Goblin Bushwhacker

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar (ZEN) Common

Combos Browse all

Goblin Bushwhacker

Creature — Goblin Warrior

Kicker (You may pay an additional 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.

Price & Acquistion Set Price Alerts

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Recent Decks

Goblin Bushwhacker Discussion

JohnnyBoyG on Stunt Driver

2 weeks ago

I feel like most of your most recent changes actually weakened the deck. Let's go over them:

Hidden Herbalists: This card is strong in decks that can reliably trigger revolt. Yours cannot. The reason most zoo decks run it is because they run about a dozen fetchlands, which is way outside your budget.

Keldon Marauders: Meh. Not a terrible choice, but I don't think it justifies cutting Goblin Bushwhacker/Goblin Wardriver.

Zhur-Taa Druid: The upside of 1 extra damage per turn does not justify playing this over a 1-cost mana dork. Remember that in modern, 3 damage is worth about 1 mana, so you're going to need to tap this at least 4 times for mana in order for it to start to be justified. Except even then it won't because you didn't get to spend 3 mana on turn 2. Honestly, there's a good argument for not running dorks at all in a zoo list, but if you do, make sure they all cost 1 mana.

Roast: I think this one is fine. Just keep in mind that not being able to go face/hit flyers is a notable downside of Lightning Strike. Really depends on your local meta.

Thud: This is not a good card for your deck. Most of your creatures have 1 or 2 power,and even when pumped, they go up to about 3 or 4. The only "good" target for this is Polukranos, World Eater, which you only have 2 copies of. But that's not something you just want to through away for a bit of damage. Sacrificing any creature is a significant cost, and at sorcery speed, you can't really do any fancy tricks with it.

Otherworldly Outburst: Interesting choice. Keep in mind that it will be a dead card in some matchups though, but I could see it stealing some wins too.

Temur Battle Rage: I guess lagotripha has only ever tested Death's Shadow decks, because Ghor-Clan Rampager is almost always better. Specifically, Ghor-Clan Rampager is much better for creatures with power 3 or less, they are pretty much identical for creatures with exactly 4 power, and battle rage becomes slightly better as the power increases beyond that. As I mentioned earlier, you have 2 creatures with power > 4. Battle rage will be a dead card the majority of the time. Ghor-Clan Rampager is almost never a dead card, because you can always play it as a creature. I think it's very clear which one you'd rather be running.

BS-T on Niv-Mizzet is a Rick and Morty Fan

2 weeks ago

It's scary!

It seems like you've got almost everything you would normally want in a combo deck (I'm not a combo player at heart, just a dabbler so I could easily be wrong though!).

As a rule of thumb I would say 'if it's not one of my combo pieces, it has to help me get to my combo pieces' - ie 1) cheap rocks so you can keep paying for draw spells (even better if they are free mox types), 2) all the usual 'don't usually bother playing these in EDH' draw spells Ponder, Preordain, Brainstorm etc, 3) cheap counters to protect you going off definitely including Pact of Negation, and 4) 'Tutors'. You've got quite a lot of all of these...

To try to be faster?

You could go heavier on the digging by including more Cathartic Reunion effects to just dig dig dig.

Also in the Mana category you could use red 'Rituals' Seething Song, Infernal Plunge that Spellseeker who has done her job. Infinite mana? Basalt Monolith & Rings of Brighthearth but that's only colorless, there's always something with Palinchron but that might be too slow.

You also might as well put in Tolaria West, you might have plenty of draw but tutoring for Pact of Negation in desperate times is awesome!

Finally the only particularly odd inclusion I see straight off is Battle Rampart - any reason you're going with that over other things? If it was me I'd use something that can give old NivMiz haste the same turn;

Crimson Mage

Goblin Bushwhacker

Inner-Flame Acolyte

Doesn't have to be creature based - Expedite even replaces itself.

So yeah, a non-combo players take on what wants to be a tuned combo deck... Might not be a world of help but it was fun at least for me to give my perspective!

JohnnyBoyG on Stunt Driver

3 weeks ago

Feed the Clan and Pierce the Sky belong in the sideboard, as they're only good in specific mathcups.

