Lord-Grima
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Commander
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{"ops":[{"insert":"This is a Minotaur Typal deck helmed by Neriv, Heart of the Storm!\n\nDeck Overview:\n\nThis deck focuses on utilizing Neriv's damage doubling ability to increase the somewhat mediocre damage output of minotaurs. To accomplish this, this deck runs a suite of haste enablers to gain Neriv's damage boost turn after turn for my board. The deck focuses on surviving as long as possible to eventually hit for a big turn with a minotaurs that have entered that turn boosted by Neriv.\n\nHaste Enablers:\nThese are the cards that can grant haste. Most are in the deck purely for haste but ones with additional benefit are expanded upon.\n\nAmonkhet Raceway\nArena of Glory\nHanweir Battlements\nHammer of Purphoros\nThe Fire Crystal (which also can get some neat token copies for consistent Neriv boosts, but that is a late game back-up that the deck does not want to rely on)\nAnger\nKragma Warcaller (the second-most important haste granter in the deck, as it also pumps attacking minotaurs for effectively 4 extra damage on the turn they etb)\nBitter Reunion\nKickoff Celebrations \nFervor\nRising of the Day\nGimli's Reckless Might\nNahiri's Resolve (The most important haste granter. This card does everything the deck wants: gives haste, pumps the board, and allows them to enter the battlefield again to renew Neriv boost. This is the one exception of our haste enablers being a lategame finisher instead of early value as seen in our later categories)\n\n'Early' Value:\nThese are cards we ideally want to see hit the board between turns 2 to 5. Any later and they might not be as impactful as we want them to be. Obviously our haste enablers are also includes here, but they have already been addressed above.\n\nWhip of Erebos (This deck is fairly weak defensively as we want to be as aggressive as possible. Gaining lifelink on everything will hopefully grant enough life to live long enough to hit one of our finishers. The reanimation option exists but is typically only worth it if we can snipe a player out of the game with the extra body, which is unlikely to be relevant)\n\nAnaba Ancestor (This card is not good. But! Any extra damage that can be multiplied by Nevri is worth it. Many of our minotaurs don't have a reason to exist past the turn we play them, making Ancestor one of a handful of cards that actually wants to be played before Nevri and our haste enablers.)\n\nAdrenaline Jockey (With so little ways to punish players when it isn't our turn, Jockey can apply some pressure at the table to stay on their turns. Being able to steer removal/countermagic away from our stuff on our turn also means our hasty creatures are more likely to actually land hits)\n\nGornog (While not full of warriors, this deck likes any boost to our minotaurs we can get. Gornog boosts 9 out of our 27 minotaurs, exactly a third. Most of these are our more expensive mana options, meaning his boost is likely to be active alongside Nevri, making our biggest guys hit harder.)\n\n Rageblood Shaman (A boardwide anthem and trample enabler. This minotaur can swing some unfavorable swings back into our favor.)\n\nRagemonger (All of our minotaurs have at least one red or black pip, meaning this will discount every creature in our deck.)\n\nFellhide Spiritbinder (Similar to Ancestor, Spiritbinder has an effect that gives us a reason to keep it around. Making temporary tokens helps enable our etb/attack strategy to work even with a hand empty of creatures. Inspire might just be a bit rough to make work.)\n\nPandemonium (With this deck wanting to play later to hit one of our wincons, having our opponents hopefully softening each other up will be immensely helpful. If they want to focus down our minotaurs instead its no big loss since they will have already used their etb turn)\n\nLategame Finishers:\nThese are how we aim to win the game. Ideally, any one of these cards should be enough to push through for a win with the right boardstate.