| Name | Battering Ram |
|---|---|
| Type | Unit |
| Description | I cost :rb_energy_1: less for each card you've played this turn, to a minimum of :rb_energy_1:. |
| Artist | Six More Vodka |
| Set | #12 |
| Wallpaper | |
| Image |
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| Name | Battering Ram |
|---|---|
| Type | Unit |
| Description | I cost :rb_energy_1: less for each card you've played this turn, to a minimum of :rb_energy_1:. |
| Artist | Six More Vodka |
| Set | #12 |
| Wallpaper | |
| Image |
Tierlist
No Rank
Grade it yourself
Battering Ram, Unit, designed by Six More Vodka first released in Mar, 2026 in the set .
Battering Ram fits best in a combo or tempo-heavy deck that plays multiple low-cost cards in a single turn, since its cost reduction rewards chaining plays and can potentially drop it to just 1 energy, making it a strong mid-to-late turn payoff for aggressive or spell-slinger style builds. Decks built around card draw, cheap cantrips, token generators, or zero/one-cost actions would benefit most, as they can reliably discount it while maintaining board pressure. However, if the format includes more efficient standalone 5-cost finishers or units with immediate impact (such as ones with Charge, direct damage effects, or strong on-play abilities), those may be better in slower or midrange decks that don’t consistently trigger cost reduction. Battering Ram should see play primarily in decks that can reduce its cost to 2 or less consistently; otherwise, it risks being an underwhelming 5-cost option compared to more immediately impactful alternatives.
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