Reckless Charge

Reckless Charge

Sorcery

Target creature gets +3/+0 and gains haste until end of turn.

Flashback [[symbol:R[[ (You may cast this card from your graveyard for its flashback cost. Then exile it.)

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Reckless Charge occurrence in decks from the last year

Latest Decks as Commander

Reckless Charge Discussion

PriestessKikyo1 on Lightning Speed Naya Zoo Overrun

2 months ago

Peoyogon Reckless Charge does seem like it could work here. I wonder if it would outweigh the benefit of the mana fix/draw from Nylea's Presence . Definitely something to consider. Thanks!

Peoyogon on Lightning Speed Naya Zoo Overrun

2 months ago

Sweet deck! :D I love low-to-to-the-ground aggro decks and I really like the direction you went! I thought about splashing for a third color in my own deck but ended up sticking to only Gruul and not have to deal with extra Mana fixing. Are you able to get the colors you need fairly consistently? I always like seeing how people tune their Mana bases to maximize their chances since I usually just stick to mono-colored decks :)

Have you looked at Reckless Charge at all? I run it in my own aggro pauper deck and it really packs a punch! That deck is a little different though since the haste it provides is especially relevant to my creatures but it also might be fun to consider here as well ^.^

StopShot on Unban Dark Depths!

4 months ago

Given Simian Spirit Guide exists and for games 2 & 3 if they’re on the draw they can board in Gemstone Caverns, it’s possible they can run any 1-mana haste effect such as Maximize Velocity, Reckless Charge or Thud for a turn 2 win. Speaking of extra mana, you could play a turn 1 Springleaf Drum tap your Vampire Hexmage to it before sacrificing it and that also would provide you with the extra mana to play a haste effect on turn 2. Let’s not also forget, if the Vampire Hexmage is removed by discard or counter effect the deck can run Claim / Fame for a lethal comeback. With a turn 1 Caverns you can also fit Adventurous Impulse, Oath of Nissa and/or Ancient Stirrings to dig if needed. Keep in mind on your first turn with the Caverns you can play your second land allowing you to also play a turn 1 Sylvan Scrying which can further improve the combo’s consistency. Urborg, Tomb of Yawgmoth isn’t also necessary as you can play a turn 1 Golgari land into an Elves of Deep Shadow, Birds of Paradise or Gilded Goose which would give the combo better protection against edict effects if your opponent doesn’t have turn 1 removal.

These are things that should be considered regarding this card getting unbanned.

TheVectornaut on Searing Infection

7 months ago

Rakdos infect is pretty tough to work around, but you have some cool things going on here. i'd try to have as few creatures above 2 CMC as possible. Hand of the Praetors is strong enough as a finisher in slow games, but the rats should probably be Plague Stinger and possibly Vector Asp. Budget permitting, Inkmoth Nexus is a fairly obvious upgrade. I'd also try to lower the cost on your instants and sorceries. This is especially helpful when playing around Livewire Lash (which should probably be at 4 copies). Reckless Charge, Assault Strobe, Brute Force, Virulent Swipe, and Temur Battle Rage are all options that work better with Lash than Footfall Crater, Dirge of Dread, and Memory Leak. Ways to protect your infect creatures can be very helpful, especially after sideboarding. Apostle's Blessing is probably the best in your colors. I really like Outmaneuver and Soul's Fire as ways to take advantage of infect in red. If you're willing to splash other colors, Wild Defiance provides nice redundancy for the equipment, not to mention the other benefits of having green in the deck.

Anyway, good luck with the deck!

Sparko on Zada's Pump Factory

10 months ago

Epicurus

Thanks for the comment! I'm running Spirebluff Canal because it's what I have, but Sulfur Falls is honestly a better alternative. I'll change the decklist and work on getting them. Reckless Charge is a good alternative to Sure Strike, so I'll swap that in, too.

Epicurus on Zada's Pump Factory

10 months ago

F'ing brutal. I love it!

I'd suggest Reckless Charge over Sure Strike, unless you've found that First Strike is particularly advantageous.

Also, my personal opinion, check lands are better than fast lands (so, in this case, Sulfur Falls over Spirebluff Canal). A lot of people disagree, so take that with a grain of salt.

Cheers!

Yarok on All That Remain

10 months ago

In my opinion, more pump spells are good for more damage = more survivors. Consider adding some pump spells and if you do, Zada, Hedron Grinder Is broken. Pump spells I suggest would be... Titan's Strength, Blazing Shoal, Reckless Charge,Fatal Frenzy,Rush of Blood, and Rush of Adrenaline.

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