Creature — Goblin Warrior
Kicker R (You may pay an additional R as you cast this spell..)
When Goblin Bushwhacker enters the battlefield, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn.
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Goblin Bushwhacker Discussion
1 week ago
Some other cheap guys you might make use of are Kobolds of Kher Keep, Ornithopter, and Memnite. Having more creatures does make the strongest win condition, Tears of Rage, much better. Some other buffs to consider could be Goblin Bushwhacker and Signal Pest. Most notably though, I'd want some sort of draw engine to avoid running out of gas. Since you're in casual, you're uniquely poised to make use of Skullclamp with your kobolds. Glimpse of Nature is another option I've seen in kobold decks. Drawing lets you both play more creatures to attack with later and even tap into the value of storm spells like Grapeshot and Storm Entity.
And a heads-up: You don't have to put card names in parentheses to highlight them. On Tappedout, you can use double brackets to link cards. Ex: [,[Card Name Here],] (minus the commas).
2 weeks ago
I ran mono-u Faeries for a while, and I found Spell Snare to be pretty important. When you're on the draw, you don't have many options to keep you ahead or gain tempo, and Vapor Snag can only get you so far. Holding it up to hit a Sylvan Scrying or Tarmogoyf or Collective Brutality can swing the game in your favor early on. Either mainboard or sideboard is fine, but I've found that there's almost never a matchup where I don't want them, so I mainboard 2-3.
Similarly, Engulf the Shore can really help you get back in games. If you're staring down an army of Merfolk or your opponent just kicked a Goblin Bushwhacker, it's one of the few cards in mono-u that can answer an entire board of creatures. As a bonus, it also lets you reuse your Spellstutters and Cliques. These probably go in the sideboard, but can be a real savior against Fish and Zoo.
2 weeks ago
lagotripha I appreciate all the suggestions, I really like the idea of Brighthearth Banneret and Bramblewood Paragon, and of course the Boros Charm has a lot of utility, Goblin Bushwhacker could be nice but Ogre Battledriver gives the effect everytime. I'm also not meaning for this to be a burn deck of sorts the majority of the damage will be dealt by the creatures, at least that's how im visualizing it.
2 weeks ago
Ok, so competitive modern aggro. I'd reccomend running a set of Boros Charm for mixed protection and burn. Your curve is a little high- more stuff like Foundry Street Denizen/Goblin Bushwhacker, or rely on the ever present Path to Exile/( Oust/Condemn for budget ) Lightning Bolt, Thoughtseize ( Duress for budget) to stall for 3-5 mana drops.Brighthearth Banneret/Bramblewood Paragon are core warrior tribal for R/G, Gatekeeper of Malakir is strong if you can support the cost, Goblin Wardriver/Keldon Marauders/Mogg War Marshal/Spike Jester are all pretty playable and fairly cheap, higher on the curve there is a bunch of stuff- warrior is a core creature type so thats a thing. Shared Animosity and Coat of Arms are cards.
Rhys the Redeemed is a card, as is Mercy Killing and Non standard modern decks survive on their sideboard Mardu Woe-Reaper/Ash Zealot will deal with some major threats and isn't super high cost. Mogg Sentry can really mess with some counterspell and combo decks. There are examples on the site that work well, so have fun and happy brewing.
3 weeks ago
3 weeks ago
I've been testing the deck for the past couple hours and found a few things to address. First of, I think Priest of Urabrask is the weakest link of the deck. While it does have the same ability as Burning-Tree Emissary, costing 3 mana makes it significantly worse. In the end, it's just a "free" 2/1 that might occassionaly let you chain into a Goblin Bushwhacker when your mana wouldn't normally allow it. To gain this small upside, you are forced to build around it with Desperate Ritual, which doesn't provide much advantage here on its own and instead would just waste you a card. I'm not in favor of a Kuldotha Rebirth plan for reasons you've stated, nonetheless Memnite would be a more efficient and consistent replacement for Priest of Urabrask since it doesn't require a build-around, can be played anytime and can also turn on Reckless Bushwhacker for free, while providing only 1 less power. I could see the point of keeping 1 copy of Desperate Ritual, just for additional redundancy to let you chain Burning-Tree Emissary into Goblin Bushwhacker.You could also dramatically increase consistency and damage output by running Goblin Guide. Your CMC 1 slot is just barely occupied by the 3 Signal Pest (Which I do consider to be a great card here). Getting 2 damage in on T1 and having an additional body on T2 can very often mean the difference between a T2 and T3 kill, since you primarily cast the "Pact" cards when you are going all-in.
