Walking Ballista

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Walking Ballista

Artifact Creature — Construct

This enters with X +1/+1 counters on this creature.

: Put a +1/+1 counter on this.

Remove a +1/+1 counter from this creature: This deals 1 damage to any target (creature, player, planeswalker or battle).

Vandoren4 on The Brood x Blade (Combo Core)

1 month ago

taloon

I don't know...

It's a pretty precarious card in this deck, and I would much rather use a Walking Ballista instead of having to rely on combat damage. also, it's just another card that you need to play before you finish the combo. It's a whole lot easier to just assemble the combo, then dig for a wincon that wins on the spot.

Vandoren4 on The Brood x Blade (Combo Core)

1 month ago

Murrow

The playtesting went well, but I noticed that its a bit slow. the main reason my version became so expensive is because I was trying to make it go as fast as possible in the hopes that the combo gets onto the battlefield before they manage to establish enough mana to actually deal with it.

I definitely see the vision with Glaring Fleshraker, but I personally don't like it. there's nothing wrong with it, but I don't really like relying on having ANOTHER creature out before the combo starts. it just pushes the combo win a turn later rather than just getting infinite mana and using Walking Ballista or Goldvein Hydra.

if you are set on going the fleshraker route, I would 100% recommend Arbor Elf. it seems super circumstantial, but it comes together much more often than I initially thought it would, and even when it doesn't, you still have a creature that either acts as a mana dork or eats a removal spell to clear the way for the combo.

I printed out my version and played it against Izzet Murktide and it went 2-0 (haven't tried post MH3 decks though...) the second game was super close, relying on 2 topdecks, but it was only that way because of the insane number of counterspells I drew. I'm soon going to try to test it against more meta decks, so I'll say how it goes :)

Neotrup on Does Walking Ballista instantly die …

1 month ago

It does work, yes. State Based Actions are only checked after the spell fully resolves, so Walking Ballista will enter the battlefield as a 0/0, then get +10/+10 (and haste) before any State Based Actions are checked.

Rhadamanthus on Does Walking Ballista instantly die …

1 month ago

Yes, that example will work. Getting +10/+10 and haste is part of the resolution of the spell's effect, and the next time the game would check for SBAs is after the spell is completely finished resolving. At that point Walking Ballista will be 10/10, so it will be fine.

Vandoren4 on Does Walking Ballista instantly die …

1 month ago

I recently asked about Collected Company and Walking Ballista, and learned that it instantly dies before I can use the 4 mana ability.

here's my question: If I were to cast Finale of Devastation for x=10, could I find Walking Ballista and give it +10/+10 so that it lives? this feels like it should work because it's part of the spell, not a separate ability. am I wrong?

Vandoren4 on Does Walking Ballista instantly die …

1 month ago

hey, I have a similar question now. If I were to cast Finale of Devastation for x=10, could I find Walking Ballista and give it +10/+10? this feels like it should work because it's part of the spell, not a separate ability. am I wrong?

Neotrup on Does Walking Ballista instantly die …

1 month ago

TL;DR - No.

In order to activate an ability a player needs to have priority. After a spell or ability resolves, first State Based Actions are checked, then triggered abilities waiting to be put onto the stack are added to the stack (in APNAP order), then the active player is given priority. Putting a creature with 0 toughness into the graveyard is a State Based Action, so it's the first thing that will happen after Collected Company resolves. This also means that you cannot use a triggered ability to save it, so finding Walking Ballista and Bond Beetle with your Collected Company would still result in the Walking Ballista dying.

Vandoren4 on Does Walking Ballista instantly die …

1 month ago

I have a rules question that I can't find online. I'm not very good with rules, so I apologize if it's super obvious. let's say I have infinite mana and cast Collected Company and one of the top six cards is a Walking Ballista. can I bring the Walking Ballista into play from the Collected Company with 0 counters, and then activate it's 4 mana ability to give it a counter? does it instantly die or can I activate the ability an infinite number of times before? I'm assuming that it instantly dies, but I'm not 100% sure. Thanks!

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