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Commander
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Lord-Grima

160 views7 days ago
Commander
Size: 100Salt sum: 26.64

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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"}]}

Commander

Qty: 1 Price: $2.29
Neriv, Heart of the Storm
Flying
If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
Legendary Creature - Dragon Spirit
Neriv, Heart of the Storm (tdm) 210

Commander

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Artifact

Qty: 9 Price: $33.57
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Commander's Sphere
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
Artifact
Commander's Sphere (ecc) 139
Hammer of Purphoros
Creatures you control have haste.
,
, Sacrifice a land: Create a 3/3 colorless Golem enchantment artifact creature token.
Legendary Artifact Enchantment
Hammer of Purphoros (eoc) 88
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Talisman of Conviction
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Conviction (msc) 217
Talisman of Hierarchy
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (soc) 358
Talisman of Indulgence
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Indulgence (msc) 220
The Fire Crystal
Red spells you cast cost
less to cast.
Creatures you control have haste.
,
: Create a token that's a copy of target creature you control. Sacrifice it at the beginning of the next end step.
Legendary Artifact
The Fire Crystal (fin) 135
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.
Legendary Artifact Enchantment
Whip of Erebos (dsc) 159

Artifact

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Creature

Qty: 28 Price: $52.54
Adrenaline Jockey
Whenever a player casts a spell, if it's not their turn, this creature deals 4 damage to them.
Whenever you activate an exhaust ability, put a +1/+1 counter on this creature.
Creature - Minotaur Pilot
Adrenaline Jockey (dft) 112
Akoum Warrior
Trample
Creature - Warrior Minotaur
Akoum Warrior // Akoum Teeth (znr) 134Akoum Warrior // Akoum Teeth (znr) 134
Anaba Ancestor
: Another target Minotaur creature gets +1/+1 until end of turn.
Creature - Minotaur Spirit
Anaba Ancestor (hml) 65
Anaba Spirit Crafter
Minotaur creatures get +1/+0.
Creature - Minotaur Shaman
Anaba Spirit Crafter (hml) 68
Anger
Haste
As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Creature - Incarnation
Anger (soc) 235
Boros Reckoner
Whenever this creature is dealt damage, it deals that much damage to any target.
: This creature gains first strike until end of turn.
Creature - Wizard Minotaur
Boros Reckoner (mkc) 201
Boros Strike-Captain
Battalion — Whenever this creature and at least two other creatures attack, exile the top card of your library. During any turn you attacked with three or more creatures, you may play that card.
Creature - Soldier Minotaur
Boros Strike-Captain (clu) 25
Burning-Fist Minotaur
First strike
, Discard a card: This creature gets +2/+0 until end of turn.
Creature - Wizard Minotaur
Burning-Fist Minotaur (hou) 85
Deathbellow Raider
This creature attacks each combat if able.
: Regenerate this creature.
Creature - Minotaur Berserker
Deathbellow Raider (ths) 117
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
Dreamshaper Shaman (2x2) 108
Fanatic of Mogis
When this creature enters, it deals damage to each opponent equal to your devotion to red. (Each
in the mana costs of permanents you control counts toward your devotion to red.)
Creature - Minotaur Shaman
Fanatic of Mogis (plst) THS-121
Felhide Brawler
This creature can't block unless you control another Minotaur.
Creature - Minotaur
Felhide Brawler (bng) 70
Felhide Petrifier
Deathtouch
Other Minotaur creatures you control have deathtouch.
Creature - Warrior Minotaur
Felhide Petrifier (jou) 70
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
Felhide Spiritbinder (bng) 96
Glint-Horn Buccaneer
Haste
Whenever you discard a card, this creature deals 1 damage to each opponent.
, Discard a card: Draw a card. Activate only if this creature is attacking.
Creature - Minotaur Pirate
Glint-Horn Buccaneer (j22) 539
Gnarled Scarhide
Bestow
(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
This creature can't block.
Enchanted creature gets +2/+1 and can't block.
Creature Enchantment - Minotaur
Gnarled Scarhide (jou) 72
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.
Legendary Creature - Warrior Minotaur
Gornog, the Red Reaper (j25) 49
Kragma Warcaller
Minotaur creatures you control have haste.
Whenever a Minotaur you control attacks, it gets +2/+0 until end of turn.
Creature - Warrior Minotaur
Kragma Warcaller (ths) 195
Longhorn Sharpshooter
Reach
When this card becomes plotted, it deals 2 damage to any target.
Plot
(You may pay
and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Minotaur Rogue
Longhorn Sharpshooter (otj) 132
Lord of Shatterskull Pass
Level up
(
: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-5
6/6
LEVEL 6+
6/6
Whenever this creature attacks, it deals 6 damage to each creature defending player controls.
Creature - Minotaur Shaman
Lord of Shatterskull Pass (roe) 156
Minotaur Skullcleaver
Haste
When this creature enters, it gets +2/+0 until end of turn.
Creature - Minotaur Berserker
Minotaur Skullcleaver (jmp) 349
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.
Legendary Creature - Warrior Minotaur
Moraug, Fury of Akoum (eoc) 89
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.
Legendary Creature - Warrior Minotaur Zombie
Neheb, Dreadhorde Champion (dmc) 125
Neheb, the Eternal
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
At the beginning of each of your postcombat main phases, add
for each 1 life your opponents have lost this turn.
Legendary Creature - Warrior Minotaur Zombie
Neheb, the Eternal (mkc) 158
Neheb, the Worthy
First strike
Other Minotaurs you control have first strike.
As long as you have one or fewer cards in hand, Minotaurs you control get +2/+0.
Whenever Neheb deals combat damage to a player, each player discards a card.
Legendary Creature - Warrior Minotaur
Neheb, the Worthy (akh) 203
Rageblood Shaman
Trample
Other Minotaur creatures you control get +1/+1 and have trample.
Creature - Minotaur Shaman
Rageblood Shaman (jmp) 357
Ragemonger
Minotaur spells you cast cost
less to cast. This effect reduces only the amount of colored mana you pay. (For example, if you cast a Minotaur spell with mana cost
, it costs
to cast.)
Creature - Minotaur Shaman
Ragemonger (bng) 153
Sethron, Hurloon General
Whenever Sethron or another nontoken Minotaur you control enters, create a 2/3 red Minotaur creature token.
: Minotaurs you control get +1/+0 and gain menace and haste until end of turn. (
can be paid with either
or
.)
Legendary Creature - Warrior Minotaur
Sethron, Hurloon General (jmp) 25

