Goblin Bushwhacker

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.

Latest Decks as Commander

Goblin Bushwhacker Discussion

Daedalus19876 on The Red Blitz

4 months ago

Have you considered Goblin Bushwhacker and Brute Force ? Seems better than Crash Through unless I'm missing something.

0rc on Kobolooded Killers

5 months ago

Nice. Look at Goblin Bushwhacker in lieu of Haze of Rage.

jamochawoke on Najeela, Queen of the Blossoms

6 months ago

I like how the guy above this comment just casually strolls in and tells you to put in a bunch of moxen...

That said, warriors is one of my favorite tribes and I've made a ton of decks with them! Plus Najeela is such a badass commander! These are my suggestions that you haven't included and could serve as some better synergy with your deck than your non-warriors:

  • God-Eternal Oketra make huge 4/4 zombie warrior tokens on every warrior cast.

  • Oketra the True make warrior tokens and acts as a big beater itself.
  • Oketra's Monument tons and tons of warrior tokens.
  • Rush of Battle warrior themed overrun that gains you tons of life.
  • Herald of Anafenza gets bigger and makes warrior tokens at the same time.
  • Raiders' Spoils probably the best card draw you'll see for warrior tribal.
  • Gilt-Leaf Ambush elf warrior tokens with sometimes deathtouch.
  • Hunting Triad elf warrior tokens or modal +1/+1 counters.
  • Presence of Gond give a creature a tap for elf warrior token ability.
  • Lovisa Coldeyes more warrior lord buffs!
  • Obsidian Battle-Axe haste and auto-attach to warriors equipment!
  • Regna, the Redeemer and Krav, the Unredeemed act as a sac outlet and warrior token generation combo.
  • Lord Windgrace deck filtering, color fixing, and generation of a ton of cat warrior tokens
  • Great Hall of Starnheim gets you a 4/4 angel warrior token in a pinch
  • Base Camp cheap 5 color land for warriors
  • Starnheim Unleashed make a ton of 4/4 angel warrior tokens!
  • Emeria's Call  Flip make angel warrior tokens and give your non-angel warriors indestructible or make it a land
  • Ascent of the Worthy pretty fun tricks on this.
  • Firja's Retribution make a 4/4 angel warrior token and give angels destroy and double strike.
  • Battle for Bretagard make warrior tokens, then make copies.
  • TheVectornaut on Mike's Goblinoid Attack Deck

    7 months ago

    Normally in a goblin deck, I'd just suggest running my lords like Goblin King , Goblin Chieftain , etc., and adding more copies of goodstuff like Goblin Grenade and Goblin Chainwhirler . However, to preserve the multiple tribe theme, I think focusing on warrior synergy would be the best idea. A good percentage of your creatures are already warriors and Blood-Chin Fanatic looks like one of the stronger cards in the deck.

    Base Camp , Blood-Chin Rager , Kargan Intimidator , Boldwyr Intimidator , Lovisa Coldeyes , Obsidian Battle-Axe , and Raiders' Spoils are some warrior tribal cards in Rakdos, and Chief of the Edge , Chief of the Scale , Arashin Foremost , Herald of Dromoka , Kargan Warleader , and Mardu Woe-Reaper also apply when dipping into Mardu. I know most of these cards are just humans though, so here are some good warriors that fall under the goblinoid umbrella: Bloodmark Mentor , Goblin Bushwhacker , Goblin Cratermaker , Goblin Piledriver , Goblin Rabblemaster , Goblin Trashmaster , Krenko, Mob Boss , Pashalik Mons , Reckless Bushwhacker , Battle Brawler , Brutal Hordechief , Zurgo Bellstriker , Kazuul's Toll Collector , Ogre Battledriver , and Furystoke Giant . Which of these cards is best definitely depends on what your primary strategy is.

    Anyway, good luck with your deck!

    forneyt on Big Bad Goblins

    1 year ago

    I think to make your deck faster and more consistent, you would need to make the mana curve lower and/or create better synergies with your cards.

