cost. Wanted a faster minotaur deck that can bring down cards early.
Thanks again for the suggestions!