Reckless Bushwhacker

Legality

Format Legality
Commander / EDH Legal
Vintage Legal
Duel Commander Legal
Legacy Legal
Tiny Leaders Legal
Modern Legal
Standard Legal
Frontier Legal
Tiny Leaders Legal

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Set Rarity
Oath of the Gatewatch Uncommon

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Reckless Bushwhacker

Creature — Goblin Warrior Ally

Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)

Haste

When Reckless Bushwhacker enters the battlefield, if its surge cost was paid, other creatures you control get +1/+0 and gain haste until end of turn.

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Reckless Bushwhacker Discussion

IlGuale on Gruul Ambush

3 days ago

In my humble opinion a good, old Reckless Bushwhacker can help the aggro game. And since you have a predominance of creatures over non-creature spells, i would suggest Experiment One instead of Monastery Swiftspear.

xyr0s on how many goblins?

5 days ago

at 19 lands, don't play cards that cost 4 or more mana. You run too much of a risk of them simply cluttering your hand, while you wait for lands. Keep goblins cheap. Cards to remove:

  • Raid Bombardment. when will you play this? turn 3, and attack with the 2 goblins you at best have in play by then? It's a card that doesn't do anything on its own, but eats up all the mana of the early turns, where I assume you want to win (midrange goblins doesn't sound really right).

  • Guttersnipe again a 3 cmc card that doesn't do anything on its own.

  • Mardu Scout Yes, it combos well with Quest for the Goblin Lord, but then, so does playing dragonfodder. But dash is not a very great ability in a deck, that plays early game aggro, due to mana limitations.

  • Ankle Shanker, Elspeth, Sun's Champion, and Descent of the Dragons. These are not belonging in a 19 land deck. Loosely calculated, you'll have to dig 18 cards into your library to come by 6 lands, and since you don't draw extra cards, or ramp lands, that means average turn 11 to play a 6 cmc spell (and turn 8 or 9 for a 5 cmc spell). Goblin Dark-Dwellers I don't really know about, perhaps a 4/4 creature followed by a dragon fodder is an ok turn 8 play (but I doubt it).

  • Trumpet Blast doesn't do enough on its own to be a 4-of. A 1-of is more like the correct number i think - enough that occasionally you play it, and it ends the game, but you won't have to sit and wait for more creatures with two of these in hand.

  • lands that enter the battlefield tapped. They are not worth the trouble, mostly. Get the check-lands, and the shadowlands, and otherwise stick with basics. Currently just about half your lands are tapped, essentially meaning that you are timewalked behind your opponent.

Cards to consider

Foundry Street Denizen. It's a goblin, and it grows by more goblins. It's also a 1-drop, which your deck has very little of.

Goblin Guide. Suggested since you didn't apply the "budget" tag. Best turn 1 goblin in modern.

Goblin Bushwhacker. By kicking it, you get haste and boost your whole team. that's not bad at all, for a deck with 11 token-generating sorceries. I would also sugges Reckless Bushwhacker but your cards are too many intensive to allow you to play a surge-card early on.

And finally Goblin Chieftain. It does cost 3, so... a bit expensive. But haste is relevant for all you tokens, and so is a solid lord-bonus.

and Lightning Bolt. You play red in modern, you bring 4 lightning bolts.

Oloro_Magic on Boros Aggro - Humans & Tokens

1 week ago

Dragonmaster Outcast and Kytheon, Hero of Akros  Flip while very good do not belong in this deck really. Cathars' Crusade is also too expensive to be useful, Honor of the Pure would work much better. Anger of the Gods can and should be a sideboard card seing how it hurts you more than any opponent and should only be used if absolutely necessary. Champion of the Parish up to 4 copies is another must if you are sticking with the human theme. As for cards in your maybe board, Iroas, God of Victory could be interesting in this deck, and Metallic Mimic provides a lord card if that is what you want. As for cards you haven't considered, both Goblin Bushwhacker and Reckless Bushwhacker can be finishers in this deck (I personally prefer the latter).

oconnelljd1 on Gruul Agro-Burn

1 week ago

I love decks like this, and I made one as my first deck as well. I still use it, and it consistently wins in 1v1 casual matches.

My style went a different direction, one that could be summed up as "Haste, or it's a waste!" So my advice is:

Kird Ape is great, but Monastery Swiftspear is better. Turn 3 you should be casting your non-creature spells, and this will give M.S value over K.A.

Rancor is great as well, but it provokes removal like nothing else while it's on the stack. People will trade 1 removal spell for a creature and a persistent enchantment any day.

You should be attacking with your whole team almost every turn, meaning that Zhur-Taa Druid should not be tapped for mana. Meaning that he serves no purpose except as an attacker, which there are better. Rip-Clan Crasher or Jund Hackblade for instance.

