Clearwater Goblet


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fifth Dawn (5DN) Rare

Combos Browse all

Clearwater Goblet


Sunburst (This enters the battlefield with a charge counter on it for each color of mana used to pay its cost.)

At the beginning of your upkeep, you may gain 1 life for each charge counter on Clearwater Goblet.

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Clearwater Goblet Discussion

sebastian1994 on Ramos, Insanity Engine

2 months ago

Some cards I think that you could take out are the Modular and Sunburst cards that you have in the deck. Unless I'm missing a specific rule, I don't think that those cards will trigger Ramos, Dragon Engine since those cards don't change color based on the different types of mana spent to cast them. The ones like Arcbound Wanderer and Clearwater Goblet are still colorless and therefore wouldn't give Ramos any counters when cast.

Other than those, depending on what exactly you want to accomplish with the deck, you might want to consider taking out some of the cascade/storm cards. Captured Sunlight, Sprouting Vines, and Bituminous Blast are the ones that I would consider taking out first.

It looks like this might be one of your anticipated win conditions, but I think taking out Sphinx-Bone Wand and Mirari could help to focus your deck a little bit.

Overall this looks like a really fun deck to pilot! I hope these suggestions help.

witchknox on

5 months ago

If this is for multiplayer I'd personally suggest adding in a board wipe or two. Something like Duneblast, Global Ruin, or Dimensional Breach. There are tons of other options out there too. I'd also recommend Prismatic Omen and Zendikar Resurgent in a deck running WUBRG. If you're looking for easy, cheap life gain there's Clearwater Goblet.Another card I'd recommend for removal is Legacy Weapon. I just personally like running it in a five color deck.

CommanderAdventures on Children of the Void

6 months ago

When you consider Amulet of Vigor Door to Nothingness isn't that far away :D

The Sunburst Mechanic goes well with 5 color Decks too!

Suncrusher, Clearwater Goblet, Solarion

franknot.19 on Atraxa, Counter Queen, Young and Sweet, Only 17

11 months ago

here are my suggestion :

Replace a Forest for Murmuring Bosk.

Replace Ash Barrens for Krosan Verge it's a nice fetch land and he can get Murmuring Bosk and Hallowed Fountain.

Replace Telepathy For Archmage Ascension every draw transform into a tutor.

Replace one of the signet or Fellwar Stone for Everflowing Chalice

Anguished Unmaking can get rid of almost everything I would suggest to remove Hex

Opal Palace could be nice if you like commander damage.

Other sugggestion :

Winding Constrictor

lux canon

Clearwater Goblet instead of Soul Warden

Gyre Sage instead of any mana rock

Bow of Nylea give +1/+1 counter or can recycle card in your graveyard is a good utility card.

Furbag on Artifact deck

1 year ago

There seems to be a critical lack of focus with your deck. On a few test hands I played, I either had a hand full of spells I couldn't cast or couldn't use, or I was flooded out with mana and nothing to spend it on. Here's just a few suggestions I came up with:

Darksteel Ingot is overcosted and not really worth playing unless you are playing Affinity, which you aren't.

Drop Door of Destinies. It doesn't work the way you think it does.

Prophetic Prism is a good mana filter, but you don't really need it with all the other ways you can generate colored mana. It's only useful as a cantrip.

Spidersilk Net Should really be more of a sideboard card. You are already running plenty of other removal options, so there's no need to get fancy with ways to block fliers. I guarantee you will never draw this card when you need it most.

Sunforger is a great card in a red/white Boros deck with a heavy focus on instant speed burn, but in your deck it can only tutor for exactly 4 cards and it costs 8 mana to do so. Consider just running more copies of dispatch and path to exile, rather than relying on sunforger as a tutor, which is only marginally better than something like Ghostfire Blade or Loxodon Warhammer considering your deck type and the converted mana cost. If you are dead set on keeping equipments in your deck, swap it for one of those instead.

