Everflowing Chalice

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 Uncommon
Modern Masters 2015 Edition Uncommon
Commander 2014 Uncommon
Duel Decks: Elspeth vs. Tezzeret Uncommon
Archenemy Uncommon
Worldwake Uncommon
Promo Set Uncommon

Combos Browse all

Everflowing Chalice

Artifact

Multikicker (You may pay an additional any number of times as you cast this spell.)

Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked.

: Add to your mana pool for each charge counter on Everflowing Chalice.

Price & Acquistion Set Price Alerts

C16

MM2

C14

Ebay

Everflowing Chalice Discussion

golgariizzet on Super Friends Commander/EDH

15 hours ago

Doubling SeasonPrimal Vigor and Strionic Resonator are all going to make thing get out of control quickly in the game. Contagion Clasp and Contagion Engine would be good. i def. agree that Astral Cornucopia and Everflowing Chalice is a must and with green you need to take advantage of your mana ramp. how about the vivid lands they come with counters and would help fix your mana. Teferi, Temporal Archmage for card draw and for certain on his final ability, Ajani, Mentor of Heroes, and Ajani, Caller of the Pride, Ajani Steadfast, Nissa, Vastwood Seer  Flip, Ugin, the Spirit Dragon and Karn Liberated. should be in there. i do agree with multimedia on what to take out except for kiora thats a solid planeswalker some more card draw would be good also. and some protection for atraxa like Lightning Greaves and Swiftfoot Boots. here is how i built mine it's not super friends but it should give you some ideas. HydrAtraxa

xantm70 on Cats EDH New Player Friendly

1 day ago

I know we spoke some about this earlier, but I want to reiterate:

multimedia on Super Friends Commander/EDH

1 day ago

Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.

My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.

You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.

For a budget $30-$40 manabase I suggest playing:

Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.

I recommend this manabase and adding a ramp package of:

Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.

To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.

Good luck with your deck.


ModernStormPlayer996 on Super Friends Commander/EDH

2 days ago

VesuvanDoppelbanger I actually had a Doubling Season in the deck, but my playgroup got fed up with it and banned it from our playgroup! :(

Love the ramp that abuses Atraxa, Praetors' Voice! I'll definitely add Astral Cornucopia and Everflowing Chalice.

Love the cycle of the Parallax cards to use with Atraxa, Praetors' Voice, one question about fading (I'm not too familiar with the mechanic). The counter that you take off at your upkeep, does that counter get you the effect, or do you have to take off an additional counter to get the effect? Norn's Annex I used to have but took out since people just paid the life and didn't care but Sphere of Safety is a good one to try since I have some other enchantments in the deck too.

Karzalar on Super Friends Commander/EDH

2 days ago

Hmm. Seems like a good base for an Atraxa Superfriends.

But you'd need more removal (not only creature), ramp and draw.

Removal : Beast Within, Anguished Unmaking, Utter End, Cyclonic Rift, Scour from Existence.

Ramp : Astral Cornucopia and Everflowing Chalice are all-stars in ramp (as said before), since they go up as the game goes on with Atraxa. Cultivate and Kodama's Reach helps out with color-fixing, but since you're not running basics... Farseek, Sylvan Scrying and Nature's Lore are better.

Also, Exploration and Burgeoning are excellent early game ramp cards.

Planeswalkers : Nissa, Vastwood Seer  Flip, Sorin, Grim Nemesis, Gideon of the Trials.

Draw : Mind Unbound, Fathom Mage. Put a counter, draw. Simple yet efficient.

Protection : Ghostly Prison, Privileged Position, Sphere of Safety, War Tax.

If you're not on a budget, Doubling Season.

Now, if you want advice on what to remove for those cards.

Enchantments : 7 cards.

1x Citadel Siege1x Dictate of Karametra1x Oath of Ajani1x Oath of Gideon1x Oath of Liliana1x Sandwurm Convergence1x Spreading Plague

Sorceries : 4 cards. (Trying to accelerate the deck by removing some 7+ CMC cards)

1x Deploy the Gatewatch1x Hallowed Burial1x Praetor's Counsel1x Primal Surge

Planeswalkers : 1 card.

