Information


Minotaurus has a minion!

Did YOU Open the Trove




Minotaurus
Legacy Name: Minotaurus


The Bloodred Mahar
Owner: Rocketlauncher

Age: 9 years, 8 months, 2 weeks

Born: March 19th, 2015

Adopted: 9 years, 8 months, 2 weeks ago

Adopted: March 19th, 2015

Statistics


  • Level: 1,449
     
  • Strength: 3,373
     
  • Defense: 3,446
     
  • Speed: 3,372
     
  • Health: 3,622
     
  • HP: 3,562/3,622
     
  • Intelligence: 345
     
  • Books Read: 315
  • Food Eaten: 4
  • Job: Unemployed


Why in the world do I keep getting lost in mazes?
Manwar, it's all your fault! The gem is a lie!



Mahar Cards (21 in total, 19 in play)
Cards playable by the Mahar.

Rating: 0 = Garbage, 1 to 2 = Nearly useless, 3 to 4 = A little useful, 5 to 6 = Could be better, 7 to 8 = Quite useful, 9 = Excellent, 10 = Somewhat overpowered

Aphrodite Mahar Card

Aphrodite mends your wounds, healing you for 5hp. Lasts 2 turns.

Very useful for healing during a long fight. 8/10

Azra Mahar Card

Azra reduces all damage done to you by 2, and prevents all Ailments. Does not remove any pre-existing Ailments. Lasts 2 turns

Perhaps the best defense card. It blocks most of the damage, and prevents pesky ailments from random traps. It doesn't last very long, however. 7/10

Baby Cthulhu Mahar Card

You may only play this card if both players have at least 5 cards in their decks. Both players discard their hand and draw 5 cards.

You waste a turn to get rid of garbage cards. Otherwise, this card is garbage itself when you have good cards worth keeping. 1/10

Banishing Force Mahar Card (Not in play)

Deals 3 damage to the Active Guardian. If the Guardian was killed by Banishing Force, the Maze player will be unable to play another Guardian card for 3 turns.

Bountiful Banquet Mahar Card

Increase the amount of HP recovered from healing cards by +2, but reduces your attack damage by -1. This Active Effect will remain in play for 5 turns. You may use one other card in addition to this one, with the exception of another Combo card.

This is only useful if your strategy involves healing and a long fight, but you have to hoard healers. Otherwise it takes up valuable hand space, and reducing attack by 1 for 5 turns could turn tables against you. Bugged for healing potion cards. 1/10

Box of Sugary Sweetness Mahar Card

Your attacks now deal 2+ additional damage. Lasts 2 turns.You may use one other card in addition to this one, with the exception of another Combo card.

Fantastic attack booster. Pair it with strong attack cards like Mystic Fury or Swipe on the next turn, and you might win the game much sooner. If the attack card does damage to both the padlock and guardian, they both will receive +2 damage. 10/10

Contemplate Mahar Card

Choose 1 card from your hand to be discarded. You will receive 2 cards from the top of your deck. You may play another card in addition to this one, with the exception of another Combo card.

The perfect solution to get rid of a garbage card, and this one too. Otherwise, this takes up a valuable hand space. Fortunately, you can use the new cards right away. 2/10

Decay Mahar Card

Places a Bleeding Ailment on both the Enchanted Padlock and its Active Guardian, dealing 2 damage to each at the end of the Maze player's turn. This Active Effect will remain in play for 3 turns.

This card is currently bugged, as the padlock and guardian does not take any damage. Useless for now. 0/10

Flurry Mahar Card

Deals 2 damage to a Guardian or to the Enchanted Padlock. Roll the dice. If the number is even, you do 2 additional damage to your target.

A versatile attack card of pure chance. However, if your damage is reduced by 2 and you roll unlucky, this will deal nothing. 5/10

Force Will Mahar Card

The Mahar takes control of the Maze's active Guardian. The Guardian's turn count is reset to 3. It will now deal damage to the Enchanted Padlock at the end of the Mahar's turn. The Maze player cannot play any additional Guardians until the possessed Guardian is destroyed. If the possessed Guardian has an Effect, it will still function as it normally would. Trap Cards cannot effect possessed Guardians.

Redirecting damage from the guardian to the padlock is win-win, especially if the guardian deals 2 or more damage per turn. This is also useful for dealing unblocked damage to the padlock. However, this isn't as convenient as a direct attack card. 7/10

Golden Chirrup Mahar Card

The Chirrup senses all Traps, and prevents the Maze player from playing any Trap cards for 2 turns.

This card will get the padlock to likely play a guardian card, but sometimes an unwanted buff or heal. Rather short duration. 2/10

Healing Potion Mahar Card

You are healed for 5+ damage. You may use one other card in addition to this one, with the exception of another Combo card.

This card is very useful except when you are fully healed. 9/10

Mind Blast Mahar Card

Deals 2 damage to the Maze's active Guardian. Roll the dice. If the number is odd, the Maze's Active Guardian is stupefied for the next two turns. This card cannot be used against the Enchanted Padlock.

It might get the guardian to not attack you and waste 2 turn counters, but the damage is low. 3/10

Miraculous Recovery Mahar Card (Not in play)

You may only play this card if you currently have at least one Ailment. All Ailments are cured, and you deal 2 damage to your target for each one removed.

Mystic Fury Mahar Card

Does 4 Damage to a Guardian or to the Enchanted Padlock. Roll the dice. If the number is even, you deal an additional 4 damage to the Enchanted Padlock. If odd, you deal 2 additional damage to the Guardian.

One of the strongest attack cards in the game. It could deal a massive 8 damage to the padlock. 10/10

Overpower Mahar Card

Deals 4 damage to the Enchanted Padlock. You may only have 3 Overpower cards in your deck

It ignores the Mahar's existing damage reducing ailments, and deals a solid 4 damage to the padlock. 9/10

Sharp Scales Mahar Card

Any time a Guardian attacks you, they take 1 damage. This Active Effect lasts the duration of the game.

Not really useful except for making weak guardians easier to kill. It doesn't reduce any damage at all! 3/10

Spazz Mahar Card

When this card is played, roll the dice. If the number is even, the Maze cannot play any Trap cards on their next turn, and their active Guardian will not be able to attack.

Similar to a 1 turn Golden Chirrup card, but could be completely useless (and usually is). 1/10

Swipe Mahar Card

Deals 3 damage to the active Guardian and to the Enchanted Padlock.

A solid dual purpose attack card. It quickly kills weaker guardians. 9/10

Tail Lash Mahar Card

Deals 1 damage to the target of your choice. If you dealt damage to the Active Guardian, it will be stunned and unable to attack on its next turn.

The best use is to attack the guardian so it is stunned for 1 turn. Too bad the damage is next to nothing. 2/10

Watcher Mahar Card

Any time a Guardian is killed by the Mahar while Watcher is in play, all Ailments currently applied to the Mahar are removed. Watcher will remain in play for the duration of the game, or until destroyed.

There's almost no chance that you will hit the guardian hard enough to kill it before its turn counter expires, so don't count on it. This card sometimes is bugged, and either disappears or doesn't cure ailments. Therefore, this card is effectively garbage. 0/10



Maze Cards (28 in total, All in play)
Cards playable by the Maze.

Rating: 0 = Ignorable, -1 to -2 = Petty effect, -3 to -4 = Rather noticeable, -5 to -6 = Quite annoying, -7 to -8 = Very annoying, -9 = Frustrating, -10 = Somewhat overpowered, -11 = What a joke!

Bloodred Kora Maze Card

Effect: Mind Flay - While in play, Curtain of Blades deals an additional 4+ damage, but does not inflict a Bleed Ailment. Bloodred Kora deals 2 damage at the end of the Maze player's turn. This Guardian stays in play for 3 turns, or until killed. Has 5hp.

A solid hitting but short lasting guardian. Average hp. -5/10

Bloodred Lasirus Maze Card

Effect: Bloodbath - If Bloodred Lasirus is discarded by Willing Sacrifice, place or refresh a Bleed Ailment on the Mahar for 2 turns. Bloodred Lasirus deals 1 damage at the end of the Maze player's turn. This Guardian stays in play for 3 turns, or until killed. Has 6hp.

A soft hitting and short lasting guardian. Average hp. -4/10

Bloodred Mortiking Maze Card

Effect: Bloodthirst - Whenever a Bleed Ailment is placed on the Mahar, the Bloodred Mortiking's Turn Counter is increased by 2. Bloodred Mortiking deals 3 damage at the end of the Maze player's turn. This Guardian stays in play for 3 turns, or until killed. You may only have 2 Bloodred Mortiking cards in your deck. Has 10hp.

