Myr Battlesphere

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Commander 2014 (C14) Rare
Commander 2013 (C13) Rare
Scars of Mirrodin (SOM) Rare

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Tokens

Myr Battlesphere

Artifact Creature — Myr Construct

When Myr Battlesphere enters the battlefield, create four 1/1 colorless Myr artifact creature tokens.

Whenever Myr Battlesphere attacks, you may tap X untapped Myr you control. If you do, Myr Battlesphere gets +X/+0 until end of turn and deals X damage to defending player.

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Myr Battlesphere Discussion

AC1994 on Myr-a-tron

2 days ago

may i suggest adding 2x Titan's Presence for quick and efficient removal? i run it in my myr deck and usually works for most of my opponent's threats when i pitch a Myr Battlesphere from my hand. it isnt as great as Fatal Push but it works well enough. also more leverage if you include a pair of Myr Superion to further increase what you can exile with Titan's Presence

Ocelot44 on Kaldra Jor Kadeen

3 days ago

You gotta go with the classic Jor + Myr Battlesphere wombo-combo. It is too silly :p

Because you're running a healthy balance between artifacts and non-artifact spells, you might want to try running Inspiring Statuary. It essentially turns each of your equipment into mana rocks

Leave / Chance could also be really useful for protecting your own equipment and creatures

mrfab13 on Mishra and The Guardians of Prague

1 week ago

what about somthing like Myr Battlesphere that would easily be better

pphhaazzee on Glissa the dirty girl

1 week ago

@Addicted2Edh I'm very glad you asked this question as it was something that I had struggled with as well! From my extensive play-testing their is 2 paths you can go for. The first that I think is stronger than any other is Birthing Pod while it does not win the moment it comes down it builds a scary amount of value that can combo out if built correctly. I recommend Myr Battlesphere / Wurmcoil Engine + Krark-Clan Ironworks + Nim Deathmantle (pod into Kuldotha Forgemaster to grab non creature parts.) And if you assemble all parts with pod untapped you can pod the Forgemaster into Marionette Master for insta win. This while not a very fast win (until you build the combo that is) it is nearly impervious to counterspell and removal. Some other options that exist is dropping Myr Battlesphere than podding it into Craterhoof Behemoth the tokens will be 7/7 (if glissa is out) and that is usually enough to end at least one person.

The other win build I've seen is Rise of the Dark Realms although I find it too high risk as I do self mill as card draw. Although it has the benefit of being simple to use.

Did this help? If so let me know and I will be happy if not I will explain further!

superhuman21 on Fully Charged

3 weeks ago

Warping Wail, Myr Superion, Myr Propagator, Myr Battlesphere are all cards I'd recommend thinking about for the sideboard.
There is an infinite token combo with propagator+galvanizer+palladium myr (you need to have a couple of ea of the latter though).
Also something to consider is Ulamog, the Ceaseless Hunger or Desolation Twin. Although both are high CMC late game they can be changers.

My deck http://tappedout.net/mtg-decks/infinite-myr-tokens/

Gosse on Daretti: One Scrappy Chap

3 weeks ago

Possessed Portal i found useful with Myr Battlesphere.. through a 4 player turn cycle you get both into play. You then procceed by sacing the myr on each turn untill you have 1 myr remaining on your turn welding the myr into Myr Battlesphere...my issue with that in here is it ties up daretti's most important function (his +2 imo) for a lock that doesn't win the game and turns off our main focus of comboing out asap. Its a brutal lock in which nobody REALLY benefits.. were just more resilient to it than some decks. of course welder makes this lock more viable but now where talking about a 3 card lock which could alternatively say we win the game instead.

i did have fun when i used it.. evil grin but nobody else did.. they ended up scooping after several turns and thats not really ideal... lattice blasting in a turn warranting a scoop at least doesn't take up much time.

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