Good for you. I doubt he's going to change for you, so nothing about this little public display matters in the least. I suggest taking it up with him in private, or more effectively for you, make acquaintances with the ignore feature.
humm maybe we will get more animating enchantments in this set? maybe even star field? ( Or they did the "or enchantments" just for the sinergy with some other cards?)
You do realize That white has the best enchantment remove (in Revoke Existence, and just got a COMMANDER STAPLE as one of the cards in this set. So no, they do not want white to be the worst color
I don’t know why only just realizd this but casting Heliod And gaining life until you build up for devotion allows you to put the counters on him and then he would become a creature with massive stats which is impressive
I don’t know why only just realizd this but casting Heliod And gaining life until you build up for devotion allows you to put the counters on him and then he would become a creature with massive stats which is impressive
Very pushed but also very boring. 3 CMC was always a good spot for Gods, with both Thassa and Rhonas both seeing play due to it. It's also tailor-made to combo with Linden, the Steadfast Queen, as well as working exceptionally well with both Hushbringer and Ajani's Pridemate. The biggest draw here is ofc the fact that he can grow himself, and with him being a Indestructible God, it isn't that hard to ensure that he'll always be the biggest threat on the board if online.
Yeah he is worse than archangel of Thune but he only cost 3 Mana and if the devotion isn't reached he is really hard to removed. He is at least a payoff for life gain cards. He isn't the greatest payoff but he is the safest. He can give the counter himself even if he isn't active.
For the argument of the combo with walking balista: for a turn 4 win you will need at least 3 cards to that, with just the 2 you can win by turn 6 (or 5) (being really opened to removal with WB). But the potential is there, lets hope white is as bad of a color to make this combo meh
Why would you need three cards?
Trigger Heliod’s second ability to give Ballista lifelink...then each time you remove a counter and ping you get another counter (as you gain one life and this triggers Heliod’s ability letting you put a new counter on Ballista).
I may be missing something though; so please don’t feel bad correcting me and telling me I’m an idiot
The scary part is that if I am right; both are “instant speed” abilities (don’t require tapping) so it can go infinite the same turn it is played.
You are absolutely right, however; that it can be disrupted (as a LOT of the most played removal in Modern hits Ballista)...but then the problem becomes you just respond to the removal with the abilities if not timed correctly (again, could be wrong about this...judges can explain this better and/or correct me).
Trigger Heliod’s second ability to give Ballista lifelink...then each time you remove a counter and ping you get another counter (as you gain one life and this triggers Heliod’s ability letting you put a new counter on Ballista).
I may be missing something though; so please don’t feel bad correcting me and telling me I’m an idiot
The scary part is that if I am right; both are “instant speed” abilities (don’t require tapping) so it can go infinite the same turn it is played.
You are absolutely right, however; that it can be disrupted (as a LOT of the most played removal in Modern hits Ballista)...but then the problem becomes you just respond to the removal with the abilities if not timed correctly (again, could be wrong about this...judges can explain this better and/or correct me).
You can also just sit there and not "combo win" and wait for them to do something or tap out, if they have a removal they cant use it, when you can win in respons, and if they allow you to untap, you get 2+ activations so the 1 removal wont do the trick.
They are facing a loaded gun at that point.
And this gets even uglier in shells that can cheat these out (Aether Vial) and provide protection from removal spells (playing blue for Force of Negation).
Its kinda like Splinter Twin , as you need to answer these 2 pieces and if you dont have removal at hand, you are just dead right away.
And even without, both Heliod and Ballista are strong on their own, and combo with many other stuff too (like Kitchen Finks, mana dorks to get them out quickly and make a bunch of lifelinkers to grow all of them).
----
Its for sure too strong for Pioneer, either one of them will be banned (chances are its Heliod, as he combos will a lot of cards, and that will be a big issue, as he is also "indestructible" and you really never want to have devotion for him, as that just makes him a target for exile removal as a creature).
Being 3 mana also means acceleration can kick this out turn 2 and win on turn 3 in a somewhat consistent way (and tutor all the pieces as they are creatures).
Theres simply no way this survives a banning wave, all the stars align for this to be banned very soon (Pioneer that is, in modern its on the same tier as lots of other Collected Company style creature combos, maybe this is just a tick too good, maybe its ok).
Well put @TheOnlyOne...I thought this was how it worked. Excited to play it (for as long as it is in Modern anyways). I don't currently play Pioneer; but I can't imagine it survives for long there.
For the argument of the combo with walking balista: for a turn 4 win you will need at least 3 cards to that, with just the 2 you can win by turn 6 (or 5) (being really opened to removal with WB). But the potential is there, lets hope white is as bad of a color to make this combo meh
Why would you need three cards?
Trigger Heliod’s second ability to give Ballista lifelink...then each time you remove a counter and ping you get another counter (as you gain one life and this triggers Heliod’s ability letting you put a new counter on Ballista).
I may be missing something though; so please don’t feel bad correcting me and telling me I’m an idiot
The scary part is that if I am right; both are “instant speed” abilities (don’t require tapping) so it can go infinite the same turn it is played.