A hard hitting guardian that could linger if you're bleeding. Very high hp. Fun to turn against the padlock if you have the Force Will Mahar Card. Otherwise, you should try to stop it from attacking you. -8/10

Bloodred Paralix Maze Card

Effect: Coagulate - While in play, all damage done by the Maze player is increased by 1+, but no Bleed Ailments can be placed on the Mahar. Bloodred Paralix deals 2 damage at the end of the Maze player's turn. This Guardian stays in play for 4 turns, or until killed. Has 6hp.

A solid hitting and average lasting guardian, which also buffs maze attacks. -6/10

Ceiling Collapse Maze Card

Pick a card from the Mahar's Hand. That card is then discarded.

The padlock picks a random card, so it may waste a turn getting rid of your garbage. However, it could also remove an useful card. -2/10

Curtain of Blades Maze Card

Deals 4 damage to the Mahar and causes the Mahar to Bleed for 2 turns. If there is an Active Guardian, that Guardian takes 2 damage from Curtain of Blades. You may only have 2 Curtain of Blades cards in your deck.

It deals a notable amount of damage, but it could also eliminate a weakened guardian as well. -4/10

Enchantment Maze Card

All incoming attacks against the Enchanted Padlock do 2 less damage. This active effect lasts 3 turns. You may play another card in addition to this one, with the exception of another Combo card.

Greatly decreases damage for quite a long time. -7/10

Explosive Lavana Fruit Maze Card

Fire-based trap that deals 4 damage to the Mahar. The Mahar player will be unable to play any healing cards for 3 turns. If there is an Active Guardian, that Guardian will take 3 damage from Explosive Lavana Fruit. You may only have 2 Explosive Lavana Fruit cards in your deck.

A nasty card which could be fatal if your hp is low. However, it usually makes the guardian easy to kill. -8/10

Flood of Deadly Toxins Maze Card

Poison-based trap that deals 1 damage to the Mahar and inflicts a Poison ailment, dealing 1 damage for 4 turns. The Enchanted Padlock will recover 1hp for as long as this Ailment is applied.

Quite an irritating card which combines two undesirable effects for many turns. You also deal -1 damage. -7/10

Glacier Chelon Maze Card

Effect: Floe - While in play, any time the Mahar player uses an Attack card while a damage reducing card is also in play, Glacier Chelon's Turn Counter is increased by 1 and the Enchanted Padlock is healed for 1hp. Glacier Chelon deals 1 damage at the end of the Maze player's turn. This Guardian stays in play for 4 turns, or until killed. Has 11hp.

A tanking guardian with absurdly high hp, and could be well healed by certain cards. Usually nullifies the Mahar's attacks on the padlock, forcing a wait of 4 long turns. The Abominable Glacier Chelon. -10/10

Graveyard Anyu Maze Card

Graveyard Anyu has 6 HP and deals 2 damage at the end of the Maze player's turn. This Guardian stays in play for 3 turns, or until killed.

A solid hitting guardian without any effects. Short lasting with average hp. -4/10

Graveyard Irion Maze Card

(Guardian Effect: Dedication: If Graveyard Irion is used as the Willing Sacrifice, the Enchanted Padlock is healed 5hp.) Graveyard Irion has 4hp and deals 1 damage at the end of the Maze player's turn. This Guardian stays in play for 5 turns, or until killed.

A soft hitting guardian. Longer lasting but easy to kill. -3/10

Graveyard Legeica Maze Card

(Guardian Effect: Unrelenting: If Graveyard legeica is killed, and the Mahar is under 5 HP, Graveyard Legeica does 3 damage.) Graveyard Legeica has 4 HP and deals 2 damage at the end of the Maze player's turn. This Guardian stays in play for 3 turns or until killed.

Average attacking guardian with the potential to prevent you from winning when it's close. Short lasting and easy to kill. -3/10

Graveyard Mahar Maze Card

(Guardian Effect: Remorseful: While the Graveyard Mahar is in play, the Mahar player does 1 less damage when using Attack cards.) Graveyard Mahar has 3hp and deals 2 damage at the end of the Maze player's turn. This Guardian stays in play for 3 turns, or until killed.

Average hitting guardian that reduces your attack a little, which could be worse than simply receiving damage. Short lasting and easy to kill. -4/10

Hidden Spikes Maze Card

Deals 2 damage to the Mahar player. Roll the dice. If even, the Mahar player is now Bleeding and will take 1 additional damage at the end of every turn. This effect lasts for 2 turns.