You've got a lot of mana acceleration cards like Rampant Growth and Burnished Hart but nothing to really spend it on outside of Creepy Doll and Mage-Ring Responder. Mage-Ring Responder is a good bomb, but it requires you to pay for it every time you use it. Creepy Doll is okay, but a little overcosted for your deck and doesn't serve as a closer or a bomb to end the game.

Let move on to some positives:

Sol Ring is efficient mana generation and counts towards artifact counts for affinity/metalcraft. You don't really need colored mana in your deck for the most part except for when you need to cast an instant or sorcery or you are casting Skyreach Manta or another card with the sunburst mechanic.

Dispatch is great in an artifact deck. I would run 4 of those over Path to Exile, since you end up getting the same effect without drawback very easily.

Reclusive Artificer is a smart addition for an obviously artifact-dense deck, but you only have a single copy in a 60 card deck. It could potentially be your closer if it did damage to players, but unfortunately it doesn't.

In summary, I would suggest you tighten up your strategy a little bit. Figure out which one of these cards is the strongest - the one that wins you the game most often.

Is it Creepy Doll? Then I would cut anything that doesn't help you abuse that powerful ability coupled with indestructibility (e.g. Lure or something similar).

Is it Skyreach Manta? Consider adding more 5-color friendly cards and going for a full sunburst strategy. A good start would be Etched Oracle (one of the best sunburst cards ever printed), Energy Chamber, Clearwater Goblet, or Emblazoned Golem for starters. If you go that route, Alloy Myr and the other artifact mana dorks from Mirrodin will be your best friends.

Is it Mage-Ring Responder or Rusted Relic? Find ways to ramp up your mana production and get them out faster. a 7/7 that can deal 7 damage to a creature on turn 4 is very likely to win you the game if you can consistently pull it off. Try cheating massive artifact creature and other bombs into the field with Tinker, Polymorph, or just outpace your opponent with mana dorks and insane ramp.

Your deck has the trappings of a metalcraft deck, a sunburst deck, and a combo deck with Creepy Doll, you just need to figure out what you want it to be and define your win condition more clearly. Look up a sunburst or metalcraft primer and take some notes on what cards appear frequently, or copy their decklists and use them as a springboard or inspiration for your own unique take on the deck archetype.

Harrin on Sliver Army

1 year ago

Thanks for the feedback, n0bunga.

I really was only trying to use cards I already have, but I like Sliver Overlord a lot better! I'll start trying to hunt one down to use as the new general, thank you for that!

I'll hunt down a Sliver Hive, I think I have one. The Clearwater Goblet, and Energy Chamber are really just so I have a life gain, but I was already thinking about removing them for more control or tutor. (You know, aside from Sliver Overlord!)

Faces of the Past I would want to keep in. Dormant Sliver plus Cryptic Gateway make it never ending if you have a single sacrifice effect on the field.

Going to work on tweaking this some! I really do appreciate the input!

n0bunga on Sliver Army

1 year ago

My best recommendation friend, is to switch to Sliver Overlord.

  1. You can tutor any sliver, including your general.
  2. Spells like Amoeboid Changeling and Conspiracy can cheat slivers into play, and can aide in joy riding your opponents.

Next up, you'll need to get rid of a lot of the lands that come into play tapped, because all they will do is hurt you in the long run. I can understand budgetary reasons for not getting shock, fetch or dual lands, but not having any basics will just stall you while your opponents retrieve everything they need. This deck is missing Sliver Hive which is crucial for a tribal Sliver deck.

Finally you'll need to really round out the landbase in general; 20 lands is ridiculously low for an 100 card singleton format. You're running what most standard decklists run for lands; meanwhile you're cramming it with just about every sliver conceivable. There are certainly a plethora of slivers that could be trimmed for the sake of more manabase, and the "do nothing" cards like Clearwater Goblet, Energy Chamber Reito Lantern and just about every enchantment you have save maybe Debtors' Knell and add in some reanimation spells like Living Death Living End and other things that utilize the Slivers that will eventually go the GY.

Myriad Landscape and Expedition Map are great at getting the lands you need, and Skyshroud Claim is excellent especially if you ever end up investing in more expensive lands.

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