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Commander Legends: Minotaur Set Review

Opening:
Hello everyone! Commander Legends is upon us. Within the next few weeks, we will be able to take commander to a whole new level. I am super pumped for this set. Commander is the format I enjoy the second most (Pioneer being first) so I can't wait to add some powerful cards to my 6 decks i have kicking around. So rally your troops, when you have a Minotaur leading your army things will get hairy fast.
For this review we will be looking at the new and reprinted cards featured in commander legends, to see how they can be used for Minotaur based EDH decks. While the purpose of this is to highlight notable cards, I am not telling you what to play. Rather I am trying to offer possibilities to experiment with, should you want to make/expand your own minotaur decks. Also, in case you missed it, I released a video analysis on Oko and his surrounding discourse. So check it out if you have 20 minutes to spare.
Black:
Court of Ambition: Being the Monarch is important for Minotaurs as it gives us more card draw. Additionally, because of how aggressive we can be, its not a huge lose if it’s taken from us. This card is great because it is burning our opponents and removing card resources. And if we happen to be the monarch, we get extra bang for our buck.
Falthis, Shadowcat Familiar: Lord effects are important to our tribe, but we can’t always guarantee to have one in play. Falthis acts as a pseudo lord for our commander, providing Menace and Deathtouch. This works well with any of the Nehebs, though less so for Sethron with Menace overlap. Unfortunately, Minotaurs don’t have a partner commander pair with it, so the shadow cat will likely have to be in the 99.
Ghastly Demise: While a reprint, this is card I never knew about prior. I like this a lot as its cheap removal at instant speed and is likely to have a relevant target. Unfortunately, it really only works in the late game when graveyards have built up.
Nadier’s Nightblade: This card at first, I found interesting for Sethron with the minotaur tokens he creates. However, I would rather run as blood artist or a Zulaport Cutthroat, as they have a similar effect, that are cheaper, and have a wide range for triggers.
Opposition Agent: What is there to say about this that hasn’t been said already? It’s a powerful card that in my mind helps level the power level of decks. I’ve played against a few too many cEDH combo decks that utilize tutor cards to get their pieces and win. With the agent you can shut that down or delay the combo long enough to build yourself up. Better yet, if you can catch someone while they are attempting to search with a tutor you can take the best card from their deck for yourself!
Profane Transfusion: This is a great way to shut down life gain gain/archenemy deck or to save ourselves or a political ally. In addition, it likely creates a massive creature for use to lay on the beatdown.
Rakshasa Debaser: This Cat Demon is BASED! We can reanimate big stuff from our opponent or from everyone with the encore. This isn’t a minotaur but there is value that is hard to ignore. However, if we are running Conspiracy then it and what we resurrect will be Minotaurs to make use of our lord effects.
Tevesh Szat: I’m including this mostly for the card draw he creates so we can rebuild our Herd if we get hit by a board wipe. The ultimate on him I doubt will ever happen, no one would/should allow us to reach 10 loyalty and steal all the commanders in the game. but if it does, would be devastating.
Vampiric Tutor: I feel this card speaks for itself. It’s the best tutor in the game and is the ideal way to get Deathbellow Warcry or some other game ending spell we might run. I can’t wait for the price to drop on this.
Red:
Blasphemous Act: With Sethron our tokens can reduce the cost of quickly if things become too much to manage. However, this will kill our board too, which may be quite a setback. However, there is a good reason this is a staple in edh for red. We have fewer board wipes, especially to this magnitude.
Burning Anger: I’ve come around on this card after some thought. While its best suited for a Voltron style build, I think I can have a place in Minotaur EDH decks as some spicey tech. with out lord effects its easy to have a minotaur with 5 or more power. Meaning that we can snipe any problematic card or burn people hiding behind blockers.
Court of Ire: Much like the black court helps in resource denial, this helps in pure burn. Because of how aggressive we can be its easy to reclaim the monarch. Then if we can reach the next upkeep, we can burn someone for 7 damage. And if we can’t even 2 damage can make a difference in long game.