A weaker version of the Poison Dart Trap. The damage is not much. -1/10

Incantations Maze Card

Discard your entire hand and draw 5 cards. You may use one other card in addition to this one, with the exception of another Combo card.

The padlock may use an annoying card later. At least this does not force you to discard any cards. -3/10

Log Trap Maze Card

Deals 1 damage to the Mahar player. Roll the dice. If the number is even, the Mahar player loses one turn.

A nuisance card which may cost you a turn. -3/10

Meat Shield Maze Card

Requires an active Guardian in play. All incoming damage directed at the Enchanted Padlock is redirected at the active Guardian. Meat shield stays in play until the active Guardian is destroyed. You may use one other card in addition to this one, with the exception of another Combo card.

A rather bothersome card which prevents you temporarily from directly attacking the padlock. Fortunately many guardians have a 3 turn counter. -5/10

Noxious Vials Maze Card

Poison-based trap that deals 3 damage to the Mahar and inflicts with a Poison Ailment, dealing 1 damage for 7 turns. The Enchanted Padlock will recover 2hp every turn as long as the Ailment is still applied. You may only have 2 Noxious Vials cards in your deck.

The padlock's ultimate troll card. It's very hard to remove ailments, so the padlock's going to heal 14hp while you waste valuable attack cards, unless Azra is there to prevent poisoning. You also deal -1 damage. Unless you have strong attack cards to kill the padlock instantly or are able to wait before counterattacking, consider the game over and restart to save your time. -11/10

Poison Dart Trap Maze Card

Deals 2 damage to the Mahar player. Roll the dice. If the number is even, the Mahar player is Poisoned, they take an additional 2 damage at the end of every turn. This effect lasts for 2 turns.

A slightly weaker version of the Curtain of Blades, except that you might not get afflicted. -2/10

Reassemble Maze Card

The Enchanted Padlock recovers 5hp. Roll the dice. If the number is even, the active Guardian is fully healed. You may play one other card in addition to this one, with the exception of another Combo card.

An very annoying healing card which could heal the guardian as well. -7/10

Reborn Illumis Maze Card

Effect: Wicked Burn - If the Mahar player currently has any Ailments applied, Reborn Illumis's damage is increased by 2+. Reborn Illumis deals 2 damage at the end of the Maze player's turn. This Guardian stays in play for 3 turns, or until killed. Has 5hp.

A solid hitting but short lasting guardian. -4/10

Smoke Trap Maze Card

Roll the dice. If even, the Mahar player cannot use any Attack cards on their next turn. If odd, your active Guardian cannot attack on your next turn.

A minor nuisance card that could backfire on the padlock and guardian. -3/10

Snowtapult Pummel Maze Card

Ice-based trap that deals 4 damage to the Mahar. If the Active Guardian has Glacier in its name, that Guardian is healed 4hp. You may only have 3 Snowtapult Pummel cards in your deck.

The only glacier guardian is the Glacier Chelon, and it's rarely active. It also has too many hps to make this effect worse before its turn counter expires. -1/10

Sudden Hailstorm Maze Card

Ice-based trap that deals 3 damage to the Mahar and reduces damage done by both players by 3. This effect lasts for 3 turns. You may only have 3 Sudden Hailstorm cards in your deck.

A very frustrating card which delays your damage cards from being played, while dealing some serious damage to you. After it's over, the situation would likely change, and it would be much harder to beat a buffed or healed padlock. -10/10

Suspicious Ice Sculpture Maze Card

Ice-based trap that reduces the damage of the Mahar's attacks by 2, and deals 1 damage every turn. Both effects last 2 turns.

An unavoidable defensive buff. -6/10

Tainted Treats Maze Card

Poison-based trap that deals 3 damage to the Mahar, and reduces damage from attacks by 1. This effect lasts for 6 turns, and you may only have one Tainted Treats in play at a time.

The worst damage dealing card, and also reduces attack by 1. Very long lasting. Pain in the butt. -9/10

Willing Sacrifice Maze Card

A Guardian card of your choice is discarded from your hand and replaced with 2 cards from the top of your Deck.

Allows the padlock to draw new cards. -1/10



Other Cards (6 in total, None in play)
These were intended to be used by both players, but were ultimately not included in Mazes and Mahars.

Asmodeus Pocket Moleculizer

Discard 2 cards of the same type from your hand, then search your deck for 1 card of that same type and place it in your hand. You may use one other card in addition to this one, with the exception of another Combo card.

