A list of puns related to "Ballista"
I love running sun gun but I've been looking to make a two card game ending combo deck that ISNT mono colored. I know Selvala / umbra mantle is a two card combo but it is also not game ENDING , just is 75% of the time.
I'm looking for any 2+ color commanders that are A (commander) + B (card in the 99) = C (win)
Is there a Planeswalker that instant ults and wins the game in green or colorless with vorinclex as the commander maybe? Or another two partners + 1 card that will instant win? I love having my win con in my command zone and then the game is holding on until I hit the other combo piece and trying to play it at the right time!
If sungun is the only one then send me your favorite lists for it please!
EDIT: hey I just really want to say thanks for all the responses, I've had a very rough week and really cheered me up, thanks
I love Heliod Ballista and I still think its really good post Mh2. The deck has seemed to disappear completely competitively, what is the main reason for this and are there adjustments that can make it a tier one deck again?
Personally my biggest problem as a Heliod player is dealing with Dragon Rage Channeler flying over the top of my auriok champions. On the flip side, Auriok Champions and Sanctifiers en vec seem to completely stymie some opponents. Auriok makes the yawgmoth combo a lot harder, its rough on burn etc.
Hello,
I just played a game against the Barbarian AI where I went scouts into knights into ballista elephants. The transition is nice because they benefit from bloodlines and the cavalry armor upgrades that you already have researched.
Upon reaching imperial age there are many techs available:
Plate barding armor (350π₯© 200πͺ)
Chemistry (300π₯© 200πͺ)
Double Crossbow (700π₯© 400πͺ)
Siege engineers (500π₯© 600πͺ΅)
Elite ballista elephants (1000π₯© 500πͺ)
Assuming an existing mass of 20 units, I think we can get the armor upgrade without second thought because it's very cheap for what benefits it brings. What next? Chemistry is cheap but takes a long time for only +1 attack. Is double crossbow the play? Not too expensive and a lot of added damage. Siege engineers also gives some extra damage by allowing elephants to show shoot earlier but I don't know how we could measure that. Elite upgrade seems very worthless for its cost.
Thoughts? :)
I have been building a [[Queen Marchesa]] aikido deck; the goal is to kill opponents by turning their own win conditions back on them (e.g., [[Angel's Grace]] against a timing based "everyone dies" win, [[Rakdos Charm]] against huge token swarms, [[Delirium]] against giant creatures, [[Comeuppance]] against big spells, etc.).
The problem is a common wincon of infinite one damage pings at instant speed, most commonly infinite mana + [[Walking Ballista]]. Because the pings occur at instant speed, they can always be pushed on top of the stack before any other instants can resolve; this is mitigated by using [[Angel's Grace]] (split second) to survive the turn and allow the stack to resolve. However, because there only needs to be one damage on the stack at a time, there isn't enough there to simply reflect the damage to win.
The best answer I have so far is some form of split second removal if it's a creature based infinite (which is still just surviving instead of taking advantage of it), but I don't have an answer for combos with the same result that don't use creatures (e.g., idk [[Acorn Catapult]] + some untap engine + infinite mana).
What might be some good ways to turn an opponent's infinite one damage ping into an advantage?
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Current decklist (WIP, very open to suggestions): https://archidekt.com/decks/1988541#Marchesa_Aikido
How are Ballista Totems constantly dying in white maps while Spell Totems are able to survive T16 maps?
Did they only receive the health decrease but the damage reduction was forgotten? It's infuriating.
Could a slow ballista bolt penetrate the body armor stated above?
Hey yall,
Been researching different ways to build the artificer artillerist. Every build is focused around flamethrower or protection turrets. While both are undeniably powerful, the 5 ft of saveless forced movement from force ballista is pretty unique. Combined with all the other forced movement options available to the artillerist (thorn whip, repulsion shield, crusher feat enabled by all purpose tool powered shilleagh) I think something unique and fun could be created.
Ideas: push enemies away from backliners, position enemies into aoe damage for other casters, keep enemies in control spells such as web, use environmental dangers, push into frontliners with sentinel locking them down, etc
Stoked to hear the community's ideas and to procrastinate on work together on this Friday before the holidays!
Title as question. Itβs been a long time since Iβve last played this game and Iβm not sure how to let units like trolls attack walls since it seems like they try to path through the gates when I do so. Not sure if itβs because I made them pick up trees but just wanted to get some idea besides using just siege weapons to break walls.
Im wondering if wages apply if the building is unmanned? Im broke for gold and its getting problemtic.
"Never thought i would see a light bearer come to the Cabal, to make equipment" - Dhua'aurk, Cabal Forgemaster, loyal to Empress Caiatl
Perk - Light Cannon
Description -
"Increases Grenade throw speed, hold "RB"^((grenade)), to charge up and fire your grenade as an Devastating Unstoppable Shell, using your grenade ability no longer interrupts actions"
Aesthetics -
Thoughts wanted
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