Here we go with another Minotaur Tribe.

Based on Amonkhet Minotaurs with some tasty Hour of Devastation goodness added.

Time to get your Cowgasm on.

is appreciated if you like this deck, or add it to one of your folders.

C'mon, show some love.

All suggestions made for this deck will be considered. That doesn't mean they will automatically be adopted, no matter how special you think they/you are.

I see decks very differently than most people. I know what suits my play style, and my local meta.

I don't follow deck building "formulas".

Think before making a suggestion. If you are going to insist up front that it is the ONLY thing that can make this deck better, or make snide comments about my choice of cards/theme, or if you are going to be a jerk in general, then save us both the trouble and just go away.

Do some research before pointing out that my cards aren't Standard legal.
I usually know What's In Standard


  1. This deck relies a lot on Minotaur synergy.
    Suggesting Creatures that aren't Minotaurs has to be for some amazing reason eg. Metallic Mimic can be a Minotaur and puts a +1/+1 counter on other Minotaurs.

  2. If this deck ends up with only one or two cards in hand THAT IS A VERY GOOD THING. It means that Neheb, the Worthy will be able to give all Minotaurs +2/0, no cards will need to be discarded if Neheb, the Worthy deals damage, and no cards will need to be discarded to play Bloodrage Brawler .
    Those are all very, VERY good things.

    That being said, you don't want to get stupid about things and deliberately dump the cards in your hand unnecessarily.

You need a lot of practice to learn how to play this deck, so you can get the most out of it.


  • You have a large suite of removal spells. Use them to shut down key Opponent threats at opportune times. If someone cats Lost Legacy and you have been hanging on to an Instant like Magma Spray, cast it in response.

  • If you have an Artifact on the field Unlicensed Disintegration will also hit the Opponent for 3.
    There are quite a few of these in the deck.

  • If you have a Legendary in hand that is the same as one on the field, and you need to lessen your hand size for Neheb, the Worthy, cast the Legendary in your hand and then choose it as the one to sacrifice due to the Legendary rule.

  • If you have five or six lands on the field it is sometimes worth hanging on to a land in your hand, if you are holding a couple of cards, as you can discard it to play Bloodrage Brawler . You can also discard excess lands to activate Key to the City.

  • You need to be very aware of the synergies between all your cards during the late stage of the game.
    If you time it right you can get your Minotaurs to have +2/0, make one or more of them unblockable, or buff an unblocked Creature with Supernatural Stamina to get an extra 2 damage through.
    You can also pump Minotaur Sureshot to get more damage through.
    Always take a good look at your board and think through the sequence of moves, to work out if you can end the game.

Early Game

Mid Game

  • Neheb, the Worthy is the priority at this stage of the game due to his First Strike ability.
    If Metallic Mimic has given your Minotaurs +1/+1 then giving them First Strike as well shuts down a lot of threats.

  • Ahn-Crop Crasher is excellent to play and Exert right away, to stop your Opponent's biggest Creature from blocking. Or you can make it unblockable with Keybto the City, which means it will untap next upkeep.
    You need to assess the board to see whether you can just attack without Exerting, which is usually better.

  • Hanweir Battlements allows you to give your Creatures Haste.

  • Minotaur Sureshot is another Minotaur body to benefit from all the Triggers, as well as providing some answer to fliers.

  • If possible, leave Mana up so you can give a Minotaur Supernatural Stamina if an Opponent tries to Destroy it, or to help it block and survive.

Late Game

  • Neheb, the Eternal is useful in the late game to either knock the last points of damage off your Opponent with its first trigger, or to get unblockable damage through with Key to the City.
    I'd love to play Burn from Within to get good use of the extra it can create, but I can't because I need other Non-Creature spells to deal with the current meta.

  • Playing Supernatural Stamina to pump a Creature, prior to combat damage being assigned, often also does the last bit of damage you need.


  1. Early hits from Bloodrage Brawler and Ahn-Crop Crasher.

  2. Unblockable damage due to Key to the City.

  3. +2/0 for all Minotaurs, and pumps for Minotaur Sureshot .

  4. Supernatural Stamina to get final damage through.

  5. Unlicensed Disintegration with an Artifact on the field.

  6. Afflict damage from Neheb, the Eternal.


Lands produce an almost equal amount of and as early plays like Bloodrage Brawler and Grasp of Darkness require both.

Hanweir Battlements allows Creatures to have Haste in the late game.

Abrade takes out problematic Artifacts and hits Creatures that Magma Spray just falls short of.

Fatal Push hits Heart of Kiran or other annoying early Creatures.
You can also use the Legendary rule to activate Revolt on Fatal Push, sacrificing the Legendary permanent that is currently on the field.

Hour of Devastation allows a board wipe that can also deal with most Gods and some Indestructible Creatures.

Magma Spray Exiles early recurring Creatures like Scrapheap Scrounger, Dread Wanderer, or Relentless Dead.



1x Grasp of Darkness
3x Neheb, the Eternal


4x Fatal Push

This is your worst matchup. The only chance you have is to bleed their hand dry of spells. Don't start playing Minotaurs until you have an extra land, that can be used to make Censor useless. Play Creatures first that you don't care as much about sticking e.g. You'd play Metallic Mimic before Neheb, the Worthy.


I have been making two mistakes with this deck:

  1. For some reason I thought that Neheb, the Eternal was 6CMC. I could have been using him in a lot more situations.

  2. I didn't pay attention to the fact that, if Bloodrage Brawler is returned to the field with Supernatural Stamina , I am required to discard another card.

I'm sure I am the only person who has made these mistakes while playing, but they may have skewed my tournament results.

Comments View Archive

Nodoka-Vaiski says... #1

So, Ixilan has been fully spoiled now. What are your thoughts? Will it improve this deck?

September 15, 2017 3:58 p.m.

Argy says... #2

Good question.

We get the new Land and we also get Unclaimed Territory, so in some ways the mana may be improved.

We don't need any longer as Grasp of Darkness is gone.

In its place Lightning Strike will come into play. It kills less Creatures, but gives an easy win if the Opponent is on 3 or less life.

This deck may very well end up stronger.

Losing Hanweir Battlements is the biggest loss. I may replace that with Canyon Slough, with Ramunap Ruins, just more Mountains or Swamps, or some other utility land.

I will do some testing before I make a firm decision about that.

September 16, 2017 12:51 a.m.

Nodoka-Vaiski says... #3

Have you managed to do some testing? Do you think that this deck will fare against Pirates and Dinosaurs?

And is there a way to deal with Carnage Tyrant, other than blocking with two first strikers? Or will we have to play Bontu's Last Reckoning?

October 4, 2017 8:51 a.m.

Argy says... #4

The deck does very well against Pirates. Dinos are a bit more challenging for it, but it can outrace them.

You can block Carnage Tyrant with ONE Neheb, the Eternal, as long as you also have Neheb, the Worthy on the field.

I am considering Bontu's Last Reckoning. I was gonna go with Hour of Devastation, but it won't hit bigger stuff.

I think Carnage Tyrant may see play early on in the Season ... until everyone starts siding against it.

It's such a Timmy card that I don't think I'll see a lot of it in my local meta, but I could be wrong.

October 4, 2017 1:50 p.m.

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