Everflowing Chalice

Everflowing Chalice


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.

: Gain for each charge counter on Everflowing Chalice.

Browse Alters


Have (2) metalmagic , Azdranax
Want (4) argentum2f , Ajecture , skate4lifer , CaptainFruffles

Printings View all

Set Rarity
Double Masters (2XM) Common
Commander Anthology 2018 (CM2) Uncommon
Commander 2016 (C16) Uncommon
Modern Masters 2015 Edition (MM2) Uncommon
Commander 2014 (C14) Uncommon
Duel Decks: Elspeth vs. Tezzeret (DDF) Uncommon
Archenemy (ARC) Uncommon
Worldwake (WWK) Uncommon
Promo Set (000) Rare

Combos Browse all


Format Legality
Highlander Legal
1v1 Commander Legal
Legacy Legal
Block Constructed Legal
Tiny Leaders Legal
Casual Legal
Vintage Legal
Leviathan Legal
Pauper EDH Legal
2019-10-04 Legal
Unformat Legal
Modern Legal
Pauper Legal
Oathbreaker Legal
Duel Commander Legal
Commander / EDH Legal
Custom Legal
Limited Legal
Canadian Highlander Legal

Everflowing Chalice occurrence in decks from the last year

Latest Decks as Commander

Everflowing Chalice Discussion

Tzefick on A possible new legendary artifact: …

2 days ago

MagicMarc You think a 5 CMC artifact that requires a mana tapping artifact to function, who deals 1-3 damage (ranging from Thought Vessel to Mana Vault) per controller's turn is too powerful?

I could understand if you said it would be outside the color pie or rather that colorless shouldn't have this effect (although Aetherflux Reservoir). But too powerful? That's unlikely to be the case.

Also no drawbacks or costs? It requires you play around with making mana artifacts that taps for large quantities to be dangerous... Scepter of Empires is a card, and it's even a meme card or jank card. Also this artifact provides mana to the target - so using it on the opponent, might just backfire if they can use the mana.

You mention Sol Ring, so I wager you're talking from a perspective of Commander. Tapping a Sol Ring to deal 2 damage to an opponent who then adds is not powerful nor oppressive in that format for .

If you have an Everflowing Chalice with 5 counters on it, play whatever X-spell or just dump half your hand on the board and win that way. Instead of dealing 5 damage to a player each of your turns. Even dropping a Lava Axe on your own face to get an extra is better value.

I don't think you thought this one through.

MagicMarc on A possible new legendary artifact: …

2 days ago

A couple of things come to mind as well:

How long do they get to keep that mana for when they take damage? end of phase, your end of turn, until the their next end of turn?

And the fact it provides direct damage at no mana cost to the Owner makes it probably too powerful. Even the free 2 pts of damage from tapping the omni-present Sol Ring or similar seems too powerful. What is the cost to the card's controller? And what if they have a deck proliferating counters onto stuff like an Everflowing Chalice. Once you got like 5 counters on it, then it's just oppressive and has no drawbacks or costs.

Feyamius on Atraxa and the Sagas -TMC

2 weeks ago

I really like the deck concept, in fact I have owned an Atraxa sagas deck even before that Command Zone episode. My deck uses some cards that can remove counters from permanents as well (e.g. Power Conduit, Hex Parasite), so you can get chapters you especially like on a certain saga repeatedly.

What your deck is lackinga bit in my opinion is ramp. To go with your enchantment theme, I'll avoid the obvious recommendations for Atraxa (all the Everflowing Chalices of the world) and try to stay on topic. Wild Growth in a good start, I'd add more land aura ramp options like Fertile Ground and Verdant Haven (I'd personally shy away from Dawn's Reflection and Market Festival unless your playgroup despises land destruction completely ... it's just too tempting of a target). Another way to ramp with enchantments would be Druids' Repository, Hadana's Climb  Flip, and Mana Bloom.

sub780lime on LIVE, DIE, REPEAT

3 weeks ago

I like the look of the list. With Teysa, you can never have enough sac outlets. Have you considered High Market. The card is only a couple bucks at most and it gives you another means to trigger Teysa's ability. Ob Nixilis, the Hate-Twisted can also be used on your own stuff for triggers and draw.

I noticed both Thought Vessel and Reliquary Tower in the deck. What's your draw line to make these worthwhile. I am not saying they aren't I'm just wondering how often they are dead cards versus the happy Christmas land time where they work out. Draw overall seems really light in the deck and so I'm not sure how often you are filling up so much to need no hand size. That Reliquary Tower could go to High Market and the Thought Vessel to Hell's Caretaker (another sac method) or Hunted Witness (curve lowering trigger for Teysa). If you want it to be a rock of some sort, I would still play Everflowing Chalice first as it also gives you a mana dump or just go with Talisman of Hierarchy.

Do you have a Nightmare Shepherd laying around?

MrKillStar on Angels Brought The Apocalypse

3 weeks ago

I really like Angel themed decks, but the only problem is, most angels are just super expensive and looking at your deck list, there is just no ramp, except very few cards... Im just gonna type some cards, maybe you'll like some, most likely not all of them, just so you have some larger pool of cards to choose from. :)

Myriad Landscape/Burnished Hart is alright; Land Tax is just auto-include in most decks; Caged Sun is also good, but you need to ramp into it somehow; Sword of the Animist is ok, but you need to swing with a creature and there are no Haste enablers (not even Lightning Greaves.

