Neheb, the Worthy
Minotaurs are one of those tribes Wizards keeps half-building and rarely finishes, and the leader here is the rare commander that asks the empty-hand cost up front. The +2/+0 anthem fires only while you hold one or fewer cards, which inverts the usual incentive: most aggressive tribal payoffs want you flush with gas, but this one rewards dumping your grip onto the board and into combat as fast as possible. The combat-damage trigger then closes the loop, forcing every player to discard, including you, so the hellbent threshold becomes self-sustaining once the beats connect. First strike across the team is the glue: a tribe of attackers that strikes first while swinging at +2/+0 turns even modest bodies into one-sided combat math, and the keyword granted to the whole board means blockers rarely trade up. The discipline in the design is that the anthem is conditional, not free; you pay for the damage in card advantage, which keeps a 2/2 legend from simply running away with a developed board. It is a build-around that punishes hoarding and a Minotaur tribal piece that finally gives the type a reason to exist as a coordinated unit rather than a pile of midsize beaters. The cost is structural, not incidental: you are meant to play to an empty hand and let combat refill the pressure.