    First, I would address your mana curve. As a mono-red deck, you rely on speed to gain advantage, but you only have 8 cards that you can play turn one (Theoretically, you can play others with Simian Spirit Guide, but I will get to that). Legion Loyalist is an amazing 1-drop. However, to get out your 3-drops, you rely heavily on SSGs and Infernal Plunges to ramp up, both of which require you to essentially get rid of one or two cards respectively. SSG takes up a card in your hand, Infernal Plunge takes a precious creature and a card in your hand. Then, if your 3-drop is removed, then you basically get 2 or 3-for-one'd, losing a LOT of value. So, if you want to pursue this ramp style, you need to utilize more cards that give you card advantage before turn 3. Dragon Fodder or Goblin Instigator would give you a body to sac while leaving one to attack, though have CMC 2. These cards would also later take more advantage of your lords' +1/+1 because they would be 2 bodies instead of 1. Even adding one or two lands would also help with this build.

    If you are not set on the sac playstyle, I would suggest increasing your 1-drops and 2-drops and lands. Goblin Bushwhacker is a great 1-drop that has advantages to playing later with its kicker, and Weaselback Redcap can be useful for its combat trick to get extra chip damage while still playing your cards. Goblin Guide is also a popular 1-drop. Some great 2-drops include Warren Instigator (which you have only one of), Conspicuous Snoop for card advantage, Goblin Wardriver for his pseudo anthem, and of course the 2-drops I mentioned earlier. Having 1 and 2-drops will take advantage of your lords right away, and adding more lands would make it simpler for playing cards each turn, thus making your deck faster and more consistent.

    As for your synergies, some of the cards are interfering with other cards in your deck or not taking the full advantage of their potential, making them weaker cards. For example, Vexing Devil, while it is an amazing card, does not take advantage of the Goblin theme and is sacked right away 9/10, thereby making it not useful for both themes of the deck. The Simian Spirit Guide and Infernal Plunge, while can be useful to get out a 3-drop, are not enough to consistently get each 3-drop out of your hand, filling your hand up with unplayable cards. The Temur Battle Rage does not benefit from the Ferocious ability most of the time, and is a win-more kind of card in this deck. Even if you ramp into a Krenko, Mob Boss Turn 2, you would lose 2 cards and risk losing your 4-drop, for one or two 1/1s that can't attack for another turn. Having a ton of lords is not helpful when there are no underlings to take advantage of their boosts. Some other 3-drops you should consider would be Krenko, Tin Street Kingpin, Legion Warboss, and Pashalik Mons.

    I wrote all this out because I don't want to take away your decision making as a deck builder; I want to bring up considerations for you to make your own decisions. However, I'll leave a suggestion for additions and subtractions that you can adjust to your preferences.

    Take out:

    -4x Vexing Devil

    -3x Infernal Plunge

    -3x Simian Spirit Guide

    -2x Goblin Grenade

    -2x Temur Battle Rage

    -2x Krenko, Mob Boss

    -2x Goblin Warchief

    -2x Goblin Rabblemaster

    Add in:

    3x Mountain

    1x Goblin Chieftain

    1x Goblin King

    3x Warren Instigator

    4x Goblin Bushwhacker

    4x Conspicuous Snoop

    2x Krenko, Tin Street Kingpin

    2x Legion Warboss

    Snowmen1 on Mono-red Myriad

    1 year ago

    Cool concept! Thoughts on playing either Goblin Bushwhacker or Reckless Bushwhacker to be able to kill the turn you go off?

    LeaPlath on Mono-Red | Best Aggro Deck Ever! - Updated

    1 year ago

    So you want to get as many bodies on the board as possible and just keep attacking. Urabrask and Kiki do not help with this. They come down too late. Spark Elemental and Ball Lightning is a 1 and done card which means its a bad burn card at best. You want stuff that sticks around a bit. Simian Spiritguide is good in prison or midrange where the earlier mana helps with plays. Doesnt help here tho. Vexing Devil gives them the choice and dies to bolt and Torbrane doesnt do enough. Flame Javeline is also cuttable.

    Burning-Tree Emissary is a free 2/2 so you can play it and something else letting you be in that critical 2 spells a turn point. You can then go Goblin Bushwhacker for more damage

    Zedester on Kick it up a notch

    1 year ago

    I see, im trying to take this deck n build on it while doing it figured i would these suggestions as well, Emblazoned Golem, Joraga Warcaller, Explosive Growth, Gift of Growth, Goblin Bushwhacker, Illuminate, Overload i think all cards within budget as well, but those will definitely replace so.e high cost creatures/spells

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