Walking Ballista's abilities are reminiscent of
Clockwork Hydra, from Time Spiral. At the time,
the Hydra was seen more in limited than in
constructed, and Walking Ballista may occupy a
similar niche; but it's certainly worth keeping
in mind whenever you have a deck that generates
lots of mana and/or cares about +1/+1 counters.
It's also worth noting that its damage ability
doesn't require an additional mana cost or tap
or attack, so that it's very flexible in terms
of timing and lends itself to combos (remember
the Triskelion-Mephidross Vampire interaction).
This is basically the new Hangarback Walker.
Well, close, anyways. It's not the token engine
its forebear was, but it's a different (and
powerful) beast all the same.
Unlike Hangarback Walker, which was an awesome
turn 2 play, Walking Ballista is not nearly as
good early. It wants time to come in with more
counters or ways to get more counters; it needs
to get to 4 mana for that to happen on its own.
Once you get it "online", though, it's a real
force, able to gun down hordes of Thopters and
Servos. It does well at sustaining itself, and
it can be a real terror with support
(like Fabrication Module and energy generators).
It scales well, it can scale well into the late
game, and it can rip apart hordes of tokens and
annoyances. Not much more to say,
besides “consider playing it".
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