Wilds of Eldraine - Minotaur Set Review

Witch's Mark by Justyna Dura
White | Blue | Black | Red | Green | Artifacts & Lands | Allied Colors & Shards | Enemy Colors & Wedges | cEDH | Reprints
Hello, everyone, and welcome back to Eldraine! Since were last on the plane properly, Oko was running rampant Elking everyone, and the Fires of Invention were blistering. Since then, the Phyrexian Invasion came, only to be stopped by a plague of sleep, and only a few heroes can set things right. Only by seeking answers in the Wilds past the Five Courts can the curse be lifted.
And with this exploration into the wilds, we are sure to discover new, exciting cards to bolster the Minotaur typal. As with the formation of the multiverse Omenpaths, the gates are wide open for cards to support Minotaurs.
As always, this review is targeted toward the formats of Pioneer and EDH, but by all means, your welcome to apply my thoughts to other formats.
Now let's get into the review and eat some gingerbread men!
Black
Hopeless Nightmare
At a glance, Hopeless Nightmare
Other one-mana hand attack spells, like Thoughtseize
The next aspect is that this also causes our opponents to lose two life, making this card reminiscent of Shock
The fact that Hopeless Nightmare
Finally, this card plays well with Angrath, the Flame-Chained
Lord Skitter's Blessing
I'm on the fence about this card. I like what this card can do, I'm just not sure if Minotaurs can support it effectively. Buffing a creature and drawing extra cards each turn is a very powerful effect, even more so if you have extra copies of this in play, but it's not all gravy here, so let's get into why.
Let's start with what I don't like about it. The simplest answer is that Minotaurs barely run Auras for the Blessing
The only exception is Gnarled Scarhide
But let's look at this from a more positive angle now. When the Blessing
In addition, if played properly, the Blessing
Overall, I'm very interested to experiment with this card to see how effective it actually is, even though I'm not entirely certain of its application.
Rankle's Prank
Rankle maybe be pranking, but this card is not a joke. This card, while costly, is doing a lot of things Minotaur decks want.
The first is that it causes everyone to discard two cards, and anyone that knows Minotaur typal knows that Minotaurs like self-discard synergy, and this is a great way to enable Neheb, the Worthy
The second is that everyone loses four life; this might seem to be rather inconsequential, as four mana for four damage is not a very efficient, but in games of EDH or Pioneer, sometimes that four life can make a difference, especially when a board state has stalled out.
Lastly, everyone sacrifices two creatures. Now, I'm less keen on this mode, but it can still have its uses. For one, this can be an effective way to remove chump blockers from our opponents' boards, making our attack force a more difficult decision. On the other hand, it also forces us to sacrifice our own Minotaurs, something that works against our intended strategy, so while it is useful, it is also double-edged.
In the end, it's not one mode of this card that gives it potential, but the fact that it can be any of these three options. It allows for more flexibility for a given situation and helps cover more weak spots our decks might have.
Virtue of Persistence
This card I can see being more useful in EDH rather than Pioneer, for the simple fact that it costs too much to cast in the average game of Pioneer. In EDH, though, with mana rocks and ramp spells, this card becomes more tantalizing. Having the Adventure makes this card flexible, as it can still provide advantages without needing to be cast proper. The Adventure is well-suited to pick off utility creatures that hide behind blockers, such as Blood Artist
The actual card, though, is very strong, as it creates a problem for the other players. The enchantment will revive our best Minotaur from the graveyard on our upkeep, so it disincentives killing our creatures when they attack, which only lets us grow stronger. Then pair that with the inherent discard synergy of Minotaurs, and, with the right set-up, we can essentially be casting cards for free here.
Unless they have the ability to exile cards from graveyards handy, the Virtue of Persistence is only going to make things worse and worse.
Kindred Dominance
This reprint is a must-have for any Minotaur typal deck in EDH. While it does cost a lot of mana, being able to board wipe without killing our own cows is a huge deal. Not only does it reset our opponents' boards and momentum, but it also allows us to attack unopposed.
With Minotaurs, being able to freely attack like this is a sure way to eliminate one player from the table and potentially buy some political good will if you remove the game's Archenemy.
Red
Charming Scoundrel
Much like Rankle's Prank
All of this sums up to be a flexible creature that is relevant at any point in the game.
Witch's Mark
This card is very interesting. At a glance, it's just a reprint of Tormenting Voice
It's hard to argue that Tormenting Voice
However, this is where things get a little tricky for me, because Witch's Mark
So this is the big question: is it better for a card to be at instant speed, or to be sorcery with extra combat bonuses? I'm really unsure at the moment if this is better than Thrill of Possibility
Aggravated Assault
I don't think any introduction is needed for the power of this card, but as a reprint I think it's one many Minotaur typal decks could benefit from picking up, so let's discuss why.
The primary reason is that Minotaur decks primarily depend on winning through combat, so the more combat steps we have, the better our chances are at winning the EDH game. This is very important for decks that are helmed by Magar of the Magic Strings
In addition, Moraug, Fury of Akoum
This card is a slam dunk in Minotaur decks, and I'm very excited to pick one up for the stated reasons above.
Fiery Emancipation
This card really helps speed up an EDH game by tripling all damage we dish out. However, this is a doubled-edged sword, as we'll also suffer the triple damage should the table's politics turn against us.
I think the card is particularly suited for a Mogis
Court of Embereth
I see the red Court being useful due to it giving red access to the monarch mechanic, which isn't very common compared to black or white, but in addition to the extra card draw, if we're the monarch we get a 3/1 Knight token, then it deals damage to each opponent equal to the the number of creatures we control. If played right, this can melt our opponents while also building our board for extra blockers or bolstering an attack.
Multicolored
Rowan, Scion of War
I'll just say it: Rowan
But the danger here is to our benefit, especially in Pioneer. If we play a shock land (hell, we can just cast Shock
Callous Sell-Sword
I won't drag analysis on this out. It's Thud
Colorless
Collector's Vault
This is a very interesting discard-enabler, as it not only rummages for us to synergize with the Minotaurs that care about discard, but it helps us stockpile Treasure tokens for a big push when ramp is needed.
This is pretty good for EDH if our commander is removed several times and the tax becomes hard to pay, but, at it's worst, the Treasure token helps to reduce the cost of further activations of the artifact.
Conclusion
And with that, we rise from our slumber, the curse is lifted. Eldraine is saved, but at what cost?
But fear not, as the Omenpath will soon lead us to another familiar plane: Ixalan! Home of Dinosaurs, Vampires, Merfolk! And who knows, maybe we'll even see Angrath
Until then, be sure to check out the other set reviews found on the Commander's Herald for other perspectives on this new set.
See you later.