First of all, I would cut exile board wipes, since it just hurts mono-white without ramp the most (Play of the Game and Perilous Vault). You could hold priority and cast Teferi's Protection, but.. dont really know about that... :D

Sunscour should have really good place in mono-white deck.
Endless Horizons - is something like budget of Land Tax, but can also help to thin your deck after you get enough mana on board.
Planar Bridge,Planar Portal,Thran Temporal Gateway,Belbe's Portal,Cryptic Gateway - to either search for anything or put big stuff directly on board. Urza's Incubator should be there to reduce mana cost of your big angels.

worldslayer -> protect your creatures and artifacts: Show

Card draw in white isnt the best, so using artifacts is really helpful, both for ramp and card draw: Show

Some mana rocks for sure: Show

Some ramp with white creatures and spells: Show

Lanzo493 on Teysa Karlov EDH curve/distribution help

1 month ago

I took a quick look, and your curve is there. It seems to be a bit heavy at CMC 5. If you're having issues with being able to play your cards, I'd suggest you replace 5 CMC cards with more ramp spells. Since it's an aristocrats deck, Gold Myr and Leaden Myr may be useful. Other than that, you have Fellwar Stone, Everflowing Chalice, Skyclave Relic, Worn Powerstone, and Wayfarer's Bauble should help you ramp better. Land Tax is sort of like ramp, and it's a very strong card. It also lets you shuffle your deck any turn you want to.

ellie-is on Kykar's Tokens & Cantrips

1 month ago

Alright, so I've looked into other decks and there's quite a few ways to go infinite! But relying on infinite combos also means getting rid of cantrips and other fair game pieces to stock up on tutors. This both makes the deck a looooooooot more expensive and also a lot less casual-friendly. And while the idea of infinite combos is fun (and I might add pieces so I can do it every once in a blue moon), I don't wanna get anywhere near cEDH and wanna be able to play this casually without people hating me.

So with all that said I'm gonna try to focus on aggro rather than combo while building and improving this, with just making a whole lot of tokens and making them big, which's my favorite strategy in magic lol. (and though there's the chance people will get mad at me having to find the right token among the 12 types of tokens the deck can produce and placing half a dozen of them per turn, well, at least -I- will be having loads of fun doing that, lmao)

So now, onwards to the changes... Got rid of 9 taplands for basics. Replaced the 3-cost rocks for Sol Ring and Everflowing Chalice. Replaced the 3-mana counterspells with 2-mana ones. I'm keeping Fumigate over wrath for budget reasons though. And still trying to figure out what to take out for spot removal, but I wanna do that too!

Also added Bishop of Wings, and am going to see if I can make room for more things that go well with them.

Once again thank you so much for the help Peoni! These small changes already made it a lot better. While I don't want the deck to be crazy competitive and have decided not to lean too heavily on broken combos, I still want it to work as well as possible within the boundaries I've set. If you think of anything else please let me know! :)

Peoni on Kykar's Tokens & Cantrips

1 month ago

So I'm not a Kykar pilot, but from what I've seen of them they're a big fan of infinite combos. A few that I know of involve achieving infinite cast triggers to feed Kykar's token generation, coupled with damaging etb effects like Impact Tremors and Purphoros, God of the Forge. Sac damage outlets such as Goblin Bombardment and Barrage of Expendables also do the trick. Dramatic Reversal + Isochron Scepter is a big go to not only for infinite cast triggers, but infinite mana as well when combined with nonland mana producers. Another option would be to combine your Jeskai Ascendancy with a Retraction Helix and any 0-1 mana artifact. Use Helix to return your own artifact to your hand and then cast it. You'll then untap your creatures, make a spirit, sac the spirit for mana, and use Helix again to repeat the cycle. If you can do this with a 0 mana artifact it's also limitless creatures and mana. Good artifacts to use with this would be Everflowing Chalice, Spellbook, Sensei's Divining Top (not budget, I know, but it's a good pick for Kykar if you ever want to add more to it), and Sol Ring. There's also Arcane Adaptation and Bishop of Wings.

For general EDH deck building I think can be of some more use lol. Starting with your lands, I would recommend subbing out a lot of your lands that come in tapped. There are a lot of nice (fairly) budget options for multicolored lands like pain, filter, and check lands. If you can't find multicolored lands within your price range I would suggest just going with basics. Personally, I think that the speed benefit of a basic coming in untapped trumps the versatility that tapped lands will eventually provide.

As for rocks I'd recommend running the aforementioned Sol Ring and Everflowing Chalice. Sol Ring is just one of those cards that slots into just about every commander deck. As a general rule I try to avoid mana rocks at 3 cmc or above, just because that's around the point where they stop generating enough value to be worth running or even casting. You want your ramp to be hard and fast so that you can transition into making plays sooner. You don't want to be ramping on turn 5 when you could be pulling off big combos. In this regard you've already done really well in your selection, but I would suggest cutting Commander's Sphere and Chromatic Lantern. Lantern has its place in certain more color intensive decks, but I don't necessarily think you'll be needing it in a 3 color deck. Other good 2 cost options are Fellwar Stone, Mind Stone, and Prismatic Lens. Wayfarer's Bauble in your maybeboard is a good choice for this deck too.

You could probably use more efficient counters for controlling the board, like Counterspell. Some good commander counters include Swan Song, Flusterstorm, Delay, Negate, Dovin's Veto. Muddle the Mixture is a fantastic pick for flexible control and fetching your combo pieces. It hits both pieces of the Isochron combo, Bishop of Wings, and it can hit other valuable targets like Cyclonic Rift (another big commander card. Almost an auto include in blue decks). You'll also probably want to run more removal like Path to Exile, Swords to Plowshares, and Chaos Warp.

Finally, just as misc recommendations, I'd suggest swapping out Fumigate for Wrath of God. I'd also suggest adding in some mana sinks to win the game off of once you go infinite, like Comet Storm and Kumano, Master Yamabushi.

Overall this is really solid for a first time draft! I like your deck a lot and if you do decide to expand into commander I really hope you enjoy it. Hope this helped. :^)

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