Rageblood Shaman


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Theros (THS) Rare

Combos Browse all

Rageblood Shaman

Creature — Minotaur Shaman


Other Minotaur creatures you control get +1/+1 and have trample.

Price & Acquistion Set Price Alerts



Recent Decks

Rageblood Shaman Discussion

Catalog9000 on If control never developed as ...

1 month ago

It really depends on what kind of control you are talking about here.

control is a lot different from control.

Control that uses red and / or black would probably still be a thing. Killing creatures with low-cost spells so you can free up for attacking is a legit strategy that works extremely well. That's why I always run a playset of Dreadbore and Terminate in my Rakdos decks.

But control that uses white and / or blue wants to sit back, stop your spells from being played, return shit to it's owner's hand, and make you recast it so you burn through your resources more.

Rakdos Control is more akin to bringing a shotgun to a knife fight, whereas Azorius Control is more like taking the primer out of the shells and sporting a Riot shield.

If you're asking how the game would be different if Rakdos Control never developed, the answer would most likely be that players would keep trying to out-pace each other to get the most creatures out. You'd see Ramp and Aggro really take off as players tried to play their entire library faster. Probably a lot of Instant pump spells, and probably recursion tricks.

If you're asking how it'd be different if Azorius never developed, you'd see players less hesitant about casting their spells. There'd be more carelessness in the game as it doesn't matter if you screwed up something - there's little to no repercussion. Players would probably go as big and as nasty as they could get. Tempo and Zoo would be outrageous as nobody would see a reason to hold back.

Since both are a thing, we see players flexing different strategies, trying to find a balance between playing fast versus playing smart.

That's just my opinion, though. But you can even see this throughout Magic's history.

Take Elves, for example. Hardcore Elf players didn't go up against tons of mass removal in the early days. You played without concern. Without regret. You played as fast as possible.

Now? Elf decks still exist, but there is more caution. Which elves, what abilities, and which tricks are you going to be using?

I once played an Elf deck who brought out as many guys as he could by T9 (3v3 match) and tapped into as much mana as possible, dumping it all into Ezuri, Renegade Leader for some massive potential.

I tapped three lands and dropped an Unlicensed Disintegration. He completely stopped everything and had to read my card several times before ending his turn in frustration because I killed Ezuri before his abilities resolved. (Protip: That's why you play slow and wait to see if your opponent Instant-drops you. Then you add on the rest in response.)

I swung full force. Felhide Petrifier, 2x Rageblood Shaman, Neheb, the Worthy, 2x Kragma Warcaller and won. You may be wondering, if it was a 3v3, how did I win? I'm open for the other guy??

Whip of Erebos.

(That's 58 or so damage, btw + the 3 from Unlic. Dis.)

So, how would Magic have evolved if control wasn't a thing? We'd see a lot more "Elf" decks, where you go big and wide and fast without concern. Players wouldn't hold back, or plan a strategy. You'd still have asshole players who try to combo for the biggest bang for their bucks (Tribal would still be a thing; And yes I am that asshole player ;3) but you'd see a lot more Zoo as the dominate archetype.

TLDR; No control = No worries. Play big or go home.

KINGofORESKOS on Rakdos Minotaurs

2 months ago

Nice deck magicsheep! Rageblood Shaman would be a great card to add. While it is tempting, I feel like Vanquisher's Banner is too slow for the deck. Maybe replace it with the classic Metallic Mimic? If you want, Felhide Petrifier could allow you do attack and block with more confidence. Ragemonger is so good, I would add 3-4. Oh wait...I wasn't paying attention to the fact that this is a Standard deck. Oh well. Keep up the good work, and I hope my suggestions help.

MRDOOM3 on Angry Minotaurs

3 months ago

If you want Minotaur Tribal, then you should definitely consider Kragma Warcaller, Rageblood Shaman, Ragemonger, Felhide Petrifier, and Didgeridoo. Maybe you can consider Heartless Summoning for cheaper creatures at a minor cost to power/toughness.

Purple_Anteater on Minotaur Tribal

3 months ago

NuclearSmiles Felhide Petrifier has been a card I've considered but never really tested out. It seems underwhelming in comparison to the +1/+1 trample, and +2/+0 First strike abilities of Rageblood Shaman and Neheb, the Worthy respectively. It also has poor synergy with Fanatic of Mogis and doesn't work as well with Ragemonger as the previously listed lords.

Catalog9000 on $9 Rakdos (Top 8 local Modern Tournament)

3 months 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.

The game is a lot more complex than just saying that a single Wurmcoil Engine or Karn Liberated ends you.

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.

ryast on Build from Deckbuilder and HOD Decks

8 months ago

What is the goal of this deck? As in, how does it win, what is it trying to do? Right now, you have a few artifacts, a few minotaurs, a few zombies, and some others as creatures - maybe try and make it a bit more based on something specific, have one or two types of creatures.

If you go for full minotaur, you could use Rageblood Shaman, and a lot of minotaurs are black, so if you added black and maybe removed blue - I don't see much blue used - you could add Ragemonger. This deck has some pretty budget minotaurs that you could use.

If you decide on artifacts, keep Chief of the Foundry and Filigree Familiar, you can probably take out Snare Thopter. Cryptolith Fragment  Flip is alright, just for mana and chip damage. Throne of the God-Pharaoh is fine, but I don't see it being too useful, since you likely wont have many creatures. Crypt of the Eternals could be replaced, since it's just mana exchange and not actual mana, except colorless. Hangarback Walker is fun, if you have a way to buff it, and Memnite is good too. Tomb of the Spirit Dragon would work well for an artifact deck. This deck has some ideas you could look at, but isn't super budget.

All in all, make your deck more simple, because right now it's a mix of ideas rather than having a set win condition.

Calyptic on

9 months ago

Hello! Thanks for your suggestions! I had not noticed that the medallions weren't legal in this format, so I've made some adjustments. Instead of those two I'm running Inspiring Statuary. Not only will it make my creatures cheaper, but i'm running plenty of artifacts in this deck to help cast spells! Also I had no idea Rageblood Shaman existed, thanks for opening my eyes. This deck is looking much better.

Load more