Explosion of Riches: This card set my inner Timmy on fire. This is great way to exploit the greed people might have in the late game. Every singe time a card is drawn we can shoot 5 damage at an opponent. If there are 3 opponents, it shouldn’t be hard the chances of being hit for drawing a card are acceptable. While giving everyone a card isn’t great, the pure chaos is just fun, especially if all 4 target the same random opponent.
Flamekin Herald: This is a cheap card with good stats that gives our commander cascade. This suits Sethron or Neheb the Eternal Builds the most, due to their larger cmc. I like this the most with Sethron, as it is likely that you will cascade into a minotaur spell and get an extra token on its cast. This is great for rebuilding after a bard wipe or taking the lead in the mid game.
Hellkite Couser: Free commander etb and attack favours Minotaurs well. Sethron or any of the Nehebs can make good use of this effect. If they survive the turn and return to the command zone then they don’t increase the commander tax cost. Its basically commander dash, with a big dragon tacked on for good measure.
Kedriss, Emberclaw Familiar: While this little lizard isn’t our commander, its cheap and excellent for aggro strategies. It doubles commander damage, so for Neheb the eternal or Sethron, this can be a good way melt people. Especially for Neheb the Eternal as at the very least you will add 6 red mana from the afflict trigger that can used to cast even bigger threats on the second main phase.
Wheel of Misfortune: poor mans wheel of fortune that punishes greed and is great for politics. An excellent way to fill your hand once you have exhausted yourself.
Multicolored:
Vial Smasher: an all-star in his own right, this goblin can be fun way to chip in some extra damage. Being able to bolt someone’s face (or more) is always a useful tool to have access to. While it may be better to build around her as a commander with partner, I think she’s strong enough to be in the 99 for Rakdos Minotaur Commanders.
Zedruu, the Greathearted: Zedruu is a weird but fun build around commander. His purpose is to give your odd and hindering permanents to enable a reverse pillow fort strategy. Its far from what Minotaurs usually have to work with and certainly not meant for tribal strategies. However, if you wanted to build him based on tribal there are a handful of Minotaurs that can be used. Raka Disciple, Minotaur Tactician, Minotaur Illusionist, Etherium-horn Sorcerer and Firesong and Sunspeaker are your options outside of mono red Minotaurs. While I wouldn’t advise building Zedruu like this, the option is there, if you would so choose.
Colorless:
Amorphous Axe: This modern horizon reprint held in any tribal deck by changing the creature type to what all types. This allows you to run more non-Minotaur utility creatures if Conspiracy isn’t your jam. +3 power is also significant, although the equip cost is steep for the effect.
Brass Herald: Brass Herald is interesting. It’s a commune type card stapled onto an adaptive automaton type of effect. Its rather costly, though it does create some card draw and a lord for our Minotaurs. I would definitely include this card if your building on a budget.
Commander’s Plate: I think this allot as it cost effective and will ensure our commanders avoid all various disruption cards. With Sethron we have protection from, Green, Blue and White. With Neheb the Eternal we protection form White, Blue, Green, and Black. When you consider that the swords only give you pro to two colours, having 4 covered with 1 card is very powerful. Especially when we are usually combat focused.
Jeweled Lotus: There’s already been a lot of discussion on this card. Stuff I don’t think I need to repeat. This card is pricey based on speculation and I’m not sure its price I would be willing to pay for its effect. Don’t get me wrong, its powerful, but not so powerful to warrant its preorder price. If you do manage to get a hold of one. I think it works best for Neheb the eternal, Neheb Dreadhorde, and Sethron. Neheb the worthy is less impactful in the early game and his mana cost doesn’t make full use of the lotus effect.
Mask of Memory: Being able to draw 2 cards (and discard 1) is a powerful effect in a deck that has less card draw available than other colors. The discard also boosts any madness effectiveness since the Amonkhet flavour of Minotaurs had a strong discard theme.
Lands:
Path of Ancestry: if your playing any tribal deck, play this land. Its objectively good.
War Room: This is excellent for Minotaurs as our commanders typically are 1-2 colors. And when you start with 40 life, taking 1-2 damage to draw a card each turn is pretty good in my book for any deck.
Conclusion:
Thanks for reading! Minotaur tribal may not have gotten any new cards for our ranks, but we did get some interesting tech to aid in our battles. I'll see you in Kaldhiem in few months. Twitter, Youtube, Discord.
submitted by MagisterSieran to magicTCG

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submitted by EyeOfSlater to dxm

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