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Tahngarth, Talruum Hero
Legendary Creature — Minotaur Warrior
1,R, Tap: Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth.
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Tahngarth, Talruum Hero Discussion
3 months ago
Now that is a real T-Rex right there.
Also, this likely will lead to the Rivals of Ixalan being about "the old gods" coming back to light. This dino would be up against Gishath for instance, and the vampires are clearly getting an Elder Bat now to deal with either monstrosity. The pirates themselves won't have some elder god to look for, but I suspect there will be a mutiny to deal with and a new pirate lord will try to establish dominance (could even be this mystery minotaur that I suspect is from the same plane as Tahngarth, Talruum Hero). The Merfolk may undergo a similar upheaval from one of their own trying to steal the secret power/treasure away and becoming a god-like entity (planeswalker?) in the process.
6 months ago
Here is a list of budget cards I think you should consider:
Here are some cards that has a little more value:
Another thing I noticed you are lacking is card draw, here is some suggestions:
6 months ago
Burning-Fist Minotaur is a neat two-drop Minotaur. Maybe cause some headaches early game.
Tahngarth, Talruum Hero is a neat legendary Minotaur that can take out weaker creatures.
Merciless Javelineer is reasonably aggressive and can prevent opponents' creatures from blocking.
Flurry of Horns creates a couple of Minotaur tokens that can come down swinging.
Bloodrage Brawler is pretty big for his cost, if you don't mind card disadvantage.
Gnarled Scarhide is an on-theme enchantment minotaur that is also a 1-drop.
6 months ago
no Anaba Ancestor,Anaba Spirit Crafter,Rageblood Shaman, Mogis, God of Slaughter Lord of Shatterskull Pass? I feel maybe these cards in for some of the ones that don't benefit a lot to the minotaur theme you have going on as they just seem like Auto includes to me. I also think Tahngarth, Talruum Hero and Coat of Arms Door of Destinies and Obelisk of Urd and maybe Akroma's Memorial would all work nicely too provided they pump your minotaurs. Black Market would be nice after you get your (at this point massive) army of Minotaurs death touch to just put counters on it to have a large amount of mana to use to accelerate. you may also want to put Waste Not in here as a side win condition. Neheb, the Eternal can go infinite with Aggravated Assault by adding enough mana to activate its ability, plus the damage stacks each time you activate a new combat, to generate even more red mana to go large with a Comet Storm, Fireball or Crater's Claws.
I like this deck and I will post more as I come up with more ideas for this deck.
6 months ago
As we know, when Tahngarth, Talruum Hero uses his "fight" mechanic while equipped with wither, he weakens his target before he gets damage back. Does Soul-Scar Mage also make him put -1/-1 counters before targeted creatures hits him back?
Its replacement effect, as is wither, so basicly it should work.
10 months ago
I wouldn't look at the discard effect as a downside... I would try to take advantage of it.
Swap in a few madness cards maybe something like Fiery Temper or Avacyn's Judgment can replace some of the burn or kill spells you have now. You can also run some re-animator cards like Phyrexian Reclamation, Patriarch's Bidding could be really strong for you here as well. There are plenty of ways for you to take advantage of the discard clause.
Also Library of Leng is a very overlooked card in commander that allows you to discard cards to the top of your library. I think it works wonders with Cow Commander 2.0 (Tahngarth, Talruum Hero is 1.0).
I am looking to build this guy too. can't have too many ideas!
10 months ago
Using my own knowledge and EDHREC I've got a few ideas.
Under "Tribal" I looked at the most playable creatures in Minotaur tribal decks and came up with a fairly short list.
~ Ragemonger, Felhide Petrifier, Rageblood Shaman, Lord of Shatterskull Pass, Gorehorn Minotaurs, Kragma Warcaller, Oracle of Bones, Deathbellow Raider, Felhide Spiritbinder, Tahngarth, Talruum Hero, Taurean Mauler, Adaptive Automaton, Metallic Mimic; then new additions, Ahn-Crop Crasher and Cursed Minotaur; and finally if you want to lean into graveyard/discard synergy I'd go with Minotaur Explorer and Hurloon Shaman, and on top of those, if you're feeling really confident - Ruinous Minotaur.
Without a strong enough spread of creatures (unless some other good minotaurs besides Neheb get printed in Amonkhet), I'd recommend not going down the usual tribal route with cards like Door of Destinies and Coat of Arms, instead focus on what Neheb brings to the table. The clauses "As long as you have one or fewer cards in hand, Minotaurs you control get +2/+0." & "Whenever Neheb, the Worthy deals combat damage to a player, each player discards a card." show that this card wants you to be almost hellbent most of the time. A commander like Malfegor is a good place to start on this theme, giving us a pretty substantial list to choose from.
~ Malfegor himself, Avaricious Dragon, and Sire Of Insanity are probably as heavy as you want to go on non-minotaur creatures; Waste Not, Anthem of Rakdos, Gibbering Descent, Rix Maadi, Dungeon Palace, Gamble, Grave Upheaval, Painful Quandary, Dark Withering, Kolaghan's Command, Call to the Netherworld, Dark Deal, Delirium Skeins, Behold the Beyond, Library of Leng, Pain Magnification, Megrim, Liliana's Caress, Quest for the Nihil Stone, Key to the City, and Necrogen Mists, all contribute to the discard theme. (If you want to use lands that end up in the graveyard Crucible of Worlds is definitely a great inclusion in the deck too).
We now want to keep Neheb from being blocked and/or killed by our opponents and get in for the damage we want him to, so I feel equipment are the way to go given our colors.
~ Sword of Feast and Famine does what we want here and more; Whispersilk Cloak, Swiftfoot Boots, Lightning Greaves, Loxodon Warhammer, Basilisk Collar, and Darksteel Plate keep Neheb untouchable, unblockable, or allow him to attack without fear of being blocked; functionally similar, the aforementioned Key to the City, whilst not an artifact, works as a discard engine and allowing Neheb to go unblocked, and in another vein a utility land like Rogue's Passage will probably come in handy.
Obviously you include EDH all-stars like Sol Ring, Sensei's Divining Top and Command Tower. Then all you should have to do is look at cards that you want in the deck from red and black that fit the theme or are just strong by themselves. Examples of strong stand-alone cards include Damnation, Terminate, Exquisite Blood, Stranglehold, etc.