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Walking Ballista
Oracle Text
This creature enters with X +1/+1 counters on it.
{4}: Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Card Details
Set
Character Background
Walking Ballista reads like a cold, modular artillery piece: you pay {X}{X} to enter with X +1/+1 counters, you can spend {4} to grow it, and you can remove counters to ping any target—a design that functions as both incremental value and a deadly combo/finisher. In play it best supports combo and value-oriented control or midrange strategies: early X = 0 into a later investment or a huge X to threaten a one-card kill if you can generate enough mana. Deckbuilding-wise, it pairs extremely well with counter doublers and proliferate engines (Doubling Season, Hardened Scales, Contagion Engine, Evolution Sage) to amplify the initial investment, and it’s an obvious wincon with infinite mana lines because each removed counter is direct damage. Practically, use small X early as removal insurance and save mana to activate the {4} when you stabilize; in artifact or green decks prioritize tutors and ramp to reliably hit game-ending sizes without overcommitting.
Generated using gpt-5-mini
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Character Background
Walking Ballista reads like a cold, modular artillery piece: you pay {X}{X} to enter with X +1/+1 counters, you can spend {4} to grow it, and you can remove counters to ping any target—a design that functions as both incremental value and a deadly combo/finisher. In play it best supports combo and value-oriented control or midrange strategies: early X = 0 into a later investment or a huge X to threaten a one-card kill if you can generate enough mana. Deckbuilding-wise, it pairs extremely well with counter doublers and proliferate engines (Doubling Season, Hardened Scales, Contagion Engine, Evolution Sage) to amplify the initial investment, and it’s an obvious wincon with infinite mana lines because each removed counter is direct damage. Practically, use small X early as removal insurance and save mana to activate the {4} when you stabilize; in artifact or green decks prioritize tutors and ramp to reliably hit game-ending sizes without overcommitting.
Generated using gpt-5-mini · Updated at 2026-05-16 18:40:43 UTC
