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Format | Legality |
1v1 Commander | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Rageblood Shaman
Creature — Minotaur Shaman
Trample
Other Minotaur creatures you control get +1/+1 and have trample.
TypicalTimmy on Card creation challenge
4 months ago
A favorite deck of mine was my very old Rakdos Minotaur Modern deck. It was casual and just tribal, but it won a decent number of games. That's the one that won against a local Elfball championship deck because that player had no removal, and got cocky trying to get as much mana online as possible. Through a cluster of Terminate and Dreadbore and Unlicensed Disintegration, I was able to keep him slowed by removing key aspects as I built a boardstate out. I eventually won via a single combat round when I tapped a Rageblood Shaman, Felhide Petrifier and a Kragma Warcaller sideways.
- 2/3 + +2/+0 = 4/3
- 2/3 + +1/+1 + +2/+0 = 5/4
- 2/3 + +1/+1 + +2/+0 = 5/4
That's only 14 damage? And even with deathtouch and trample, each one being blocks removes -3 damage so that's only 11?
;) 14 hits for 11, doublestrike and blockers removed hits for +14 full so 25. Second combat phase = full unblocked 14+14 but it's even more because Kragma Warcaller adds +2/+0 globally the second time, so it's actually 20+20. So 11+14+20+20 or 55 damage to face on three 2/3 bodies. Even with blockers the second round, it'll only slough off 3 damage down to 52.
The deck focused on ramp, removal and cows but it seriously lacked draw. So here's for that, while maintaining the core value of the deck.
Bloodpainter Shaman
Creature - Minotaur Shaman
Lifelink
Whenever you would gain life, you may instead draw a card.
Bloodpainters are the most visceral of their kind, seeking prophetic messages in the carrion of their fallen foes.
2/3
The deck ran Whip of Erebos as a reanimator small engine to keep combat flowing, so that combos nicely with this. And with that costed value, it's a mere with Ragemonger.
Wouldn't be a TypicalTimmy post without a book behind it, lol.
Wild.
TypicalTimmy on Attempting to make the perfect …
9 months ago
Minotaur are a very tricky tribe to play with. They have a good amount of Lords. For just having merely 95 creatures to their tribe in total, they have six Lords. They are:
- Anaba Spirit Crafter
- Felhide Petrifier
- Kragma Warcaller
- Neheb, the Worthy
- Rageblood Shaman
- Sethron, Hurloon General
Now, while this may pale in comparison to the total number of Lords for, say, Vampires or Zombies, you need to consider the population density. Roughly 15.83% of the Minotaur base is tribal, which is quite powerful. Meanwhile, Zombies appear to have 16 true Lords, with 17 being if you include The Scarab God. Those being:
- Bladestitched Skaab
- Cemetery Reaper
- Death Baron
- Diregraf Captain
- Dreadhorde Twins
- Eternal Skylord
- Gleaming Overseer
- Hordewing Skaab
- Lord of the Accursed
- Lord of the Undead
- Narfi, Betrayer King
- Risen Executioner
- Tomb Tyrant
- Undead Warchief
- Vizier of the Scorpion
- Zombie Master
16 Zombies in total that act as true Lords (Being defined as a continual boon to all creatures of that type, not an activated ability for just one of them) out of 522 is only a population density of 0.03%.
So the question is, how do we maximize the potential for Minotaur, despite the lower physical number of Lords - even though they contain more percentage-wise?
Simple: We need to be able to create tokens, tutor or have graveyard effects. This makes Sethron, Hurloon General actually a very well-designed Commander, in terms of tribal support. He can be activated multiple times per turn, has a flexible activation cost, and gives you a token with each successful ETB. But the issue is that he doesn't get you the Lords in play, nor does he assist you once they are removed.
So, we need something that does that as well.
Mortha, Ancestral Shaman
Legendary Creature - Minotaur Shaman
Minotaur you control have haste.
You may cast Minotaur creature spells from your graveyard by paying life equal to their mana value in addition to paying their other costs.
, discard a card: Create a 2/3 red Minotaur Spirit creature token. If that card was a land, create two 2/3 red Minotaur Spirit creature tokens instead.
Exile four cards from your graveyard: Search your library for a Minotaur card and reveal it and put it into your hand. Shuffle your library.
3/4
Being a Haste Lord means your Minotaur are always ready to charge in for their attacks. Giving a means to cast from your graveyard is extremely important as you will want to ensure replayability. The token option means you will always have a base ready to fight with, and having the discard payment means you can pitch a Rageblood Shaman to make a 2/3, then pay + 3 life to get the Rageblood Shaman right back and swing with the 2/3, who is now a 3/4 with trample that very same turn. Alternatively, because Rakdos has limited ramp, you are rewarded with an extra 2/3 token if you pitch a land - which objectively sets you back in the game. Finally, you have a means to merely get the Minotaur you are looking for, by paying a very hefty price - exiling four cards from your library. However, her discard cost means you should always have the ability to do this. With instant / sorcery removal as well as combat trick spells, you should always have a full yard, ripe for exploitation.