\n\nFanatic of Mogis (Should we have a good amount of devotion to red, which this deck should at any point in the game, Fanatic can hit some crazy numbers. Our average minotaur/haste enabler each has at least one red pip meaning Fanatic coming down on a board of our commander, haste enabler, and even one minotaur is hitting everyone in the face for at least 8. A board any bigger can easily spell game over for one or more of our opponents in the lategame)\n\nNahiri's Resolve (See Haste Enablers)\n\nWarstorm Surge (While this card does not win the turn it comes down, a second copy of Pandemonium that only we benefit from can win the game with only a few minotaurs hitting the battlefield.)\n\nLegion Loyalty (A big board and this card leads to dead opponents. Our commander will boost the damage from the tokens, meaning even weak minotaurs that have hung around somehow can output some big numbers)\n\nRally the Ancestors (This is a big risky spell, some of my favorites to win magic with. While Rally does exile every creature we get back if they make it to our next upkeep, we don't plan to have an upkeep after playing this spell. For five or six mana, this card hits nearly every minotaur in our deck. As long as we have a haste enabler, that should be curtains for the table with Neriv doubling our damage)\n\nAnother Round (On its own, this card can refresh our etbs on our minotaurs with a haste enabler to benefit from Neriv again. With Warstorm Surge or Pandemonium, this card can end the game before we even move to combat)\n\nRise of the Dark Realms (Similar to Ancestor, this card should win us the game the turn we play it no questions asked. Unlike Ancestors, this one lets us cheat by using things that aren't minotaurs from our opponents. Creatures are likely to be dying very quickly with the amount of damage this deck is aiming to swing around.)\n\nDeathbellow Warcry (Any other creature type having a spell that can tutor for four creatures straight onto the battlefield would result in a cracked in half magic card. Fortunately for us, minotaurs suck, so we got this crazy card. Unlike most of our other finishers, this one doesn't care about us getting an extra turn or having a full graveyard. It only asks for us to have a haste enabler (which it is able to tutor via Kragma Warcaller!) and our commander (which it cannot). This card letting us hit our four best minotaurs can result in a surprise lights out.)\n\nOther Valuable Cards:\nThese cards don't necessarily fit into any of the other mentioned categories but I still want to draw attention to them.\n\nAvatar's Wrath (A temporary boardwipe that can also let us renew our creatures ETB boost. Can be used either as a tempo play or to close out games)\n\nSethron (more minotaurs for our minotaur typal deck. This effectively adds 4 extra damage for each minotaur we play with our commander out and gives a mana outlet for any extra we have on turns without big plays)\n\nMoraug (It feels odd not to put Moraug in finisher, but without ways to get more than one land each turn, he can only add up to one extra combat each turn. I'm sure that one extra combat would be enough to close out a game, but he doesn't feel as consistent as some of our other options so here he is.)\n\nAddressing card draw and removal:\n\nThis deck is, admittedly, somewhat lacking in card draw/removal in comparison to most decks I play. Should the deck feel overly lacking in those areas, cutting some basics, mana rocks, or haste enablers for some cycling lands, card draw, and boardwipes could be reasonable depending on your local meta. I would recommend cutting a few mountains for some cyclers and either Fervor/Rising of the day/Anger if you want more draw/removal/boardwipes. I personally just liked this build more than one that may play more consistently. \n"}]}
Artifact
Whip of Erebos
Creatures you control have lifelink.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Legendary Artifact Enchantment

