Minotaurs do as Minotaurs do.
I don't think the game plan needs much explaining. They're minotaurs. You turn them sideways.
Maybe board cards:
Ruinous Minotaur
: Good beats, but not as reliable as the lords imo. Considering it's main competition cost wise, Rageblood Shaman, puts the majority of the deck out of bolt range, I don't think he makes the cut.
Felhide Petrifier
: Gravy. No power boost tho, so not an ideal lord. Hardest maybe.
Odd main board inclusions:
Kragma Warcaller
: on one hand, it's a five drop. On the other hand, it's a five drop that ends the game.
Faithless Looting: While it is card disadvantage and doesn't interact amazingly well with any particular card in the deck, looting is imo an important piece of the deck. It allows you to dig for lands and lords in the early game to clean up draws, and generally provides an out for bad hands. Debatable 4-of.
Felhide Brawler
: Tribal 2-dropsss...
Sideboard(No actual proper testing done yet, hypothetical sideboard at the moment)
Browbeat
: VS Slow-ish decks, allows me to restabilize after a board wipe or get them closer to bolt/hasty cheese range.
Blood Moon: Pretty obvious.
Dreadbore: Hits threats that the more efficient removal can not.
Eidolon of the Great Revel: VS combo/control
Harsh Mentor: Speculative, might deal with... Eggs?
Rakdos Charm: Deals with yards, deals with infinite creature combos, helps vs aggro, artifact hate. Value.
Thoughtseize: To deal with everything else.
Please leave a comment if you got thoughts to share on the deck, drop an up vote if you enjoy the deck, and embrace your inner minotaur.