When her engine is rolling and online, you can do the following:
- Exile 4 cards to tutor a Cow
- Pitch the Cow for to get a 2/3 token with Haste
- Cast the Cow for it's casting cost + life
Each ability feeds into the next ability, and they can be used multiple times per turn. You could actually exile 16 cards and tutor out 4 Lords if you really want to and have the ability to. Then on your end step dump your mana and discard since you're probably above 7. Now you have a bunch of 2/3 tokens. Next turn, bring the lords into play and swing.
It's not a very competitive deck, but Minotaur aren't a very competitive tribe. But what it does do is apply and maintain the pressure at all times, which is something that is important - especially in Rakdos.
TypicalTimmy on Molgrath of the Soulflame
10 months ago
Wendithewendigo, as the cost is a one-time deal at the beginning of the upkeep, I think it's better to cast them. If it were am activated tap ability, sure because then you are "casting" it by paying an activation cost.
For example, paying 3BB, T: to cast from the graveyard is no different from paying 1RR from the graveyard itself, in terms of having to spend mana.
By doing it this way, you get to use him twice per turn (once at the beginning of both upkeeps), which has the benefit of:
- Low on cards in hand? Cast from the graveyard.
- Had to chump block? Cast on first phase
- Sacrifice your Rageblood Shaman on your first main phase to cast your Felhide Petrifier. Now you own a zombie. Cast Gravecrawler from the grave. Move to combat. Second main phase, sacrifice Gravecrawler to bring back Rageblood Shaman.
Blackgate on
Bull-crop warriors (Rakdos minotaur tribal)
11 months ago
Thank you zapyourtumor!
Yes they are nasty together it’s a great combo!
Don’t forget
Rageblood Shaman
- first strike, deathtouch and trample! Super nasty mix of abilities!
Teh_Mammoth on Do Molten Echoes tokens ETB …
1 year ago
1) Lets say I cast a Fanatic of Mogis whilst Molten Echoes is on the field (with Minotaurs named) and for simplicity there are no other non land cards on my side.
Fanatic of Mogis and the token both have the ETB of dealing damage equal to my devotion to red, but will the Echoes token and original Fanatic see each other as they ETB, therefore both seeing a devotion of 4? (2 from Echoes, 1 for each Fanatic)
OR
Does the original Fanatic enter first, its ETB + Molten Echoes trigger, then the token ETB and triggers? (Meaning the original Fanatic trigger sees 3 and the token sees 4)
2) Then to make things more complicated (just to clarify this whole thread), if I used Deathbellow War Cry to bring out 4 cards, lets say Fanatic of Mogis, Neheb, the Eternal, Kragma Warcaller, and Rageblood Shaman
Would the 4 originals plus 4 tokens enter at the same with 2 huge Fanatic of Mogis triggers
OR
The 4 originals enter, Fanatic of Mogis trigger resolves, then 4 tokens enter and 2nd Fanatic of Mogis resolves (followed by the legendary rule to sacrifice token Neheb)?
If I'm completely wrong in both circumstances then please explain further below if you can and I apologise for the lengthy question.
PhocusEnergy on
Mad Cow Disease
2 years ago
I'm sure they will, they were a big tribe in the original Theros block, with support like Rageblood Shaman , Ragemonger , and Kragma Warcaller , they've just never received the quality low CMC drops that an aggro-centric tribe needs to be legitimately competitive, with all the good minotaurs being 3+ CMC.
Sarkhan420X on
red black minotaurs
3 years ago
you certainly don't want Anger of the Gods in a creature based deck. the only creatures here that even survive it are the ones that aren't even minotaurs. Rakdos's Return isn't very good either. 3 mana to make an opponent discard a card and take 1 damage is a horrible exchange. theres lots of better removal you could be using like Lightning Bolt , Terminate , Fatal Push , or Cast Down . you can upgrade your lands with fetchlands like Bloodstained Mire and checklands like Dragonskull Summit . Felhide Petrifier combos really well with Rageblood Shaman . if an attacking creature has both deathtouch and trample, you only need to assign 1 damage to each blocker before the rest can be
M_Malcom: Dead of Winter would kill his own creatures as well.
hungry000 on converting an old deck into …
3 years ago
Here's an example Heartless Summoning deck you could look at if you decided to go that route: Mad Cows
I wouldn't play the Neheb, the Eternal s or Mogis, but otherwise it's a good reference for what you can add to your deck to make it more competitive. The cards I'd say are most important are the 4 Rageblood Shaman , 4 Ragemonger , 3 Felhide Petrifier , some amount of Neheb, the Worthy , 4 Kragma Warcaller , and Heartless Summoning of course. It's also worth investing in Lightning Bolt if you can afford it. The rest you can fill in with what you like.