Artifact
(CTRL to add secondary)
Creature
Dreamshaper Shaman
At the beginning of your end step, you may pay and sacrifice a nonland permanent. If you do, reveal cards from the top of your library until you reveal a nonland permanent card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Creature Enchantment - Minotaur Shaman

Felhide Spiritbinder
Inspired — Whenever this creature becomes untapped, you may pay . If you do, create a token that's a copy of another target creature, except it's an enchantment in addition to its other types. It gains haste. Exile it at the beginning of the next end step.
Creature - Minotaur Shaman

Gornog, the Red Reaper
Haste
Cowards can't block Warriors.
Whenever one or more Warriors you control attack a player, target creature that player controls becomes a Coward.
Attacking Warriors you control get +X/+0, where X is the number of Cowards your opponents control.
Cowards can't block Warriors.
Whenever one or more Warriors you control attack a player, target creature that player controls becomes a Coward.
Attacking Warriors you control get +X/+0, where X is the number of Cowards your opponents control.
Legendary Creature - Warrior Minotaur

Moraug, Fury of Akoum
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Legendary Creature - Warrior Minotaur

Neheb, Dreadhorde Champion
Trample
Whenever Neheb deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much . Until end of turn, you don't lose this mana as steps and phases end.
Whenever Neheb deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much . Until end of turn, you don't lose this mana as steps and phases end.
Legendary Creature - Warrior Minotaur Zombie

Creature
(CTRL to add secondary)
Enchantment
Kickoff Celebrations
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this enchantment enters, you may discard a card. If you do, draw two cards.
Max speed — Sacrifice this enchantment: Creatures and Vehicles you control gain haste until end of turn.
When this enchantment enters, you may discard a card. If you do, draw two cards.
Max speed — Sacrifice this enchantment: Creatures and Vehicles you control gain haste until end of turn.
Enchantment

Legion Loyalty
Creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Enchantment

Nahiri's Resolve
Creatures you control get +1/+0 and have haste.
At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.
At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.
Enchantment