Lastly, I'd like to address the manabase. Obviously I haven't tested this deck as much as you, but from my limited experience I would prefer going up to 16 Lands (+4 Simian Spirit Guide) for the sake of consistency, since I often got stuck with 1-land hands and no Simian Spirit Guide. Additionally (again for the sake of consistency), I would reccommend running 10 fetchlands instead of 8. It lets you turn on Hidden Herbalists more easily and shouldn't interfere with your curve otherwise. Also, in a deck that ideally wants to win on T2 or T3 (And can still stabily win T4), you don't particularly need 3 basic lands. If the opponent Ghost Quarters you that early, they timewalk themselves. The primary card you will be fetching basics from is Path to Exile, for which 2 basics should be the right amount. There are a couple nonbasic lands that might be worth running as a 1-2-of, such as Dryad Arbor. Its a fetchable creature that gives you a few more options for T1 if you don't intend to combo off already. Having another body for the bushwhackers and Signal Pest can again be very relevant. If you don't like the idea of playing Goblin Guide, you could play Khalni Garden or Llanowar Reborn as a 1-2-of, just to get some extra damage out of a T1 on which you usually won't be casting cards. My last suggestion is a little bit of an odd one and would definetly require testing, but Contested War Zone could be a very relevant card. Due to the speed of this deck, no matchups other than Affinity and potentially Zoo should be attacking you that early instead of defending. Producing colorless does affect Burning-Tree Emissary and Goblin Bushwhacker, so it might not be the ideal consistent land you need, I could see it being a very relevant sideboard card.
Your build really inspired me, so I rambled on for a while ;) With some tweaks I could imagine this being a consistent and very competitive modern deck. Hopefully you got some Ideas from my suggestions :)
4 weeks ago
1 month ago
Most important thing in modern? manabase. You can't afford mana screw the first three turns unless you have a very weird deck. For budget lists I tend to stick to monocolour- I have some neat mono-black lists that kick butt. Knotvine mystic, as much as I love it, will not survive the turn it is played, and as much as I love Meglonoth and Godsire you will never be able to cast them against any deck playing removal (read, every deck bar some extreme aggro strats).Card advantage and board presence are big things in modern, and broadly speaking you have three strategies- aggro, which runs a lot of 1-drops and just kills turn three/four. Look at Goblin Bushwhacker/Reckless Bushwhacker, Loam Lion, Kird Ape and co if you want to try this. Cards like Vines of Vastwood to protect your creatures. For midrange, you want removal spells like Path to Exile, Condemn and so forth for the first few turns, alongside some acceleration into cards that trade two or three for one, to take out an opponent in those middle turns of the game. Some strategies include Troll Ascetic, Thrun, the Last Troll, Witchstalker or planeswalkers, or a more focussed strategy like Avalanche Riders type land destruction or Demigod of Revenge reanimation. Control decks basically just run removal, card draw and a couple things which eventually win. Its pretty rare to see one of these in naya colours.
Haste is a wonderful ability for your larger cards, and cards with it only rarely break the bank- a Stormbreath Dragon will soon dodge almost all relevant removal in the format, often closing out the game. Cards like Fatal Push, Path to Exile, Lightning Bolt, Abrupt Decay are all there to watch out for.
For mana cards the important thing is those first three turns. that means that lands that come in tapped are a major disadvantage. While on a budget, cards like Battlefield Forge, Inspiring Vantage, and so forth that are cheap, are untapped, but unfortunately don't pump Wild Nacatl and co.Biggest peice of advice? cut it to two colours or to monocolour if you're working on a budget, as lands and mana consistancy is where budget decks struggle, focus on three or four cheap, efficient cards that you want to cast every game and just build your deck to do that. Mayael's Aria/Greater Gargadon for example, and build the rest as manadorks and removal to achieve that. Lightning Helix/Condemn as removal/lifegain, for example.Good luck, have fun brewing, and test your decks before you buy.