It can be cloned, bounced, reanimated and blinked for even more value. If you’re playing base UB, this little guy is a workhorse…workstrix…
Myr Battlesphere Nothing rustles my jimmies like Channeling or Tinkering into a Battlesphere.
Sure, he costs 7, but when he sticks and ticks up to 10 (!
) loyalty, on any board where you are not severely behind he is an absolute terror to put away.
Today, we’re highlighting my buddy (and eye-poking enthusiast) Ryan Abcede’s cube.
One of my favourite control archetypes involves base blue control and splashes red for burn, sweepers and Ral Zarek. This card is insanely splashable, and for its utility (if you’ve played Earthquake in Limited you know how good it is) it’s usually worth it.
She is one of the few mana dorks that retains a high amount of impact late into the game, and generally makes combat a pain for your opponent.
Remand I wasn’t playing during Remand’s hey-day in Standard, but it is fast becoming one of my favourite counterspells in cube.
If your deck features any kind of ramp and/or goes for the long game, the Battlesphere is a perfectly fine finisher, and does a good job of setting up a defensive line, although for 7 mana you should hope that it significantly impacts the board.
The tokens also play well with Mirror Entity, and conveniently, white blink effects like Flickerwisp, Momentary Blink and Venser, the Sojourner.