Myr Battlesphere

Myr Battlesphere

Artifact Creature — Myr Construct

When this enters the battlefield, create four 1/1 colourless Myr artifact creature tokens.

Whenever this attacks, you may tap X untapped Myr you control. If you do, this gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.

Latest Decks as Commander

Myr Battlesphere Discussion

wallisface on Eldrazi PanharmoniTron

7 hours ago

deathjunky If I were trying to build a Modern Panharmonicon with Tron Lands deck, I think i’d initially set myself the following restrictions:

  1. Make sure there’s a full playset of Panharmonicon. The card is important to have in play, so we should be ensuring we get it.

  2. Ensure that the vast majority of the deck benefits from Panharmonicon. I would ditch the Eldrazi entirely for this, and focus on artifacts to make for a toolboxy build using Whir of Invention (this would allow us to get setup, while also getting pieces we need).

  3. Figure out how much we need Tron active. We either need low-ish cmc with Chalice of the Void, or we need to splash green to ensure Tron becomes active. I’m personally in favour of option A, though i think i’d still splash green for the likes of Thragtusk.

I think i’d end up with something like this (just spitballing, so this can easily be refined):

(Note, after going through that exercise, the biggest takeaway I have is that I don’t think Panharmonicon wants to be in the same deck as Tron-lands. If i’d just built this as a UG creature list, instead of a tron based build, i think it’d have been easier to ramp, and have access to better payoffs (i.e Hornet Queen). I think the best path forward for your Panharmonicon might be to ditch Tron)

Ziabo on The Esix Cloning Process *Revised*

1 week ago

Housegheist had one game with it so far lol.

I had Deep Forest Hermit in the deck but really needed to reduce the CMC of the deck. He is great but so similar to other big token producers like Myr Battlesphere. I removed Hornet Queen for the same reason.

I've actually made some changes to the paper deck that I need to update on I'm Just to lazy to redo the categories right now.

But as far as the other suggestions: Replicating Ring is neat for sure. But has to last 8 turns to do it's thing. But at worst it's a Mana Rock. It's neat

Beastmaster Ascension is a great card! But it doesn't give trample so it makes me sad.

But I will update this deck sometime soon. Really need to by tomorrow.

enpc on Need help with Rionya, spellsling …

2 weeks ago

Comet Storm seems like a good upgrade over Fireball. As for creatures, why not use stuff like Myr Battlesphere or Siege-Gang Commander since the token tokens will persist. Depending on the amount of single target buff spells oyu want to run, Zada, Hedron Grinder can also be a good option for more a) mass buffing, and b) super cantrip value.

EVENcast on A Monster’s Guide to Volo [Primer]

1 month ago

Wandering Archaic  Flip is amazing and I went back and forth between it and Diluvian Primordial for the Avatar slot. I’ve yet to pull the primordial in a game so I’m waiting to make the swap until I see it in action. Archaic is far more mana efficient and will help protect the board, but the primordial’s trigger is immediate and potentially game changing. Super tough call, but something tells me the archaic might make the final cut. I didn’t even know Great Whale existed, what a cool card! Might have to save up for that one. Myr Battlesphere is going in the maybeboard as well. I’ve spent so much time tinkering with this build and I’ll need more play testing to figure out what to cut. Thanks for the awesome suggestions!

Lumovanis on A Monster’s Guide to Volo [Primer]

1 month ago

Ah yeah, forgot about the difference in his trigger. I also am a huge fan of Wandering Archaic  Flip, especially when it starts getting cloned. Also, why not Great Whale? Myr Battlesphere might also be a good choice.

libraryjoy on Messing with Lore

1 month ago

No, that's not how Panharmonicon works in this instance because it's an activated ability creating the tokens, not a creature entering the battlefield. The creatures it would work with are Angel of the Ruins, Combustible Gearhulk, Meteor Golem, Myr Battlesphere, Quicksmith Genius, Solemn Simulacrum, and Sun Titan - and maybe the modular one. I don't think it's worth it for just those few. Unwinding Clock is probably your best bet.

And I notice Zirda's not in your maybeboard. I would HIGHLY recommend it for this deck. Not only is it part of the combo, but it discounts Osgir's ability by 2.

GregariousG on Gonna Need A Bigger Playmat | *Primer*

1 month ago

To betomindslav,

Thanks for keeping up with my deck, It has become my pet project. I think Wake the Past is strong in this shell and can be a game-ending play. However, I would change some of the creatures that don't work with Wake the Past. Wake the Past can't reanimate Goldspan Dragon or any of the splicer. I could change some of these types of cards to other artifact creatures with ETB effects like Myr Battlesphere. Let me know how your brew goes and I'll look at it if you post it on Tappedout. Modern Tron was my favorite competitive, hands down. I'm debating on making different variations of this shell with different combinations of color. Thanks!

raefgall on Rise of the Machines

1 month ago

Some options to look at: Field of Ruin is technically an improvement on Ghost Quarter if you run a few Wastes.

Unwinding Clock is only ok unless you have a lot of things that get better when tapping, or with Vedalken Orrery. Shimmer Myr helps make it a little better.

Steel Hellkite is a strong top-end that can also help with removal/board wipes.

Rogue's Passage and Key to the City will make your X/X monsters more likely to connect, especially since a lot of them don't have trample or any kind of evasion.

Myr Battlesphere is a big creature that hits really hard.

Lightning Greaves and/or Swiftfoot Boots help you go off more efficiently (LG is especially good with ramp creatures) as well as finish off your opponents when you go off.

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