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[Magar EDH] Heavy Metal Minotaur

Commander / EDH* BR (Rakdos) Bracket 4

HiveMindRock


CALLING ALL METALHEADS

It's time to thrash. Let's break down this infernal symphony:

THE MASTER OF PUPPETS - Magar of the Magic Strings

Our conductor of carnage, Magar, is the maestro of mayhem. He takes the most devastating riffs—your instants and sorceries—and transforms them into face-melting creatures. We're slamming spellslingers into faces and watching the world burn. The strategy? Dump your most brutal spells into the graveyard, resurrect them, and let Magar turn them into instruments of destruction. We're playing the greatest hits of devastation, and Magar is our amp.

To win, we need a damn good card to resurrect then give it haste and unblockable. We have a lot of heavy metal in this deck, though, so expect archenemy status to come pretty quick when In Garruk's Wake or Savage Beating hit the battlefield.

VULGAR DISPLAY OF POWER

This is where things get nasty. We need to make sure our tracks are getting through to the audience, so we're just not going to let them block us out. We can cause chaos by disabling blocking as much as possible, not only for our creatures but for the heavy hitters on the opponents' boards as well. We can use cards like card:Dauthi's Embrace for politicking, but once Bedlam hits the board we're going to be archenemy #1. The combat tricks like Cosmotronic Wave and Ember Gale are meant to be cast from the hand, but if we can get one extra combat out then they start to act like board wipes as well.

REIGN IN BLOOD

We're hitting the stage with maximum velocity. We need these tracks to hit hard and fast, and haste gives us the momentum we need. Anger, Fervor, and Rising of the Day are genre-defining classics. Ashling's Prerogative and Mass Hysteria are both crowd-pleasing B-Sides, just be sure to say even for Ashling. Chainer, Nightmare Adept doubles as recursion.

OPERATION: MINDCRIME

The fuel for this fire comes from the graveyard. We want to get the huge threats into the grave and dig for success. Our tutors are looking for big removal and combat doublers, as these are our most reliable win conditions.

KILL 'EM ALL

All of our board wipes are ridiculous and our removal is open-ended. One-sided, brutal, and repeatable. All is Dust leaves nothing but the hits since face-down creatures are colorless. Archfiend of Ifnir synergizes with our One With Nothing wheel-discard theme. Bedevil and Rakdos Charm are pretty open-ended in removing serious threats. In Garruk's Wake, Overwhelming Forces, and Skull Storm threaten to keep the table clean forever. If these are allowed to resolve, it's usually game over.

SEVENTH SON OF A SEVENTH SON

Sometime a track just needs to be heard twice to get it. We run multiple copy triggers to get the most out of the spells that do get through. The most ruthless triggers are the multiple combat triggers; when combined with unblockable, these creatures become our win conditions.

DEFENDERS OF THE FAITH

Even the most brutal metal gods need protection. We're not going down without a fight. Dolmen Gate lets us swing out without losing out. Fated Return yanks the metal god back from the abyss, harder and better than ever. Homeward Path keeps the posers at bay. What's mine is mine. Lightning Greaves lets us ride the lightning, baby. Haste for a new arrival and protection for Magar. Null Brooch is nightmare fuel. Dumps your hand and keeps the board healthy. Void Maw is sick as hell, allowing us to play these riffs over and over without risking permanent exile.

POWERSLAVE

This show is expensive and we're going to need resources to keep the show going. The ramp here is fairly straightforward, though we're running heavy hitters like Spiteful Repossession and Brass's Bounty for the replayability.

WE COME FROM THE LAND OF THE ICE AND SNOW

The land base is basic but classic. My table tends to run nonbasic land hate so we're keeping the stage simple and just focusing on the music.

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Comments

94% Casual

Competitive

Date added 2 years
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

47 - 0 Rares

15 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 4.08
Tokens Copy Clone, Treasure
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