There's not a lot that is worthwhile
You say that you'll be a front liner, and as a College of Valor bard, are already putting more emphasis on combat then on spell casting, with accesss to medium armor and shields for better AC and martial weapons. I'll keep these considerations mostly to lower level spells that are or soon will be available to you as a level 3 bard (spell level 1-3).
All the minotaur traits are melee combat related. Unfortunately, there are relatively few melee attack-enhancing spells on the bard list, and nearly all of the effects that are to be had for attacks tend to be as good or better when you combine them with a normal weapon attack that deals more damage than your horns1.
Thunderwave. You could use the larger movement gained from Goring Rush to dash among your opponents without forfeiting your attack, and then thunderwave the next round (level 1). Longstrider could further enhance you mobility.
Fear. You can use fear (level 3) to make the opponets Dash to get away from you, and then follow them with your own Dash action and free horn attacks thanks to Goring Rush each round (while you normally would not get to attack them after a Dash).
Cloud of Daggers. Hammering Horns can push your opponent as a bonus action on top of your attack. Here effects that trigger on an area that you can push your opponent into work, like cloud of daggers (level 2). Normally opponents can avoid repeat damage by just moving out of the cloud, but if you position yourself so that they will then be between the cloud and you, you can push them back in, to get another use out of it.
That said, one of the main limiting factors for bards is the small number of spells you know. Each spell needs to be maximally versatile to justify its spot. The tactics above are cute, but I think they are a little too situational to be worth spending your spell picks on, when instead you could take things like Faerie Fire on level 1, Hold Person on level 2, or Hypnotic Pattern on level 3, which, while not getting specific benefits from the minotaur features, work well with any of your attacks or reduce the number of opponents attacking you back.
1 The Horns natural attack by itself is subpar for you as the martial weapons you have access to deal better damage, even if you are Strength based, end especially if you are Dex based. It mostly is of value if you can use it with Goring Rush as a bonus action. However, you need your action to Dash as a Bard, which means you forfeit your normal attack, so most of what it gives you is double movement before the attack for slightly less damage, and, after level 6, quite a bit less damage, as you cannot use extra attack without the Attack action. That's not really that attractive.