Flurry of Horns

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Flurry of Horns

Sorcery

Create two 2/3 red Minotaur creature tokens with haste.

Stardragon on My Attempt at best Rakdos …

2 years ago

Last_Laugh while overpowdered at the start I've been thing about this what i want in minotaur commander for a while so and it came down to a few things

  1. Make tokens: As there only two token makers for minotuar and one is a bad 5 drop that make two tokens. yes there a beefy 2/3 with haste but it's too expensive for that, if it was a four drop or an instant than it would so much better. This wouldn't even be a thing if Sethron didn't make tokens, I would of just ignored Flurry of Horns as a one off and something not to associate with minotaurs

  2. Give trample-A minor thing it is more of a personal thing but if a 800lbs+ beefcake is charging you, your most likely going to be both flatten unless your also beefy or have a big thick shield that rammed into the ground, or your gonna be running the other way as fast as you can hence why I think minotaurs need trample and menace (or fear/intimidate) and bulls are fast IRL and it's been shown in lore and flavor texts that minotaur charges are fast so they need haste. But this less to make the viable and more for flavor

3.RAMP RAMP RAMP- Since rakdos lacks any real ramp except for rituals minotaurs need more, while the zombie Nehebs help since minotaurs have a higher average casting cost than most with only few like dragons and demons being higher it becomes more obvious.

4.Keep to their theme- Minotaur's are mostly a mid to late game aggressive play style so having a commander that helps with that would be great

So made a card that hits all four may of needed tinkering but i think this would be the best minotaur commander personally

Stardragon on Attempting to make the perfect …

2 years ago

This is great commander but I'm not sold it's ability to recur minotaurs just doesn't feel on theme for minotaurs. But your right minotuars are not a competitive tribe and I don't think they need to be, even if you go Jund or Mardu they're still not that competitive (Though green being green Jund is defiantly the most viable for competitive though I personally like going Mardu more).

That being said I feel that minotaurs in general are missing some major things and that a commander helping some of these would be good (For Rakdos colors).

  1. Access to Trample, Haste and Menace: This is the most minor thing, but these are the 3 keywords that I think of when someone says Minotaurs, and come on these are huge beefcakes in the most literal sense. They should be able to stomp over most creature, I can't image a 1/1 bag of bones or hell a fully armored knight being able to stop a charging minotaur (at least not without a big ass shield and are a beefcake in their own right), and seeing a minotaur charging at is terrifying which is why Menace would work so well flavor wise, though I suppose Fear or Intimidate would work as well basically being the same thing as menace, in that it conveys the fear of seeing a wall of beef coming at you but since those two are mainly black keywords, and IK they mainly in color and that there a good chuck of mono black ones, but I get the feeling that black is the secondary color while red is the main, so menace is the more on color pie theme one and flavor theme.

  2. Mana ramp: I now Rakdos isn't exactly a ramp color minus ritual effects but since there are few 3 drop minotuars no 1-2 drops with most being 4-7 (with 4-5 being the most common) drops you need more ramp, Neheb, the Eternal and Neheb, Dreadhorde Champion help in that regard but I think a few more can't go wrong. Maybe less focus on combat ramp, and more sacrificial ramp? IDK but we need a few more, though I don't feel like it should pure ramp (No just tap and get mana)

  3. More tokens or better Creature: This goes with needing much explanation but with such a limited number of decent minotaurs either make new ones that are ok or better (70% are not good are only being used because the limited selection) or have more cards that make tokens, as of right now the two minotaur token makers are Sethron, Hurloon General and Flurry of Horns and Flurry is bad, yes it makes 2 tokens with haste and they are beefier tokens compared to most, but 5 mana for it is too much when I rather spend that mana on a minotaur that cost the same but is bigger and has more board presence.

  4. Double Down on their tribe theme: For a while Minotaurs just kinda meandered around than the OG Theros came out and made them a highly aggressive mid-range tribe (they are some the most aggressive mid range decks I've seen.) and than Amonkhet continued this trend. Than Theros Beyond Death came other and split it into a sacrifice theme which I think fit the theros minotaurs because well even form older flavor texts they seen as more savage. But it split the tight focus and identity that the minotaurs had going but that is not a bad thing but we could meld them together to keep it more focused and tighter. Instead of out right sacrifice (though having some shamans in particular doing that is fine as TBD has established them) have instead deal with creatures dying in combat (so just dying in general, it's similar to sacrifice but not quiet the same) this would help it's already establish mid-range aggressive identity.

More Support: IK many tribes are lacking this (looking at you Phoenixes/Devils/Drakes/Weirds) but it doesn't stop this from being any less true. It has an ok creature base but they lack enchantments, instants sorceries and artifacts that are tailored to them. IK they are some like Didgeridoo but they are few and they need more.

Sorry about this rant i guess you could call it? But if you think of a commander that could deal with some of these than that would be awesome but again I DON'T THINK THIS IS A BAD COMMANDER!!!! And it certainly helps them.

JohnnyFungus on Representation: List of Tribal Support in Pauper

2 years ago

The only reason I'm commenting is because I just got done brewing pauper minotaurs for my friend!

Minotaurs:

and not exactly tribal payoff but pretty solid to have in your backpocket, Flurry of Horns

YoungBroRaizel on Minotaur R/B Budget

5 years ago

GoblinsBeatElves, I use Oracle of Bones to combo with Dictate of the Twin Gods, that allows me to do double dmg with everything i have and the best combo is with Flurry of Horns, allowing me to put 3 hasty minotaurs in field for only 3 mana, most of the time.

PIayswithFlRE on EDH Custom Deck Challenge

5 years ago

(This would be Neheb, but the plotline sort or requires that it can't be, so it's another minotaur from the same tribe.
I've also considered redoing it as Angrath's mentor from his so-far-unnamed plane)

Deck Name: Your Time Has Come
Plane: Amonkhet
Commander

Benroch, Making Plans  |  Benroch, Chosen Moment
Legendary Planeswalker - Benroch  |  Legendary Creature - Minotaur Shaman
+1: Create a 2/2 black Spirit Minotaur creature token with haste, vanishing 2 and "when this creature deals damage to a player, put a time counter on it"

-X: Move X time counters from suspended cards onto one or more permanents you control with time counters. You may transform Benroch, Making Plans.

Benroch, Making Plans can be your commander.
Eminence - As long as Benroch, Making Plans is in the command zone or on the battlefield, red and black cards in your hand have Supend X-1 -- where X is its converted mana cost
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Menace, trample

Benroch, Chosen Moment gets +1/+1 for each suspended card and permanent with a time counter you control. If you have one or fewer cards in your hard, Benroch, Chosen Moment gets +2/+2 for each instead.

: Exile a red or black card from your hand or graveyard with X-1 time counters on it where X is its converted mana cost. It gains suspend.
Loyalty: 4 | 0/0

Spark: Having trouble clarifying this in my mind, but his main thing is a sort of temporal manipulation that manifested originally as superior reaction times, but became the ability to jump back and forth over short swaths of time and eventually between planes

Deck Concept: Using suspend to enable hellbent and "one or fewer card in hand" effects as well as being fairly minotaur tribal

Sample cards: Burning-Fist Minotaur, Neheb, the Worthy, Ragemonger, Flurry of Horns, Kragma Warcaller, Rift Elemental, Lavacore Elemental, Rift Bolt, Shivan Sand-Mage, Waning Wurm, Festering March, Curse of the Cabal, Time Bomb

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