Skip to content
Moxonomy

Bushwhack

SorceryGreen mana

The choice happens at cast time, and that timing does the heavy lifting: two of green's oldest reflexes, land-fixing and creature combat, sharing one slot where a deck used to run both separately. On an empty early board, the first mode guarantees a land drop of the right color, pulling a basic straight to hand as a curve-smoother that never accelerates you (basics only, and only to hand, so it fixes without ramping). Later, once a fat green body has landed, the second mode reads as a one-mana Prey Upon, throwing your creature at an opposing one and hoping the power totals break your way. Neither half is best-in-class; that is the toll for the flexibility. The fight is a mutual-damage exchange that can bury your own attacker if you misjudge the numbers, so it wants oversized creatures behind it rather than the clean point-and-shoot of dedicated removal. What you buy is compression: one card occupying a spot in the green curve where you cannot yet tell whether the turn will ask for a land or a fight. It will not win by itself, but it almost never rots in hand, and for the awkward opening turns of a green deck that is a precise, well-calibrated form of insurance.

Bushwhack (fdn)
FDN · #215common
Pricing
Normal: $0.25
Foil: $0.35
Oracle Text

Rules text

Choose one — • Search your library for a basic land card, reveal it, put it into your hand, then shuffle. • Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

3 sets
Quick navigation
move selectesc close