Enchantment
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Sorcery
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Sorcery
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is a Minotaur Typal deck helmed by Neriv, Heart of the Storm!\n\nDeck Overview:\n\nThis deck focuses on utilizing Neriv's damage doubling ability to increase the somewhat mediocre damage output of minotaurs. To accomplish this, this deck runs a suite of haste enablers to gain Neriv's damage boost turn after turn for my board. The deck focuses on surviving as long as possible to eventually hit for a big turn with a minotaurs that have entered that turn boosted by Neriv.\n\nHaste Enablers:\nThese are the cards that can grant haste. Most are in the deck purely for haste but ones with additional benefit are expanded upon.\n\nAmonkhet Raceway\nArena of Glory\nHanweir Battlements\nHammer of Purphoros\nThe Fire Crystal (which also can get some neat token copies for consistent Neriv boosts, but that is a late game back-up that the deck does not want to rely on)\nAnger\nKragma Warcaller (the second-most important haste granter in the deck, as it also pumps attacking minotaurs for effectively 4 extra damage on the turn they etb)\nBitter Reunion\nKickoff Celebrations \nFervor\nRising of the Day\nGimli's Reckless Might\nNahiri's Resolve (The most important haste granter. This card does everything the deck wants: gives haste, pumps the board, and allows them to enter the battlefield again to renew Neriv boost. This is the one exception of our haste enablers being a lategame finisher instead of early value as seen in our later categories)\n\n'Early' Value:\nThese are cards we ideally want to see hit the board between turns 2 to 5. Any later and they might not be as impactful as we want them to be. Obviously our haste enablers are also includes here, but they have already been addressed above.\n\nWhip of Erebos (This deck is fairly weak defensively as we want to be as aggressive as possible. Gaining lifelink on everything will hopefully grant enough life to live long enough to hit one of our finishers. The reanimation option exists but is typically only worth it if we can snipe a player out of the game with the extra body, which is unlikely to be relevant)\n\nAnaba Ancestor (This card is not good. But! Any extra damage that can be multiplied by Nevri is worth it. Many of our minotaurs don't have a reason to exist past the turn we play them, making Ancestor one of a handful of cards that actually wants to be played before Nevri and our haste enablers.)\n\nAdrenaline Jockey (With so little ways to punish players when it isn't our turn, Jockey can apply some pressure at the table to stay on their turns. Being able to steer removal/countermagic away from our stuff on our turn also means our hasty creatures are more likely to actually land hits)\n\nGornog (While not full of warriors, this deck likes any boost to our minotaurs we can get. Gornog boosts 9 out of our 27 minotaurs, exactly a third. Most of these are our more expensive mana options, meaning his boost is likely to be active alongside Nevri, making our biggest guys hit harder.)\n\n Rageblood Shaman (A boardwide anthem and trample enabler. This minotaur can swing some unfavorable swings back into our favor.)\n\nRagemonger (All of our minotaurs have at least one red or black pip, meaning this will discount every creature in our deck.)\n\nFellhide Spiritbinder (Similar to Ancestor, Spiritbinder has an effect that gives us a reason to keep it around. Making temporary tokens helps enable our etb/attack strategy to work even with a hand empty of creatures. Inspire might just be a bit rough to make work.)\n\nPandemonium (With this deck wanting to play later to hit one of our wincons, having our opponents hopefully softening each other up will be immensely helpful. If they want to focus down our minotaurs instead its no big loss since they will have already used their etb turn)\n\nLategame Finishers:\nThese are how we aim to win the game. Ideally, any one of these cards should be enough to push through for a win with the right boardstate.\n\nFanatic of Mogis (Should we have a good amount of devotion to red, which this deck should at any point in the game, Fanatic can hit some crazy numbers. Our average minotaur/haste enabler each has at least one red pip meaning Fanatic coming down on a board of our commander, haste enabler, and even one minotaur is hitting everyone in the face for at least 8. A board any bigger can easily spell game over for one or more of our opponents in the lategame)\n\nNahiri's Resolve (See Haste Enablers)\n\nWarstorm Surge (While this card does not win the turn it comes down, a second copy of Pandemonium that only we benefit from can win the game with only a few minotaurs hitting the battlefield.)\n\nLegion Loyalty (A big board and this card leads to dead opponents. Our commander will boost the damage from the tokens, meaning even weak minotaurs that have hung around somehow can output some big numbers)\n\nRally the Ancestors (This is a big risky spell, some of my favorites to win magic with. While Rally does exile every creature we get back if they make it to our next upkeep, we don't plan to have an upkeep after playing this spell. For five or six mana, this card hits nearly every minotaur in our deck. As long as we have a haste enabler, that should be curtains for the table with Neriv doubling our damage)\n\nAnother Round (On its own, this card can refresh our etbs on our minotaurs with a haste enabler to benefit from Neriv again. With Warstorm Surge or Pandemonium, this card can end the game before we even move to combat)\n\nRise of the Dark Realms (Similar to Ancestor, this card should win us the game the turn we play it no questions asked. Unlike Ancestors, this one lets us cheat by using things that aren't minotaurs from our opponents. Creatures are likely to be dying very quickly with the amount of damage this deck is aiming to swing around.)\n\nDeathbellow Warcry (Any other creature type having a spell that can tutor for four creatures straight onto the battlefield would result in a cracked in half magic card. Fortunately for us, minotaurs suck, so we got this crazy card. Unlike most of our other finishers, this one doesn't care about us getting an extra turn or having a full graveyard. It only asks for us to have a haste enabler (which it is able to tutor via Kragma Warcaller!) and our commander (which it cannot). This card letting us hit our four best minotaurs can result in a surprise lights out.)\n\nOther Valuable Cards:\nThese cards don't necessarily fit into any of the other mentioned categories but I still want to draw attention to them.\n\nAvatar's Wrath (A temporary boardwipe that can also let us renew our creatures ETB boost. Can be used either as a tempo play or to close out games)\n\nSethron (more minotaurs for our minotaur typal deck. This effectively adds 4 extra damage for each minotaur we play with our commander out and gives a mana outlet for any extra we have on turns without big plays)\n\nMoraug (It feels odd not to put Moraug in finisher, but without ways to get more than one land each turn, he can only add up to one extra combat each turn. I'm sure that one extra combat would be enough to close out a game, but he doesn't feel as consistent as some of our other options so here he is.)\n\nAddressing card draw and removal:\n\nThis deck is, admittedly, somewhat lacking in card draw/removal in comparison to most decks I play. Should the deck feel overly lacking in those areas, cutting some basics, mana rocks, or haste enablers for some cycling lands, card draw, and boardwipes could be reasonable depending on your local meta. I would recommend cutting a few mountains for some cyclers and either Fervor/Rising of the day/Anger if you want more draw/removal/boardwipes. I personally just liked this build more than one that may play more consistently. \n"}]}
















































































