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Moxonomy

Kragma Warcaller

Creature — Minotaur Warrior3 generic manaBlack manaRed mana

The payoff that a Minotaur tribal deck was always going to need a lord, and this one stacks two structural effects rather than the usual flat +1/+1 anthem. Haste is the part that converts a clunky beatdown plan into a tempo plan: a 2/3 anchor at five mana is unexciting, but the moment it lands, every Minotaur you draw afterward enters ready to swing, which collapses the gap between deploying a threat and pressuring the opponent. The +2/+0 trigger is where the math turns lopsided. It fires per attacking Minotaur, so a wide board does not get a single anthem bonus; each creature that attacks gets its own swing of damage, and the team's clock compounds with the body count rather than the lord's stats. That design choice is deliberate: it keeps the lord's own 2/3 frame modest while loading the reward onto the attack step, where a tribal deck wants to be spending its turns anyway. The tension is that none of it does anything on defense. The haste only matters on the turns you are pushing forward, and the pump only reads on attackers, so this is a card built to make a board commit to the race and rarely worth holding back. It is the engine that asks a Minotaur deck to play like an aggro deck, not a midrange one.

Kragma Warcaller (ths)
THS · #195uncommon
Pricing
Normal: $0.13
Foil: $0.49
Oracle Text

Rules text

Minotaur creatures you control have haste. Whenever a Minotaur you control attacks, it gets +2/+0 until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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