1x Kiora, Master of the Depths (too creature-centric)

Creatures : 1 card.

1x Isperia, Supreme Judge (comes too late in the game)

You can switch as you like. Hope this advice can help!

VesuvanDoppelbanger on Super Friends Commander/EDH

2 days ago

The golden goose for this deck has a hefty price tag, but Doubling Season often ends games.

Ramp that abuses Atraxa would be helpful. Astral Cornucopia and Everflowing Chalice can become huge mana sources.

Mirrodin's Core is excellent fixing.

The whole cycle of Parallax "X" get very interesting when sustainable w/ Atraxa. - Parallax Wave, Parallax Tide, and Parallax Nexus.

Norn's Annex and Sphere of Safety to keep your PWs safe.

maeoreth on Mairsil Shenanigans

6 days ago

Here are a few other things I would take out, just at a glance:Tree of Perdition - > Arcanis the OmnipotentThe Tree is cute, but it's really not going to do anything in terms of winning you the game. It might kill one opponent once every other game, but that's the most use you're going to get out of it. Arcanis is great no matter what he's doing. He can be a target in hand or in grave for your commander, or getting you more targets by letting you draw a crap ton of cards.

Everflowing Chalice - > FireballIf you exile the Chalice with Mairsil, you don't get to pay for the multikicker, because Wizards hates you. Instead, I'd run Fireball so I have somewhere to dump infinite mana and win the game.

Ashiok, Nightmare Weaver - > Gilded LotusYou can't hit Ashiok with Mairsil, and Ashiok's abilities specify opponent, so they're basically a Dimir Value Card. In a deck that wants to be playing combos, what that really means is that you have a filler card. You mentioned to me that you wanted to get infinite mana with Mairsil, Deadeye, and Gilded Lotus because that's technically possible here so long as you have a creature to pair the soulbond with. However, Gilded Lotus isn't actually on your list, so the filler spot is filled.

Dack Fayden - > Trading PostThe reasons for cutting Ashiok applies to Dack. Trading Post is a fabulous target for Mairsil and just does work.

Nicol Bolas, God-Pharaoh - > Torment of HailfireSee reasons for cutting Ashiok. See reasons for adding Fireball.

Painful Quandary - > Peregrine DrakePainful Quandary is... interesting. Personally, I love it. It brings me back. I used to have a 60-card deck that ran Waste Not, Painful Quandary, Megrim, and Liliana's Caress, and it was hella busted. However, like the Planeswalkers, it really feels like a filler card, and you ain't got time for that. Peregrine Drake gets you infinite mana with Deadeye.

Grindstone - > Great WhaleThis one I'm back and forth on. If you really like Grindstone, keep it and cut Palinchron instead. Both the Pali and Great Whale get you infinite mana with Deadeye, but one is significantly cheaper money-wise. The reason I'm not sure you should play Grindstone is that in a three color deck, the likelihood you're ever going to hit two cards of the same color in a row is very, very small. Each individual card in the 99 has a 1/4 chance of being any given color or colorless. If they're both lands or both artifacts, since Grindstone says that the cards have to share a color, then it doesn't count. The card is more money than it's worth for you, so I think you would rather play Great Whale and at least increase your shot at hitting infinite mana so you can do fun shenanigans.

If you're wanting to go hard combo, I would also cut Mind Funeral and Mind Grind for more tutor spells/effects. Increasing Ambition, Rune-Scarred Demon, Diabolic Tutor all come to mind. Another infinite combo that you can get is Gravecrawler + Mikaeus, the Unhallowed + Phyrexian Altar but that's a bit more money (about $65 total).

Okay, I'm gonna wrap this up because TappedOut is making my computer lag. Short version: this is a cool idea but I think it needs a little tuning.

greyninja on need esper mana ramp (commander)

1 week ago

You're looking at lots of artifact ramp

Generic rocks like Sol Ring, Mind Stone, Everflowing Chalice, Thought Vessel, Fellwar Stone, etc

Plus Dimir Signet, Orzhov Signet, Azorius Signet, etc

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