Calvin Blackmoon

Your opponent's HP is set at 15 points. If you are unable to defeat your opponent within your next 5 turns, their HP will be reset to 30 points. You may use one other card in addition to this one, with the exception of another Combo card.

Chases Monocle

Your opponent's HP is set at 15 points. If you are unable to defeat your opponent within your next 5 turns, their HP will be reset to 30 points. You may use one other card in addition to this one, with the exception of another Combo card.

Inspiring Loyalty Neutral Card

If you are playing as the Mahar, your Minion cards will remain in play for 1 extra turn. If you are playing as the Maze, your Guardian cards will remain in play for 1 extra turn.

Path of the Sacred Lands Neutral Card

All damage you would deal is instead reduced by 2 and turned into healing for you. This Active Effect will remain in play for the duration of the game, or until destroyed. You may use one other card in addition to this one, with the exception of another Combo card.

Ytivan Blizzard Neutral Card

Each player loses 1 HP at the beginning of their turn. This Active Effect will remain in play for the duration of the game, or until destroyed. You may use one other card in addition to this one, with the exception of another Combo card.




Item images and descriptions from Subeta's Mazes and Mahars.



Pet Treasure


Minotaur Rag Doll

Tianlu

Mahar Deck Box

Promo Mahar Trading Card

Aphrodite Mahar Trading Card

Mystic Fury Mahar Trading Card

Bountiful Banquet Mahar Trading Card

Box of Sugary Sweetness Mahar Trading Card

Healing Potion Mahar Trading Card

Contemplate Mahar Trading Card

Decay Mahar Trading Card

Banishing Force Mahar Trading Card

Mind Blast Mahar Trading Card

Baby Cthulhu Mahar Trading Card

Tail Lash Mahar Trading Card

Sharp Scales Mahar Trading Card

Watcher Mahar Trading Card

Overpower Mahar Trading Card

Azra Mahar Trading Card

Force Will Mahar Trading Card

Swipe Mahar Trading Card

Flurry Mahar Trading Card

Caffeinated Wabbit Mahar Trading Card

Miraculous Recovery Mahar Trading Card

Golden Chirrup Mahar Trading Card

Ytivan Blizzard Neutral Trading Card

Chases Monocle Trading Card

Path of the Sacred Lands Neutral Trading Card

Asmodeus Pocket Moleculizer Trading Card

Inspiring Loyalty Neutral Trading Card

Calvin Blackmoon Trading Card

Bloodred Paralix Maze Trading Card

Snowtapult Pummel Maze Trading Card

Bloodred Mortiking Maze Trading Card

Bloodred Lasirus Maze Trading Card

Bloodred Kora Maze Trading Card

Willing Sacrifice Maze Trading Card

Incantations Maze Trading Card

Meat Shield Maze Trading Card

Enchantment Maze Trading Card

Graveyard Mahar Maze Trading Card

Glacier Chelon Maze Trading Card

Reassemble Maze Trading Card

Graveyard Legeica Maze Trading Card

Graveyard Irion Maze Trading Card

Graveyard Anyu Maze Trading Card

Reborn Illumis Maze Trading Card

Explosive Lavana Fruit Maze Trading Card

Curtain of Blades Maze Trading Card

Sudden Hailstorm Maze Trading Card

Ceiling Collapse Maze Trading Card

Smoke Trap Maze Trading Card

Hidden Spikes Maze Trading Card

Poison Dart Trap Maze Trading Card

Noxious Vials Maze Trading Card

Tainted Treats Maze Trading Card

Log Trap Maze Trading Card

Flood of Deadly Toxins Maze Trading Card

Suspicious Ice Sculpture Maze Trading Card

Mazes and Mahars Strategy Guide

The Ultimate Guide to Mazes and Mahars - 9th Edition

Art of Mazes and Mahars

10 Sided Mazes and Mahars Die

Wind Damage Counters

Blood Damage Counters

Flora Damage Counters

Sky Damage Counters

Royal Damage Counters

Trove of Golden Mahar Gems

Trove of Sun Mahar Gems

Trove of Dawn Mahar Gems

Trove of Field Mahar Gems

Trove of Nuclear Mahar Gems

Trove of Mahar Gems

Trove of Cream Mahar Gems

Trove of Lilac Mahar Gems

Trove of Dusk Mahar Gems

Trove of Twilight Mahar Gems

Trove of Arid Mahar Gems

Trove of Marsh Mahar Gems

Golden Mahar Plushie

Golden Mahar Beanbag

Golden Mahar Earring

Pet Friends