Radha, Heir to Keld offers great support with the mana you get while attacking, but the only thing you'll be able to cast without extra mana is Lightning Bolt. I would consider more mono red spells, maybe Brute Force.

You also have some great cards in your deck, Burning-Tree Emissary is a free 2/2. Works fantastic with Reckless Bushwhacker. Ghor-Clan Rampager is fantastic in both early and late game. Never get rid of Lightning Bolt. Vexing Devil is a highly regarded card, but I am not sure how it will survive in the current meta.

A problem that any deck similar to your own is the sheer amount of removal in the modern format. Path to Exile, Lightning Bolt and Fatal Push are your worst enemies, and you will face them time and time again.

I hope you find this helpful, and I say none it all in a positive manner (I hope it comes off that way too).

casmiel on Planning allies deck, feel free to leave feedback!

1 week ago

Allies is actually a pretty decent Modern deck, especially if you can afford Naya colors and play Collected Company (like 1000x times better than without), but it might kill your budget. There are a couple of cheap things you can do though:

+4 Expedition Envoy - you need Ally triggers, this will do the job just fine and speed your deck up

+2 Selfless Spirit - not an Ally, but it protects you from Boardwipes like Damnation and makes blocking your board a difficult decision for the opponent

+3 Kabira Evangel - doesn't look like much, but protection from colors is one of the best abilities in Magic. They can't block in certain colors, can't damage your Allies, can't target your Allies.. it's really good. Gets a million times better with either Aether Vial or Collected Company so you can bring in Allies at instant speed, effectively countering your opponent's removal

+4 Reckless Bushwhacker - speeds up your deck by quite a lot, Surge is also easily paid with Envoys or Freeblades on Turn 3

+4 Akoum Battlesinger - doesn't look like much, but is pretty deadly early on, and you want to win early with Allies

+2 Firemantle Mage - evasion is a must in decks like this

+4 Ally Encampment - no reason not to use it, the best land for you

+4 Clifftop Retreat - you need lands that come in untapped, every turn counts

+4 Battlefield Forge - forget about the damage, the speed is what counts

+4 Lightning Bolt - need removal, Path to Exile is better of course, also good to land the last few points of damage to the face

+4 Boros Charm - an absolute allstar in this deck, every mode is good and relevant

Cut out all of your 4 and 5 Mana creatures, their effects are impressive but there are just too many decks that do better stuff at that time. It's better to have a lot of small and quick creatures in decks like this.

Also out with: Makindi Patrol and all of your Sorceries and Enchantments, they are not very good unfortunately. Stone Quarries are too slow as well. Gideon is fine, though not necessary. Maybe cash it in to get money for the other replacements, but it is actually a good card to play here as well. Kor Bladewhirl is also only more or less passable, you can cut it out in the future. Kabira Evangel and the Firemantle Mage do something better for you, they don't even allow the opponent to block your creatures just to buy time, but Bladewhirl is the last card I'd replace here. As for your lands, you should roughly have double the amount of Plains as compared to Mountains, if you change the deck in the way I suggested.

Good luck with the deck

sges on List of Burn Centers in the United States

1 week ago

Not sure about Archwing Dragon. It seems to mana intensive to recast it every turn. I use Thunderbreak Regent in Zurgo in Barbados. No haste but even if it is removed it deals 3 damage. I could be wrong. The one hit with Archwing Dragon could be the difference between winning and losing. I like Kari Zev, Skyship Raider Reckless Bushwhacker and Lathnu Hellion and must see if I can include some of them. I don't own a Goblin Bushwhacker but will obtain one if I choose to add the Reckless Bushwhacker.

lagotripha on Mardu's mighty 1&2 drops

1 week ago

Foundry Street Denizen/Flameblade Adept/Goblin Bushwhacker/Reckless Bushwhacker/Zurgo Bellstriker? Ash Zealot is ok sideboard, though woe reaper does a lot to fix that. Its an archetype I can see being powerful, I'm just not confident the support is there, or the correct colours with Bramblewood Paragon out there.

wakawakawaka on R/B Super Aggro

1 week ago

14 of your 24 creatures cost 3 mana or more. i am aware that bone picker and reckless bushwhacker have cost reduction clauses, but for the vast majority of the time, they're coming down after turn 3 unless you're playing them at suboptimal times. most aggro decks in standard should be able to finish the game somewhere between turns 4-6. if you just start playing things turn 3, you're a step behind most other decks.

i would suggest loading up on the two drop slot instead of the three drop slot and prioritizing evasion over fancy abilities like Combat Celebrants or Reckless Bushwhackers.

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