|Commander / EDH||Legal|
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Artifact Creature — Construct
Walking Ballita enters the battlefield with X +1/+1 counters on it.
: Put a +1/+1 counter on Walking Ballista.
Remove a +1/+1 counter from Walking Ballista: It deals 1 damage to target creature or player.
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Walking Ballista Discussion
1 day ago
Your Magosi, the Waterveil combo doesn't work.
Also, you should work on your combo package - when you assemble something like Isochron Scepter + Paradox Engine you should be able to that turn win the game. To give you an example, I have a Thrasios, Triton Hero + Tymna the Weaver deck which assembles Isochron Scepter + Dramatic Reversal + mana rocks/dorks to get infinite mana. I then use Thrasios, Triton Hero's ability to draw until I have access to my Walking Ballista which I can cast for as large as I need to kill each opponent. you should be thinking of those kind of game ending plays, not "repeatable counterspell on a stick" kind of thing.
1 day ago
There are 3 very good options to take care of flyers:
Also, Arcane Adaptation might be a good sub if you decide to include other flyers and make them Zombies.
1 day ago
If you're still looking for cuts here are my suggestions.
Overall Ideas: 1. Cut the instants and sorceries. 2. Add better creatures/artifacts with activated abilities.
I would look to add more wheel effects to get cards into the graveyard. Although it can feel a little similar to chaos the results are more effective card draw and will fill up your graveyard faster with more additions. Meaning you would fill your graveyard with more potential options for Marsil; and will add more overall card draw potential than the following cards: Probe, Flux, Mystical Teachings, Cathartic Reunion, Careful Study, Gifts Ungiven, Thirst for Knowledge, Frantic Search
Silumgar's Command: There are better creatures/artifacts that can fulfill this role through Marsil and have the additional benefit of being repeatable.
Walking Ballista: 4 mana for a +1/+1 counter is not efficient enough to justify it's inclusion.
Argent Sphinx: I think that relying on Metalcraft in this deck will end poorly in most situations.
Snapcaster Mage: By removing the instants and socrceries Snappy becomes less effective and should be removed.
Galecaster Colossus: Similar situation with this card having no activated abilities, the high CMC, and the ability to only bounce two (with the Colossus and Marsil on the battlefield) non-land permanents a turn doesn't seem worthy of an inclusion.
Decree of Pain: Being in Grixis colors, you have access to more effective card draw and board wipe spells than to justify this cards high CMC even with the cycling component.
Anthroplasm: This card confuses me and I don't understand its use. Care to enlighten me?
Cephalid Coliseum: You have access to better card draw that is repeatable.
Hammer of Purphoros: Unnecessary haste inclusion.
Basalt Monolith: All the ramp. None of the draw backs.
Hateflayer: BOOM, goes the dynamite.
Pili-Pala: The best part of your deck is this card.....
Jace's Archivist: Wheels for days..
Avatar of Woe: Problem solved. Plus can be a cheap cast on its own.
Vandalblast: You're playing red right?
Mercurial Chemister: Ehh, Idk about this one.
Entomb: Tutor time.
Gamble: Great tutor for your deck.
Cavern Harpy: Wow, just, wow....
Training Grounds: Mana reductions are the key.
2 days ago
Thanks for all the feedback, it's appreciated! To be honest, I added both Bramblewood Paragon and Blight Mamba at the same time after a couple instances where Sage was permanently removed. Each time I had a couple of large creatures that just couldn't get through the other players' blockers. So I threw those two in as extra win conditions. I do still have to win through combat here, even with infinite turns. Commander damage usually doesn't work since Ezuri can't buff himself so I've been relying on straight damage or infect to do it. At some point I'll spring for Walking Ballista.
Stubborn Denial has never been a dead card so far. Normally what happens is I get Ezuri out T2-3, drop a couple creatures T3-4 and buff them. At that point one of them is usually big enough for ferocious, if not the tax often still works that early in the game when the other players are tapping out for a 3-drop. Once I add a few more counters I'll definitely swap out the Greaves for the Boots.
3 days ago
Until the entire Dominaria set is revealed I'm using the comments instead of making another update to post how my playtesting is going with Dominaria. I'm not going to offically update Radiant Elves until all the cards I choose to play are in the TappedOut database with art and able to be added to decks.
Round One Dominaria Playtesting: Selesyna Ramp and Counters
Marwyn, the Nurturer looks to be the new Elvish Archdruid of Standard. She's finally since Shaman of the Pack a build around card specifically for the Elven tribe. I've been waiting for a card like her since Magic Origins. She's a unique lord, not a lord in the normal sense that she powers up other Elves or gives them abilities. She's different because she alone benefits from Elves to make her huge and give her major ramp.
In my playtesting I've been searching for ways to break her ramp capability. Being able to use her ramp to play a lot of Elves and Verdurous Gearhulk is fun, but I need a bit more oomph. Obviously good mana sinks are nuts if I can make six to eight plus green mana a turn. Rhonas the Indomitable and Walking Ballista have real potential with her ramp especially Rhonas because he can give her and other Elves trample. Marwyn can get really big with counters giving her trample while also adding to her power is great. Rhonas can act like a pseudo Ezuri, Renegade Leader for other Elves with Marwyn's mana.