You are absolutely right, however; that it can be disrupted (as a LOT of the most played removal in Modern hits Ballista)...but then the problem becomes you just respond to the removal with the abilities if not timed correctly (again, could be wrong about this...judges can explain this better and/or correct me).
turn 2: Walking balista (2 tapped land)
turn 3: heliod (3 tapped lands)
turn 4: need to give one extra counter to the balista (or attack with lifelink(and survive)) (in this case 2 tapped lands(heliod's ability)(if you played balista turn 4 you would not be able to give it lifelink and combo with a 1/1 balista)
-------------------
Thats the only way to win by turn 4 without a third card. Otherwise you will have to spend turn 4 to add the seccond counter to ballista soo by turn 5 you can combooff (remember statebased actions, balista aways need to have at least 1 counter soo thats why you can't insta win on turn 4 without attacking with a 1/1 lifeling balista, hopping to turn it on a 2/2 soo you can combo).
I don’t know why only just realizd this but casting Heliod And gaining life until you build up for devotion allows you to put the counters on him and then he would become a creature with massive stats which is impressive
Very pushed but also very boring. 3 CMC was always a good spot for Gods, with both Thassa and Rhonas both seeing play due to it. It's also tailor-made to combo with Linden, the Steadfast Queen, as well as working exceptionally well with both Hushbringer and Ajani's Pridemate. The biggest draw here is ofc the fact that he can grow himself, and with him being a Indestructible God, it isn't that hard to ensure that he'll always be the biggest threat on the board if online.
Yeah he is worse than archangel of Thune but he only cost 3 Mana and if the devotion isn't reached he is really hard to removed. He is at least a payoff for life gain cards. He isn't the greatest payoff but he is the safest. He can give the counter himself even if he isn't active.
put the counters on your o-rings just to mess with people
then play Starfield of nyx and animate them with counters
Or skip it all and just put them on him so once you do hit devotion hes a house
I have no idea, either.
I skipped reading most posts in this thread when infinite combos became the trend. So no, I didn’t notice that it had been suggested. I originally thought the counters were for another permanent just as his lifelink effect isn’t applicable to him. But unlike it, he can put counters on himself, just can’t lifelink after he’s grown from them sadly. Which is fair... he’d get out of control if he could target himself with both effects
He's honestly not bad. Sure, he's pretty boring, but all in all I think you get some pretty good value for a 3 drop. I wouldn't mind playing a mono white deck in standard.
Good for you. I doubt he's going to change for you, so nothing about this little public display matters in the least. I suggest taking it up with him in private, or more effectively for you, make acquaintances with the ignore feature.
{mikeyG}
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
I adore this Heliod design. 5/5 for 3 like Thassa is amazing
I hope Thassa is the same. Somehow I doubt she will be 5/5 for 2 even with tame abilities but that would be amazing and some nice risk
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
.....
I have no idea, either.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Why would you need three cards?
Trigger Heliod’s second ability to give Ballista lifelink...then each time you remove a counter and ping you get another counter (as you gain one life and this triggers Heliod’s ability letting you put a new counter on Ballista).
I may be missing something though; so please don’t feel bad correcting me and telling me I’m an idiot
The scary part is that if I am right; both are “instant speed” abilities (don’t require tapping) so it can go infinite the same turn it is played.
You are absolutely right, however; that it can be disrupted (as a LOT of the most played removal in Modern hits Ballista)...but then the problem becomes you just respond to the removal with the abilities if not timed correctly (again, could be wrong about this...judges can explain this better and/or correct me).
You can also just sit there and not "combo win" and wait for them to do something or tap out, if they have a removal they cant use it, when you can win in respons, and if they allow you to untap, you get 2+ activations so the 1 removal wont do the trick.
They are facing a loaded gun at that point.
And this gets even uglier in shells that can cheat these out (Aether Vial) and provide protection from removal spells (playing blue for Force of Negation).
Its kinda like Splinter Twin , as you need to answer these 2 pieces and if you dont have removal at hand, you are just dead right away.
And even without, both Heliod and Ballista are strong on their own, and combo with many other stuff too (like Kitchen Finks, mana dorks to get them out quickly and make a bunch of lifelinkers to grow all of them).
----
Its for sure too strong for Pioneer, either one of them will be banned (chances are its Heliod, as he combos will a lot of cards, and that will be a big issue, as he is also "indestructible" and you really never want to have devotion for him, as that just makes him a target for exile removal as a creature).
Being 3 mana also means acceleration can kick this out turn 2 and win on turn 3 in a somewhat consistent way (and tutor all the pieces as they are creatures).
Theres simply no way this survives a banning wave, all the stars align for this to be banned very soon (Pioneer that is, in modern its on the same tier as lots of other Collected Company style creature combos, maybe this is just a tick too good, maybe its ok).
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Just look inside this forum my man we already discussed dirty tricks with this version
The one pointed out instantly is Walking Ballista and Triskelion for a 2 card infinite
turn 2: Walking balista (2 tapped land)
turn 3: heliod (3 tapped lands)
turn 4: need to give one extra counter to the balista (or attack with lifelink(and survive)) (in this case 2 tapped lands(heliod's ability)(if you played balista turn 4 you would not be able to give it lifelink and combo with a 1/1 balista)
-------------------
Thats the only way to win by turn 4 without a third card. Otherwise you will have to spend turn 4 to add the seccond counter to ballista soo by turn 5 you can combooff (remember statebased actions, balista aways need to have at least 1 counter soo thats why you can't insta win on turn 4 without attacking with a 1/1 lifeling balista, hopping to turn it on a 2/2 soo you can combo).
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries