Everflowing Chalice

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander (2016 Edition) 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.

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Everflowing Chalice Discussion

Teleshar on Who Needs Creatures Anyways?

1 week ago

If you want more stories, I shall grant them to you.

After all, it's my new favorite EDH deck, so I've played it a few times and I can recall my last game quite well.

I was playing against three opponents, the same people as before, but with different decks this time. One was Arcanis the Omnipotent, one was Riku of Two Reflections and one was Omnath, Locus of Mana. I was prepared for the hate that would come towards me, especially from the mono blue deck - I automatically assume a ton of counterspells from those.

My starting hand was pretty decent - I didn't have many lands, but I had Sol Ring, so I felt okay. Arcanis had a pretty amazing ramp engine - he played Mana Crypt, Mana Vault and Everflowing Chalice with three counters on his turn 2, which made everyone worried. I played a Propaganda early, but my opponents' decks weren't exactly creature decks, so nobody really attacked anyone. Except for Omnath later on. Arcanis cast Day's Undoing pretty early, which I could counter with Insidious Will, but I decided not to - I was pretty stuck on lands.

The stuff I drew was pretty good, but in the meantime, Omnath became a threat as well. His commander was rapidly growing and he started bashing Arcanis. In fact, his Omnath grew so big it could probably kill Arcanis with the next attack. I cast Fervor, preparing for the Narset turn. I also drew Strionic Resonator thanks to Day's Undoing, so it was looking pretty great for me.

However, Omnath became extremely threatening all of a sudden. He killed Arcanis with a 13/13 Omnath. Arcanis flashed in Snapcaster Mage to chumpblock, but Omnath cast Berserk from Mosswort Bridge's Hideaway. Then he used all of his gathered mana in the postcombat main phase, ramping up even more, playing Brittle Effigy and Yeva, Nature's Herald, among a few other things.

Now that Arcanis was out of the game, I could safely cast Narset, since Riku was tapped out. I attacked Riku and the trigger revealed Command Tower, Walk the Aeons, Spectra Ward and Conqueror's Flail. Brilliant.

My bonus turn begins. I cast Steel of the Godhead on Narset, then I equip her with Conqueror's Flail. With Boros Charm in my hand, I am able to give her double strike and finish Riku off. The trigger reveals Chandra, the Firebrand, Izzet Signet, Ashling's Prerogative and Sunder. Knowing that Omnath is a land-based deck, I don't hesitate to cast Sunder. On Omnath's turn, nothing happens because he has no mana, so he plays a Forest and passes the turn.

On my turn, I copy Narset's trigger with Strionic Resonator, revealing eight spells. One of them is Omniscience, which allows me to cast my huge hand for free. I play Temporal Trespass, Tamiyo, the Moon Sage, Elspeth, Knight-Errant and many other things. On my bonus turn, I buff Narset with Elspeth and swing for victory.

Once again, just one attack caused a hugely explosive turn. Omnath decided not to attack me because of my Propaganda, and instead aimed for Arcanis - because he had a ton of mana. In fact, he later told us that if he could have had another turn, he would've won the game on that turn, so Omnath prevented that. Which allowed me to take the win instead. Nonetheless, it was a fun game, at least for me. :)

I love this deck so much.

Brian1 on Open Skull Lobotomy

1 week ago

if your getting rid of stuff..why setal with only a 1 turn removal and it comes back..I always run Curse of the Swine and if you need mana speed i always have them running in my deck...Dark Ritual for none tornament use..but if it needs to be legal then depending on your colorless mana # run 2x Everflowing Chalice its my favorit card..and I use 2-3x, signets.. like Dimir Signet love this little card you just pay one mana and get your mana back plus an extra one. also greatly helps when you get a little color screwed..thats all i can offer for now

Amnesiac_ on Zurgo or Bust

1 week ago

Trailblazer's Boots is a great pseudo "unblockable" effect. Also MindStone and Everflowing Chalice are some more 2 drop rocks to help get your general faster.

xyr0s on Omen Burn Machine V.1

2 weeks ago

Mine was in scars/zendikar standard, so I had Tezzeret to give card advantage, Preordain, something that could proliferate, Everflowing Chalice, Sphere of the Suns, Mox Opal, Wurmcoil Engine, and gods know what else. But the format was slower (I didn't get to play any real competitive standard at the time - I just started playing then), so it was easier to get away with durdling for a couple of turns. the whole idea was to kill and counter creatures if necessary (Doom Blade and Mana Leak were both in the format), until I could play omen machine. Tezzeret could make a random artifact (like something that had been used for ramping) into a 5/5 creature, or give card advantage (he doesn't draw, but searches for cards). Probably it would be good to play Serum Visions to get a bit of control over, what you get to play for free and when.

But I'm not sure that Omen Machine is as good in current day modern, as it was back then in standard, as card draw is much less of a thing. Decks like burn or infect do not draw any extra cards - you get to change their sequencing (drop a card in the draw step), but nothing really important. Thought-Knot Seer gets randomly better/worse with omen machine. Since you can't draw cards, its leave-the-battlefield trigger is irrelevant.

ManSauce on Ragnarakdos [v3]

3 weeks ago

Upon longer reflection I figured as much, saving yourself that red mana for an earlier casting of Rakdos, but is it really worth it? Goblin Fireslinger seems better for example, more so than Bolt, from my earlier post. Now you could argue that opponents will most likely never try to, or not be able to remove Seal, but it still seems kinda on the shorter end of useful.

Same goes for Endbringer, since you have merely six sources of colorless mana to activate its abilities with (including Everflowing Chalice, which I am not a fan of in any deck so far). I get it though, it pings, can attack, block, is an Eldrazi and can potentially be cast for free. Good enough. But Scuttling Doom Engine, which I have tried to make good in many a deck, but never got it past being mediocre, seems a bit meh. Is Grenzo, Dungeon Warden good in your build, or is he so-so? Again, it seems his usefulness is situational. Or Underworld Cerberus? Hes bitten me in the ass a couple of times and keeps being put back into a binder. Tyrant's Choice seems like too much of a one shot/trick pony to me. If your opponents know your deck, they will probably sac something, rather than risk you plopping down something big and nasty for free. I know I would.

I ask all this, because I put together a preliminary version of a Rakdos deck in a similar vein to yours and Im trying to get a feel for the nuances Im probably not considering and you seem to have played and refined this deck a lot.

Also, to reiterate, Vial Smasher is really too good not to be in here.

Zillabrony13 on That'll be one Zirilian dollars, please.

3 weeks ago

Also, take out a lot of your ramp. 8-12 ramp cards are recommended for most EDH decks and 24 ramp cards are way too much in my opinion. You cheat your dragons into play most of the time. Take out Braid of Fire, Caged Sun, Coalition Relic, Commander's Sphere, Darksteel Ingot, Everflowing Chalice, Fellwar Stone, Fire Diamond, Gilded Lotus, Mana Vault, Mox Opal, Star Compass, Thran Dynamo, and Worn Powerstone. If you add in Sword of the Animist and Solemn Simulacrum, that brings you down to 12 ramp cards, 3 of which double the mana your Mountains produce and two of which are lands that don't take up spell slots.

Enral on Right Out of the Alinsky's Playbook

3 weeks ago

Drakeown: The deck runs pretty smoothly. I've won 3/4 of the games without even comboing out. Clockspinning is definitely the MVP of this build...the number of times I've won without Mizzix due to that card and Astral Cornucopia/Everflowing Chalice to build up a high counter is great. The start can be a little slow but by turn 4 to 5 if there are no disruptions I can usually get my engine going.

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