Creature

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Enchantment

Qty: 9 Price: $29.17
Bitter Reunion
When this enchantment enters, you may discard a card. If you do, draw two cards.
, Sacrifice this enchantment: Creatures you control gain haste until end of turn.
Enchantment
Bitter Reunion (otc) 156
Fervor
Creatures you control have haste. (They can attack and
as soon as they come under your control.)
Enchantment
Fervor (m13) 129
Gimli's Reckless Might
Creatures you control have haste.
Formidable — Whenever you attack, if creatures you control have total power 8 or greater, target attacking creature you control fights up to one target creature you don't control.
Enchantment
Gimli's Reckless Might (ltc) 494
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.
Enchantment
Kickoff Celebrations (dft) 135
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
Legion Loyalty (tdc) 122
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.
Enchantment
Nahiri's Resolve (mat) 37
Pandemonium
Whenever a creature enters, that creature's controller may have it deal damage equal to its power to any target of their choice.
Enchantment
Pandemonium (plst) EXO-93
Rising of the Day
Creatures you control have haste.
Legendary creatures you control get +1/+0.
Enchantment
Rising of the Day (ltr) 145
Warstorm Surge
Whenever a creature you control enters, it deals damage equal to its power to any target.
Enchantment
Warstorm Surge (blc) 117

