#Minthara
69 messages · Page 1 of 1 (latest)
When i take an initial look. Not sure how you win except to go tall with minthara's ability and swing in with some creatures or drain ppl with one or two cards.
if the main gameplan is to swing out with high attack creatures, maybe dedicate a certain amount of space for combat focused creatures.
Gameplan:
- Blink to get ETB Value
- Increase the number of Experience Counters on the player
- Pump creatures power stats and swing out be aggressive (also increase ward numbers)
- Combat Tricks to get damage through or Keep your creatures alive and keep building a board state.
This is the gameplan I am thinking from looking at your cards and theme.
Yeah pretty much, im not too sure what else I could do with minthara🤔
Aristocrats could be something but, nahh. Sacrificing creatures is an option too.
How would treasure pan out with her? Minthara, use treasure to get mana and just put big shit out haha
I think if you are going to stick with Blink then an easy direction you can take it is Creature tokens
similar to what Abdel Adrian brings
Also having proliferate synegies to increase your experience counters faster wouldn't be a bad idea.
or maybe something that doubles up on minthara's ability trigger
Having treasure as a ramp source isn't a bad thing in any deck and you are in the two colors that can make them. Not sure the options.
Creature token and proliferating is actually a nice idea for this deck tbh🤔
That actually sounds like a more firm game plan tbh because the current one I have is just triggering etbs multiple timed using the blink effect this card has lol
[[chittering witch]] [[cloud goat ranger]]
Cloudgoat Ranger <:mana3:292901508771610624><:manaw:1007102126813610074><:manaw:1007102126813610074>
Creature — Giant Warrior Ranger
When Cloudgoat Ranger enters, create three 1/1 white Kithkin Soldier creature tokens.
Tap three untapped Kithkin you control: Cloudgoat Ranger gets +2/+0 and gains flying until end of turn.
3/3
blink targets that etb to make multiple creatures see like a good plan
[[squad commander]] even
Creature — Kor Warrior
When Squad Commander enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
3/3
[[!witch enchanter]]
So I'm thinking
Lands: 36
Ramp: 8-12
Draw: 8-12
Blink: 10-13
Proliferate: 6-8
Token Generators: 8-10
Removal: 8-12
Boardwipes: 2-4
Combat/Survival Tricks: 6
12 ramp holy shit
Wsp guys! @round ibex @shy dagger let me clear this list mostly and then retry
For lands I don’t think I need to change anything with those tbh
Ramp too seems fine for what it is
Considering it is a budget build so
I do have 9 ramp
Swiftboots and Lightning Greaves are a must
Are they though?
People normally don’t like playing for even ward 2
Ward 5 or 6? Your just hexproof now baby
Yeahh true ight then no ima remove those
only reason you want those is to give haste to your board.
but yea ward 4-6 is a big enough deterrant.
Been tryna edit the deck list but work has me so busy😭
I have run Minthara in a few different shells and can share my experience with her: she'll never be a "powerful" deck, she's just too fiddly to stand toe to toe with streamlined decks.
The turn you play Minthara tends to be the most crucial turn as you ideally have 1) a means of triggering her ability to get the counters rolling; and 2) you play her on turn 3 or 4 so you have enough time to get the counters stacking up.
As @round ibex here mentioned, hexproof/shroud were rarely needed as her ward ability can be very annoying. Instead, one or two instant speed [[armor of shadows]] or [[undying evil]] type effects are often just as effective as your opponent will have to waste a bunch of mana trying, and failing, to remove your creature
Blink is a fine strategy to build around, but I'd really recommend running some sacrifice synergies to truly guarantee those early counters. Blink effects tend to be more expensive than the one mana [[bone shards]] or [[viscera seer]] kind of cards which are necessary the turn you play Minthara.
In my experience, people will be willing to take a lot of damage to avoid blocking your creatures if it means you don't get that first experience counter. Having sac outlets is really nice.
Relatedly, you can punish this kind of behavior with creatures that benefit on attacking like [[exsanguinator cavalry]] or [[ayara's oathsworn]] and the like (though these style of creatures rarely have ETB effects so it'd be a fundamentally different strategy).
To your earlier point, treasures are an excellent source of guaranteed revolt. I found the absolute perfect start for Minthara was a turn one treasure producer like [[shambling ghast]] or the more recent [[greedy freebooter]], a means of sacrificing them for value on turn two with something like [[deadly dispute]] or [[culling dais]] and then you can get Minthara out on turn three with an experience counter immediately.
Creature — Human Pirate
When Greedy Freebooter dies, scry 1 and create a Treasure token. (To scry 1, look at the top card of your library. You may put that card on the bottom. A Treasure token is an artifact with "
, Sacrifice this artifact: Add one mana of any color.")
Neither Nurgam nor the mycoid who laid the trap could quite believe their luck.
1/1
Though, sadly, there's not really enough depth to ensure this play pattern with any kind of consistency
Lastly, for what it's worth, I found the go wide tokens strategy to be a bit of a trap for her. There was this odd effect where, despite everyone knowing that Minthara was the true threat, if there was another creature without ward that seemed at least decently good, people would use their kill spell on that rather than Minthara. Whereas, people would just suck it up and pay the ward cost if all you have is Minthara and a bunch of tokens. Maybe this advice is too meta specific from my experience, but I thought I'd share because it was a lesson I was surprised by.
I don’t see how the first situation is preferable to the second one
Also insert don’t judge a card based on removal here
I run Minthara as an Aristocrat strategy. Leave people the bad choice of killing my token army of X/1’s and suffering the drain effects, or taking 7 or 8 damage a hit.
You can use any permanent to trigger her, clues and food can work, if you can’t find the treasure support
The most I have ever had to cast her is twice, my group may be willing to pay ward 5 once, but if the game has gone long enough for them to pay the ward 8 that comes next it just becomes hexproof.
Proliferate is an incredibly important mechanic. Remember the experience counters are on the player, not the commander, you can keep proliferating while she is in the command zone….so it makes that ward cost even higher next time.
Thats actually kinda sick tbh
Can she be kinda high powered enough? Not like broken but, I can definitely get by?
Hell yeah ight!

, Sacrifice a creature: Target creature gets -2/-2 until end of turn.