Your mana base could use some work. I know you're on a budget, but even running cheap dual lands like Game Trail and Rootbound Crag would massively improve your consistency.

As for cards to add, I could see Goblin Bushwhacker and Dryad Militant being very strong here.

wallisface on Beginner's Krenko Deck

1 month ago

Looking good! I personally don’t think Boggart Shenanigans is worth it, and probably better spent on more goblins.

The existing gobbos you have are great, but these might be worth trying to sneak in too, depending what you want. I’d personally drop 2 of the siege-gang and all of the shenanigans for 3 each of these dudes

Goblin Bushwhacker lets you play quite aggro on the turn it drops

Mogg War Marshal nets you 2 gobbos (you let him die) but more interestingly 3 triggers on impact tremors

hungry000 on Goreclaw Superion

1 month ago

If you do play any bushwhackers, play Goblin Bushwhacker. It's a better topdeck, and you can play it on turn one if you need to. Also, once you do make a sideboard, I strongly suggest playing a bunch of Magus of the Moons.

RingweMakil on Make Mill Great Again

1 month ago

HillyerGames The point of a mill deck is not to try and control the game, the point is to try and dump all the opponent's cards in the graveyard as soon as possible. Cards like Emrakul, the Aeons Torn stop this plan because of their trigger, which means you need ways to exile him in order to stop this from happening. Extirpate and Surgical Extraction are two ways to do this, Tormod's Crypt and Relic of Progenitus are others. However, none of these are very maindeckable, as against a lot of decks, these cards will not do anything; nor will they buy you the time you need as a mill deck to finish milling the opponent. By contrast, Crypt Incursion will almost always gain you 10-20 life, which will buy at least one turn; and in a deck with powerful mill spells, that one turn is often the difference between a loss and a win.

I would also like to point out that I do not enjoy calling others stupid, but when that person is rude, arrogant and advocates a fragile 4 part combo involving Profane Memento that does not even win the game and that does not work against decks which do not have as many creatures, I really do not understand their motivations unless they either lack an understanding of what they are proposing, or unless they are deliberately trolling.

Re: Ensnaring Bridge - the idea is you will have zero cards in hand when you cast Bridge, so they cannot get through. If you can empty your hand as fast as possible - which I think you will often be able to do - then Bridge is a hard lock (after all, no decks plays zero power and pumps from zero to twenty, although I suppose it is possible in an infect deck with Noble Hierarch). Darkness is only temporary, Bridge is permanent; I think I would rather have Bridge in general, and sideboard in Darkness against decks with these massive pump effects. If the opponent goes Become Immense, Vines of Vastwood and tries to kill you, and you play Darkness then you've traded his two pump spells for your one mana instant, which is a very good trade. By contrast, if he has Thalia's Lieutenant and Champion of the Parish and Mantis Rider in play, then Darkness will mean you are still faced with the same situation next turn, which does not get you very far. Bloodghast, Goblin Bushwhacker, Gurmag Angler, Tarmogoyf and indeed I could go on, but the point is, far fewer decks try to pump in one shot and win rather than getting a bunch of creatures in play and hitting them with you repeatedly. So Bridge is a better answer against creatures in general, since mill usually is empty handed by turns 3-4.

sylvannos on Mono-Red Burn

1 month ago

If you don't have Goblin Guides, Foundry Street Denizen can get a lot of damage in, especially if you combine it with token generators.

Devastating Summons is also a good finisher. Sometimes you just get the nuts where you curve out, dump your entire hand into play, then make a couple of 4/4s or bigger.

Searing Blaze is another good option, but you may have problems without having fetchlands. However, the reward of it may outweigh the cons of sometimes only having it deal 1 damage. Cutting 2 copies of The Flame of Keld and adding 2 Searing Blaze may give you a good balance.

Since you are playing on a budget, there's a couple of other options to play Burn. You can go goblin-heavy, with more of an 8-Whack build (Reckless Bushwhacker, Goblin Bushwhacker) and also play Goblin Grenade.

One of my friends did a lot of grinding to earn packs/store credit to upgrade his Burn deck over time. I think he also was using Brute Force, Rubblebelt Maaka, Titan's Strength, and heroic cards for a while too.

Ramunap Ruins can provide your Grim Lavamancers with graveyard food.

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