These creatures are possibilities, but the card in my playtesting that's best with Marwyn is Approach of the Second Sun. Approach is really one of the most broken cards in Standard because it can be an instant win when casting a second copy of it. It's seen only in Control decks, most notable Azorius Control which it's the win condition. Elves with the reprinting of Llanowar Elves are now poised to have a unique position in Standard as being the tribe of ramp. Dinos can also ramp, but that tribe is about power not ramp. So far decks are not ramping into Approach instead they're controlling the game until they can cast the seven mana sorcery. With the amount of ramp that Elves can now make this changes how to approach playing Approach.
Llanowar Elves adds a one drop to the two and three drop mana Elves. This addition can completely change the tribe making it much stronger. Dominaria has already added these two very good mana Elves in Llanowar and Marwyn, the Nurturer to the already full pool of mana Elves. This tells me that Wizards intent for Elves as a tribe is ramp and I'm happy that they're finally chosen a coherent single strategy to pair with the tribe instead of pairing many different strategies that have no or very little synergy with each other. The fact that Marwyn cares about counters means she has interaction with Rishkar, Peema Renegade and Metallic Mimic this is a subtle, but fantastic hint that Wizards is beginning to care about the Elf tribe.
Servant of the Conduit is pretty much a staple two drop mana Elf in Standard for energy decks I've been playing him since Kaladesh. He's unique because he's the only mana Elf that can make other than green, another color of mana in this case white. Druid of the Cowl has not seen much play, but it's another two drop mana Elf who could make his way into this deck. Relying on Marwyn's ramp to cast Approach is a tricky plan because if Marwyn is killed than I need a back-up plan to make mana. This is where the other mana Elves come in. They can help me to cast Approach without Marwyn and they pair nicely with Rishkar, Peema Renegade.
Marwyn has fantastic interaction with the Kaladesh theme of Elves, +1/+1 counters. She continues this theme by also using counters, but unlike any other Elves she can continue to get counters turn after turn as long as I keep playing Elves. Rishkar, Peema Renegade, Metallic Mimic and Kujar Seedsculptor can all put a counter on Marwyn and Mimic can power Rishkar's mana ability by putting a counter on other Elves who ETB. These three have great synergy together. Marwyn gets a counter when an Elf ETB not when one is cast, this is relevant because Mimic can put a counter on her. Mimic ETB as the creature type I choose, in this case Elf, Marwyn will see it as an Elf when it ETB. Seedsculptor has seen zero play and that's understandable because she's pretty lackluster; however she can put two counters on Marwyn, that's good for a two drop Elf.
Steel Leaf Champion is another incredible Elf from Dominaria. He brings a very aggressive stance to the tribe. Turn one Llanowar Elves can help me to cast a turn two Steel Leaf. This interaction is crazy powerful and I suspect it will be the line I include in all my playtesting with Elves moving forward. The three drop spot on the mana curve is crowded now with Elves: Steel Leaf, Rishkar and Marwyn. Llanowar lets me play all these Elves together in the same deck because any one of them is a good turn two play.
Steel Leaf is an aggressive Elf and that's really not the direction I'm going with this version, but it adds another dimension to the deck that my opponent has to contend with. Steel Leaf benefits a lot from the counters strategy because it starts out with five power putting any number of counters on it makes it just plain huge.
Armorcraft Judge makes Approach of the Second Sun a more consistent win condition. After casting the first Approach the card is then placed in my library seven cards from the top. To realistically be able to win the game with Approach I need a way to draw into my library seven cards deep. Of course I could have a second copy of Approach in my hand after casting the first one. I could then cast the second copy on my next turn and win the game, but this is best case scenario. What if I don't have another Approach in hand? I need a way to draw into the one in my library. Judge can do this, he cares about counters just like Marwyn, Rishkar, Mimic, Seedsculptor and Verdurous Gearhulk.
This is only the first round of playtesting. Second round is Gruul or Naya with Grand Warlord Radha. Stay tuned for more Elf goodness :)
4 days ago
Before I saw your deck I considered building a selensya deck built around Oviya Pashiri, Sage Lifecrafter and Mox Amber and after seeing yours I decided to. After building the deck I think Karn, Scion of Urza is super good and I think your deck is very close to making him great. IMO your deck is a little artifact light for karn to really shine. Mine runs 15 which seems to be working well. The more artifacts the better with karn. Walking Ballista is very good because of its flexibility and ability to be a mana sink after you are out of action so I would squeeze in a as many as you can.
So I was a bit off in my previous comment saying you should take out karn. I think if you add around 4 more artifacts he would be very good and maybe should even be a 3 of.
My deck is built quite a bit different than yours but if you want to take a look at it mine is Green white affinity V2
5 days ago
Maybe Walking Ballista as target for the counters?Just had to imagine putting 13 counters on it for 1 mana, phew!
5 days ago
Left a comment for you Rooolandd
Here is my main deck I've been tinkering with for awhile.
I'd be really interested to hear peoples experiences playing against infinite combo decks and Walking Ballista. While that's not the main goal of this deck, there is one in there and I'm debating whether or not I should add a few more support cards to that end.
Anyways, let me know what you think and any feedback is much appreciated!
Commander / EDH*
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