Minotaur Skullcleaver

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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
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Minotaur Skullcleaver

Creature — Minotaur Berserker

Haste

When Minotaur Skullcleaver enters the battlefield, it gets +2/+0 until end of turn.

IHATENAMES on Minotaur Tinderbox ! Super Budget !

6 years ago

So I played minotaur when it was standard so I already love this deck! but here are my suggestions, Bile Blight is a must maybe half and half with dreadbore or something like that. I would put in with 4 Minotaur Skullcleaver out with 2 of both Neheb and Gnarled Scarhide as you can only have 1 neheb at a time and scarhide is free w/ ragemonger but still clunky because it can't block get a copy of Urborg, Tomb of Yawgmoth for a little more mana fixing consider Twinflame for copying warcaller for sudden death and I know it breaks the tribal theme a little but consider a endgame flyer like Stormbreath Dragon for the more... resilient opponent.

Marcus_Licinius_Crassus on Mono Red Tron

6 years ago

+1 Up Vote

I like the approach. This version of Tron seems to the point. Get your opponent dead and go to next game. Avarax is criminally underplayed in pauper in part because of the mana requirements.

I found an interesting creature to cover the Minotaur Skullcleaver. Arc Runner is a 3 CMC (2R) 5/1 with haste. This card fills the role as the skill cracker, but it can hit the board after you rolling thunder or clear away blockers.

GS10 on Alesha, Who Smiles at Her Bank Account

7 years ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:


Watch out, we've got a badass over here

Commander / EDH* GS10

SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

GidEmrakulPlox on Budget Modern Aggro

7 years ago

Awesome deck. Why don't you try Boggart Ram-Gang instead of Minotaur Skullcleaver

PrettyRawrsome on Minotaur Beatdown

8 years ago

I also have a minotaur build here Minotaurs

I would recommend Gnarled Scarhide as well, in place of Fanatic of Mogis and Minotaur Skullcleaver. Getting in one or two early attacks with him can make a lot of difference and it brings your average cmc down a little to help with any hand problems you might have. Tribal decks also like Mutavault, it doesn't do as well here as in something like Merfolk, but it might be worth one or two if the mana-base can support losing out on some colours. I'm still deciding myself.

I think Whip of Erebos and Quicksand are also good suggestions. I hadn't thought of these so I might look at working them into my build as well.

Dead_eye5 on Live, Die, Repeat

8 years ago

Hmmm, I have a similar deck and I like some of your picks. Especially High Priest of Penance. I like using the deck build based off the entry of creatures. Dark Prophecy is also a good addition.

I think Ambuscade Shaman can be a good addition here, may take the place of Minotaur Skullcleaver? Since he not only adds to himself, but all others entering. You sacrifice the haste, but Alesha allows them to attack right away when she reanimates.

Some other ones to think of:

War-Name Aspirant - gets the +1/+1 automatically when reanimated

Mentor of the Meek - for card draw

Mardu Skullhunter - for opponent discard

Mardu Hordechief - get the extra 1/1

Anafenza, Kin-Tree Spirit - bolster upon entering

As you can see I had alot of warriors mentioned and is why I built Strength in Numbers to be warrior based. Since most of them are humans I was also able to use Xathrid Necromancer. I do like your use of Altar's Reap and sacrificing your own stuff since you can just get them back. Something I shall take away from your deck!

Thanks, +1

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