Minotaurs have always been my favorite creature type. I liked them in theros, even though they were terrible, but I mostly like the greek mythology stories. So when I saw Neheb, the Worthy, I had to make a deck. Ideal turns would be something like this:
TURN 1: Land
TURN 2: Land, Heartless Summoning
TURN 3: Land, Ragemonger, Adaptive Automaton, Fellhide Petrifier, Neheb, the Worthy, Kragma Warcaller, Swing for 23.The rundown goes like this:
Gnarled Scarhide: Since Minotaurs are mostly 3 drops, having a one drop minotaur is great, now it does die to Heartless Summoning, but there are enough things to keep it alive.
Deathbellow Raider: Another 2 drop that attacks every turn, and since you're swinging out just about every turn anyway, there's no harm done. Also having that 3 toughness is nice.
Fellhide Brawler: A good 2 drop to play, lowers the curve a bit since the curve is already pretty high. Since most minotaurs are 3 mana 2/3 creatures with nothing cool, having it cost 1 less for less toughness is really worth it, since we're going to be swinging every turn.
Fellhide Petrifier: Amazing card for this deck, gives all creatures deathtouch, one of the most ridiculous abilities in the game, but when paired with Neheb, the Worthy, it's unstoppable.
Gnarled Scarhide: Nice 1 drop in here so that you can have something to play turn one. Not that big of a deal to have on the field because Heartless Summoning just kills it. However, if you have out Rageblood Shaman, it can live, but that's situational. So that's why it's a 2 of.
Heartless Summoning: A fantastic way to ramp into emptying your hand, which is crucial for Neheb, the Worthy. Also if you have Heartless Summoning + Ragemonger , then almost everything comes in for free.
Kragma Warcaller: Very crucial card for the deck. It is what allows you to win by turn 3. Even without it, it's a win turn 4 most likely. This gives it that extra little edge, plus it has the +2/0 ability to just body the opponent.
Neheb, the Worthy: The man that started it all. Not only does it give the +2/0 ability, but it makes the opponent discard when it hits them (you also but there usually isn't a card in hand, and if there is, than you're fine to discard it) AND it gives first strike, which when paired with Fellhide Petrifier none of your creatures will die in combat, unless they have creatures with 1st or double strike.
Rageblood Shaman: Lords are always important for tribal decks, and since this is the only Minotaur lord,it seems necessary for the deck. Also as a plus it negates the negative effect of Heartless Summoning, and it gives everything trample.
Ragemonger: Without a doubt one of the most important cards in the deck. It gets rid of any colors that you have to use to play for minotaurs. Our lord Rageblood Shaman is the only thing that isn't helped as much as everything else, as you will have to pay a , unless 2 Ragemonger are out.
This deck is super fun for competitive and casual. Just spit out a ton of creatures and keep swinging. Key combos, or really just stuff that works really well together would be:
Heartless Summoning + Ragemonger
Heartless Summoning + Rageblood Shaman
Neheb, the Worthy + Fellhide Petrifier
PLEASE UPVOTE AND GIVE SUGGESTIONS, ESPECIALLY SIDEBOARD

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Date added 7 years
Last updated 7 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

26 - 0 Rares

16 - 0 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 2.71
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