So, comically enough, I threw together a budget Minotaur deck just the other day and finally got around to playtesting it last night - at which it proceeded to play surprisingly better than anticipated. Obviously this doesn't mean you're about to go smashing the next GP, but it is a stronger strategy than most might expect.
Here's the build I put together:
http://deckbox.org/sets/526973
The biggest differences I see between your build and mine are as follows:
1) I went with a more dedicated R/B theme than you. While I have the temples and could easily slide them in, I opted for more consistently untapped lands (yeah, the
Blood Crypts too) as this deck will already be pretty slow. Your earliest play is a two-drop
Deathbellow Raider and as far as aggro decks are concerned, that's really not a good idea (as RDW or Gruul Aggro can frequently be sitting on 6-8 power on the field by turn 2 care of
Burning-Tree Emissary). BUT, going with more black affords you more options in terms of removal, as you can note with the
Doom Blades and such in my SB.
2) I REALLY tried to avoid guys over 3 CMC, with
Fanatic of Mogis and
Kragma Warcaller being the only ones (and only counting for 5 total cards). Again, you're a slow deck to begin with, the last thing you want to do is to further slow things down. BUT, that being said, I cannot overstate the power of the Warcaller - it's like playing a friggin
Battle Sliver and
Blur Sliver at the same time - and those pumps add up QUICKLY.
3) Given the higher toughness of minotaurs (typically at least 3), they're a touch harder for your opponent to kill in combat (nevermind the pumps they'll get from all the lords). As such, I went ahead and went the
Dragon Mantle and
Madcap Skills route. Doing this can allow your already threatening minotaur swing in for rather considerable amounts of damage and will seriously threaten the abilities of any deck that doesn't have a large number of blockers to respond. Yes, these cards allow you to be two-for-one'd from time to time, BUT, you're playing a budget minotaur deck, so card-advantage be damned! That being said,
Madcap Skills was easily the most powerful card in the deck in last night's playtesting - making minotaurs frequently have powers upward of 6 or 8 whenever
Rageblood Shaman/
Kragma Warcaller/
Door of Destinies is in play.
4)
Door of Destinies seems like a total EDH card, and it probably is, but for only like $1-2, it creates an additional means of pumping your otherwise vanilla guys. Against a midrange deck that is durdling much of the time, T4 Door into T5 Warcaller means your T3 guy will be swinging boosted +3/+1 - normally enough to catch up to most of what they'd play. If you go to later turns and get 2-3 counters on the door, pretty much any minotaur will be enough to kill them...
5) Lastly, I run 2x
Blood Scrivener to provide some added card draw in the later rounds in the event your hand is gassed (I would imagine this to be more helpful in actual competitive play rather than friendly playtesting), but it is an option. Sure, it dies to pretty much every removal spell out there, but at least forcing them to use one on this little guy just means one more of your Shamans will survive...
As for your specific build, I would suggest the following changes:
-2
Chandra's Outrage
-2
Homing Lightning
-2
Mugging
-2
Anger of the Gods
+2
Dreadbore (if it's removal you're after... why not?)
+1
Kragma Warcaller
+2
Gruul War Chant (you already have the green splash with
Temple of Abandon, toss in a few
Forests to complete the splash for it)
+3
Madcap Skills
This SHOULD give you a decent mix of removal and also make your guys more versatile threats on their own. I certainly see the sense in all the removal you were running, but odds are, with 12 removal/burn spells, you'll have enough to deal with the stuff in the way.
Gruul War Chant will likely just win you the game a lot of the time if it comes down with a few pumped minotaurs.
Anywhom, this is the sort of fun brewing I like to see people doing! Good luck!