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Moxonomy

Reckless Cohort

Creature — Human Warrior Ally1 generic manaRed mana

The drawback is the whole pitch for the tribe. A 2/2 for two in red is unremarkable by itself, so the design pays for the body by attaching a clause that punishes you for playing it alone: this creature must attack every combat unless you control another Ally. That conditional turns the card into a litmus test for whether you committed to the Ally theme or just grabbed a cheap red beater. In a deck stuffed with Allies, the restriction never triggers, the 2/2 behaves like a normal aggressive two-drop, and the rally triggers around it reward the dense board it implies. Outside that deck, you own a creature that suicides into removal and blockers on a schedule it sets, not you. That "free" stat line quietly enforces archetype discipline, the same way must-attack creatures have always taxed the player who wants the rate without the commitment, only here the escape hatch is tribal rather than a downside you eat permanently. The design says, plainly, that a red two-drop is allowed to be efficient only if it travels with its kind.

Reckless Cohort (bfz)
BFZ · #152common
Pricing
Normal: $0.03
Foil: $0.07
Oracle Text

Rules text

This creature attacks each combat if able unless you control another Ally.
Legalities

Format Status

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