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Rules guide · Artifact Creature

Walking BallistaHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Double Masters· August 7, 2020
Carte Magic Walking Ballista

Walking Ballista is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card 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.

Complete guide

Walking Ballista is a versatile powerhouse that scales from the early game all the way to a late-game win condition. As a colorless Construct, it fits into almost any deck that can generate large amounts of mana, acting as both a scaling creature and a source of direct damage.

Variable Casting and Growth

Walking Ballista features an {X}{X} mana cost, meaning you must pay twice the value of X to cast it. If you want it to enter with two +1/+1 counters, you must spend four mana. Once it is on the battlefield, you are not stuck with its initial size; you can pay four mana at any time you have priority to add another +1/+1 counter, ensuring it remains a relevant threat as the game progresses.

The Mechanics of Damage

The true strength of Walking Ballista lies in its ability to remove a +1/+1 counter to deal 1 damage to any target. Because this ability does not require tapping, you can activate it multiple times in a row, provided you have enough counters. Note that removing a counter is a cost; if the Ballista has only one counter and you activate the ability, it will be put into the graveyard for having zero toughness before the damage even resolves.

State-Based Actions and Timing

Common mistakes often involve forgetting that damage marked on a creature lasts until the cleanup step. If Walking Ballista has three counters but has already taken 1 damage from another source, removing two counters will reduce its toughness to 1. Since it already has 1 damage marked, state-based actions will destroy it immediately. You cannot 'respond' to its death by removing the final counter if it has already taken lethal damage relative to its current toughness.

When to Deploy

Deployment depends on your strategy. You can cast it for zero mana if you simply need an artifact to enter the graveyard, or hold it until you can cast it as a finisher. It is particularly effective against small utility creatures, as you can 'ping' them away at instant speed.

Interaction examples

Managing Small Threats

If your opponent attacks with an Ornithopter, you can activate Walking Ballista by removing one +1/+1 counter. This deals 1 damage to the Ornithopter, which is enough to destroy it since it only has 2 toughness and usually 0 power, preventing the aerial damage entirely.

Scaling Comparison

Both creatures use the {X}{X} cost mechanic. While Hangarback Walker requires you to tap it and pay one mana to grow, Walking Ballista allows you to spend four mana to grow without tapping. This means Walking Ballista can attack or block and still grow later in the same turn cycle, whereas Hangarback Walker provides value through tokens upon death.

Zero Mana Deployment

You may choose to cast Walking Ballista where X is 0. In this case, you pay zero mana. It enters the battlefield as a 0/0 and is immediately put into the graveyard. This is a valid play if you have effects that trigger whenever a creature enters the battlefield or dies.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Walking Ballista

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    A casting cost of {X}{X} means that you pay twice X. If you want X to be 3, you pay {6} to cast Walking Ballista.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If Walking Ballista has been dealt damage or had its toughness reduced by an effect, this limits how many times you'll be able to remove +1/+1 counters from it in a single turn. For example, if it has three +1/+1 counters on it and has been dealt 1 damage this turn, it will be destroyed immediately after you activate the ability a second time and you won't be able to activate it a third time.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Heliod, Sun-Crowned
+Walking Ballista
#1

Heliod, Sun-Crowned + Walking Ballista

Infinite damageInfinite lifegainInfinite lifegain triggers
  1. 1Activate Heliod by paying {1}{W}, giving Walking Ballista lifelink until end of turn.
  2. 2Activate Walking Ballista's second ability by removing a +1/+1 counter, dealing 1 damage to any target.
  3. 3Walking Ballista's lifelink triggers, causing you to gain 1 life.
  4. 4Heliod triggers, putting a +1/+1 counter on Walking Ballista.
  5. 5Repeat from step 2.
Gatta and Luzzu
+Hardened Scales
+Walking Ballista
#2

Gatta and Luzzu + Hardened Scales + Walking Ballista

Infinite damageInfinite +1/+1 counters on a creature
  1. 1Cast Gatta and Luzzu by paying {2}{W}.
  2. 2When Gatta and Luzzu enters the battlefield, it triggers, targeting Walking Ballista.
  3. 3Activate Walking Ballista by removing a +1/+1 counter from it, targeting itself, but instead putting two +1/+1 counters on it due to Gatta and Luzzu and Hardened Scales.
  4. 4Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target.
  5. 5Repeat from step 3.
Archangel of Thune
+Walking Ballista
#3

Archangel of Thune + Walking Ballista

Infinite damageInfinite lifegainInfinite lifegain triggersInfinite +1/+1 counters on creatures you control
  1. 1Give Walking Ballista lifelink.
  2. 2Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 1 damage to any target and causing you to gain 1 life.
  3. 3Archangel of Thune triggers, putting a +1/+1 counter on each creature you control.
  4. 4Repeat from step 2.
Walking Ballista
+Mikaeus, the Unhallowed
#4

Walking Ballista + Mikaeus, the Unhallowed

Infinite death triggersInfinite creature ETBInfinite creature LTB
  1. 1Activate Walking Ballista's last ability by removing a +1/+1 counter from it, dealing 1 damage to itself.
  2. 2Walking Ballista dies, triggering its undying ability, returning it from your graveyard to the battlefield with a +1/+1 counter on it.
  3. 3Repeat.
Cleric Class
+Walking Ballista
#5

Cleric Class + Walking Ballista

Infinite damageInfinite lifegainInfinite lifegain triggers
  1. 1Give Walking Ballista lifelink.
  2. 2Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target and causing you to gain 2 life.
  3. 3Cleric Class triggers, putting a +1/+1 counter on Walking Ballista.
  4. 4Repeat.
Gatta and Luzzu
+Kami of Whispered Hopes
+Walking Ballista
#6

Gatta and Luzzu + Kami of Whispered Hopes + Walking Ballista

Infinite damageInfinite +1/+1 counters on a creature
  1. 1Cast Gatta and Luzzu by paying {2}{W}.
  2. 2When Gatta and Luzzu enters the battlefield, it triggers, targeting Walking Ballista.
  3. 3Activate Walking Ballista by removing a +1/+1 counter from it, targeting itself, but instead putting two +1/+1 counters on it due to Gatta and Luzzu and Kami of Whispered Hopes.
  4. 4Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target.
  5. 5Repeat from step 3.
Vigor
+Hardened Scales
+Walking Ballista
#7

Vigor + Hardened Scales + Walking Ballista

Infinite damageInfinite +1/+1 counters on creatures you control
  1. 1Activate Walking Ballista by removing a +1/+1 counter on it, targeting itself, but putting two +1/+1 counters on it due to Vigor.
  2. 2Activate Walking Ballista by removing a +1/+1 counter on it, dealing 1 damage to any target.
  3. 3Repeat.
Gatta and Luzzu
+Walking Ballista
+The Earth Crystal
#8

Gatta and Luzzu + Walking Ballista + The Earth Crystal

Infinite damageInfinite +1/+1 counters on a creature
  1. 1Cast Gatta and Luzzu by paying {2}{W}.
  2. 2When Gatta and Luzzu enters the battlefield, it triggers, targeting Walking Ballista.
  3. 3Activate Walking Ballista by removing a +1/+1 counter from it, targeting itself, but instead putting two +1/+1 counters on it due to Gatta and Luzzu and The Earth Crystal.
  4. 4Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target.
  5. 5Repeat from step 3.
03

Legal formats

modernlegacyvintagecommanderoathbreakerdueltlr
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