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Description

This is the update to my deck Mad-Cow Rampage (Tribal Minotaur) featuring the new cards from the set Hour of Devastation!

Any and all feedback is greatly appreciated! If you like what you see, an up-vote here is also greatly appreciated!


GENERAL PLAN/CONCEPT

Okay, so this deck looks fairly different than the last one. I didn't really use the Aftermath style cards in the last deck, however, I feel that they are essential to this one (although I am still working out the kinks). With Burning-Fist Minotaur, Bloodrage Brawler, Neheb, the Worthy, and Key to the City, there is so much discard that these Aftermath cards, as well as Fiery Temper really give this deck a lot more options. The reasons why I included the ones I included will all be discussed below.

BUT, the general plan is the same: Overwhelm the opponent with my Cows! With multiple ways to remove my opponents creatures, as well as ways of making my Minotaurs difficult to block, it shouldn't be that hard to get the cows in there to whittle away at my opponents life points. If I'm playing control and don't really need all the creature removal, I can sideboard in a ton of discard in Lay Bare the Heart as well as Doomfall.


MINOTAURS

These Minotaurs are mostly difficult to block, so it's fairly easy to be aggressive with them.

  • Neheb, the Eternal: This is the first of the 2 new Minotaurs. He adds so much pressure to the board. Opponents are forced to block him if able. If the game isn't over when I play him, it'll be over soon. The mana he generates can be used to help play the second portion of Cut / Ribbons during the post-combat main-phase, really packing an extra punch.

  • Neheb, the Worthy: An absolute monster. First-Strike, +2/+0, and the ability to force your opponents to discard. He will often be the target of removal, but that's why I included the full play-set of him. Using Key to the City on him is a good way of forcing a discard out of my opponents as well.

  • Ahn-Crop Crasher: Another fantastic creature. His Exert ability can again cause difficulties blocking. Timing the Exert ability well can make it impossible for opponents to block effectively.

  • Bloodrage Brawler: Great body for the mana-cost. The discarding a card may seem like a down side, but really, if you play a turn-two Metallic Mimic and play this on turn-three instead, then he comes on the field as a 5/4 and I can then discard a Fiery Temper.

  • Burning-Fist Minotaur: The second new Minotaur for the deck! A really potent 2-drop, the ability to pump him for bonus damage is very nice as the game goes on, especially because this deck begins top-decking quite early on. His ability is also a nice discard-engine for Fiery Temper or for putting Cut / Ribbons in the graveyard.

  • Metallic Mimic: The pseudo-Minotaur! He buffs the rest of the deck, and he's also an enabler for Unlicensed Disintegration to deal bonus damage. Really does a lot of work here!


NON-CREATURE

Removal

  • Unlicensed Disintegration: With 6 Artifacts in this deck, this removal spell can easily start to chunk 3 damage at a time. I've had games where I play Metallic Mimic on turn-2, then drew two of these, and was able to use these and swing in with the Metallic Mimic each turn for a total of 10 damage! This card really does work.

  • Fatal Push: Simple, cheap removal. With the aggressive nature of this deck, as well as the large amount of removal in the format, the Revolt on this is not too difficult to trigger!

  • Cut / Ribbons: I like this much more than Magma Spray, which I used in my last deck. For one additional mana, it deals two additional damage. Plus, dumping this into the graveyard still allows me to cast Ribbons whenever I choose to. A great way to end the game.

Other

  • Key to the City: This card synergizes very well with everything this deck is trying to do. It again creates scenarios where my creatures can get in for damage uncontested. The discarding a card allows Neheb, the Worthy to really shine and give the rest of the herd +2/+0. Plus, since this deck top-decks quite early, the ability to draw an additional card can make sure I am both finding cards I can use as well as having additional cards to discard to keep using this.

  • Insult / Injury: Another aftermath card that can be accessed from the graveyard. The first ability can be potent, and the second ability add just that little chunk of damage I might need to maybe kill a creature or even end the game.


LANDS

I also switched the lands up a bit. In the last version of this deck, I used Foreboding Ruins and Smoldering Marsh instead of Canyon Slough . I decided to switch it up for a bunch of reasons. First, I like the ability to Cycle the land in this deck. Turns 6/7, drawing a land can be extremely detrimental, so just get rid of it! Gives myself another chance to find the cards I might be looking for. Second, with rotation coming up in a couple months, this would likely be how I switched my lands up anyways, since both Foreboding Ruins and Smoldering Marsh are rotating out hah, so why not just do it now?


SIDEBOARD

  • Lay Bare the Heart: A great card against Control-style decks to sub in for some of the Creature removal when it's not needed. This hits a lot of targets in the current format, and it's much better for someone to waste a counter-spell on this card than on a Minotaur.

  • Doomfall: The additional discard removal is nice against control-decks. The choice to have my opponent sacrifice a creature as well is nice in scenarios where a creature has hexproof or indestructible.

  • Sweltering Suns: Good board wipe against decks that can go super wide, like Zombies. Never use it if I'm ahead on board presence. This is used when I am falling far behind. It can even cycle if I'm in a good spot and looking for something else to play instead.

  • Claim / Fame: The third Aftermath card! If can bring back Metallic Mimic, Bloodrage Brawler, or Burning-Fist Minotaur with the first ability. Bringing back Metallic Mimic for one-mana can really enhance other Minotaurs entering the battlefield after him, and it also makes Unlicensed Disintegration much more potent. The Aftermath portion can be used later in the game with any of my Minotaurs to both increase damage and give them haste!

  • By Force: Artifact removal for fairly cheap mana cost.


Updates

This deck hit the #1 rank today! I just want to thank all of you for the support, it really means a lot to me.

It makes me extremely happy that so many of you have enjoyed my deck and I hope that I can continue to try to brew fun stuff for us to play with in the future!

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Compare to inventory
Date added 4 months
Last updated 1 month
Exclude colors WUG
Legality

This deck is Standard legal.

Cards 60
Avg. CMC 2.86
Folders Neat, Decks to maybe get, HOU, decks, ideas, new ideas, mine, Future deck ideas, Standard Ref, Dimir cycle, See all 37
Top rank #1 on 2017-07-16
Views 8424

Revision 11 See all

4 months ago)

+2 Insult / Injury main
-4 Metallic Mimic main
-11 Mountain main
-2 Insult / Injury main
+4 Canyon Slough main
-2 Neheb, the Eternal main
-8 Swamp main
+3 Cut / Ribbons main
-4 Bloodrage Brawler main
+4 Bloodrage Brawler main
-2 Key to the City main
-4 Burning-Fist Minotaur main
+2 Unlicensed Disintegration main
+2 Neheb, the Eternal main
-4 Canyon Slough main
+2 Key to the City main
+4 Ahn-Crop Crasher main
+11 Mountain main
-2 Unlicensed Disintegration main
+4 Burning-Fist Minotaur main
and 40 other change(s)