Enchantment

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Instant

Qty: 12 Price: $20.28
Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
Instant
Anguished Unmaking (soc) 293
Deadly Dispute
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Instant
Deadly Dispute (msc) 794
Demand Answers
As an additional cost to cast this spell, sacrifice an artifact or discard a card.
Draw two cards.
Instant
Demand Answers (mkm) 122
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (msc) 133
Inevitable Defeat
This spell can't be countered.
Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.
Instant
Inevitable Defeat (tdm) 194
Legion Leadership
Until end of turn, double target creature's power and it gains first strike.
Instant
Legion Leadership // Legion Stronghold (mh3) 255Legion Leadership // Legion Stronghold (mh3) 255
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (msc) 141
Rakdos Charm
Choose one —
• Exile target player's graveyard.
• Destroy target artifact.
• Each creature deals 1 damage to its controller.
Instant
Rakdos Charm (eoc) 125
Rally the Ancestors
Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.
Instant
Rally the Ancestors (frf) 22
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (msc) 143
Thrill of Possibility
As an additional cost to cast this spell, discard a card.
Draw two cards.
Instant
Thrill of Possibility (fdn) 210
Village Rites
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
Instant
Village Rites (inr) 137

Instant

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Land

Qty: 36 (38 w/ MDFC)Price: $130.45
Amonkhet Raceway
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.)
: Add
.
Max speed —
: Target creature gains haste until end of turn.
Land
Amonkhet Raceway (dft) 248
Arena of Glory
This land enters tapped unless you control a Mountain.
: Add
.
,
, Exert this land: Add
. If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
Land
Arena of Glory (mh3) 215
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (soc) 362
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (ecl) 262
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (soc) 363
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (msc) 231
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Dragonskull Summit
This land enters tapped unless you control a Swamp or a Mountain.
: Add
or
.
Land
Dragonskull Summit (msc) 238
Elegant Parlor
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Mountain
Elegant Parlor (mkm) 260
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Graven Cairns
: Add
.
,
: Add
,
, or
.
Land
Graven Cairns (fic) 401
Hanweir Battlements
: Add
.
,
: Target creature gains haste until end of turn.
,
: If you both own and control this land and a creature named Hanweir Garrison, exile them, then meld them into Hanweir, the Writhing Township.
Land
Hanweir Battlements (inr) 279
Haunted Ridge
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Haunted Ridge (fra) 180
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (soc) 382
Luxury Suite
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Luxury Suite (msc) 252
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (trk) 323
Plains
(
: Add
.)
Basic Land - Plains
Plains (trk) 317
Raucous Theater
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Mountain
Raucous Theater (mkm) 266
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (soc) 401
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (eoe) 256
Smoldering Marsh
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Swamp Mountain
Smoldering Marsh (msc) 266
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (msc) 268
Sulfurous Springs
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Sulfurous Springs (eoc) 185
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (sos) 264
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (trk) 321

Land

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Sorcery

Qty: 5 Price: $15.25
Another Round
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
Sorcery
Another Round (otj) 1
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.
Sorcery
Avatar's Wrath (tla) 12
Deathbellow War Cry
Search your library for up to four Minotaur creature cards with different names, put them onto the battlefield, then shuffle.
Sorcery
Deathbellow War Cry (thb) 294
Painful Truths
Converge — You draw X cards and lose X life, where X is the number of colors of mana spent to cast this spell.
Sorcery
Painful Truths (ecc) 82
Rise of the Dark Realms
Put all creature cards from all graveyards onto the battlefield under your control.
Sorcery
Rise of the Dark Realms (fic) 283

Sorcery

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Deck Info

Deck stats

20 pips - 14 cards
21 mana - 19 cards
0 pips - 0 cards
0 mana - 5 cards
17 pips - 15 cards
22 mana - 20 cards
56 pips - 42 cards
41 mana - 35 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
11 mana - 10 cards
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"}]}
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