Chalice of the Void
This enters the battlefield with X charge counters on it.
Whenever a player casts a spell with converted mana cost / mana value equal to the number of charge counters on this, counter that spell.
|Have (3)||, testbinder , gildan_bladeborn|
|Want (2)||SleepIs4DaWeak , Taleskeeper|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Chalice of the Void Discussion
4 weeks ago
You might be able to shave a Watery Grave or 2 and add more Cavern of Souls. The latter does a great job shutting down Chalice of the Void and doesn't shock you for 2. As a midrange deck, you have to make sure your life total will be high enough to stabilize against aggro. You're mainly fetching for Watery Grave anyway, so 3 copies seems redundant. Cavern does cost like $80 though!
1 month ago
Control is about controlling who can play what, defeating each opponent's win before (or while) it can happen. A Chalice of the Void with the right amount of counters can single-handedly eliminate multiple opponents way before they're actually dead. The game doesn't end in the first few turns, but in those turns the winner is established, by the boardwipe, stax piece, removal- or counterspell that solves all your problems, giving you time to piece your win together to actually finish the game.
1 month ago
Okay related question: If cards like Chalice of the Void and Walking Ballista have mana value of zero when they are in my library, does that mean that Urza's Saga can search for them when it reaches chapter 3? And would X again necessarily equal zero when they are put in play?
1 month ago
For those coming to this question in the future...
1 month ago
Have you considered a playset of Chalice of the Void? It looks like you have a high reliance on playing 2cmc cards, and your 1cmc slot doesn’t appear to give you huge value - being able to shut down your opponents 1cmc cards could be huge. Furthermore, you can still run your own 1cmc stuff as you can always pitch them to Pack Rat anyway
1 month ago
I seemed to have stumbled on a bit of an argument. I'm sorry it took that kind of turn! RambIe actually made some decent points and recommendations, though admittedly they probably could have been delivered better on both your end and theirs. I think part of the confusion is the whole "highest level" part. There are a couple of really good cEDH Godo primers out there. Waiting for Godo - cEDH primer seems to be generally considered a really good starting point. You both nailed the point that the two strats are either going all in "glass cannon" count to 11, or a more resilient sort of one with stax pieces. While I like the idea of swapping around pieces to shift from one strategy to another, I do think your deck may struggle to play at the most optimal without further changes to accommodate for either strat. Also Godo kind of fits into a niche in cEDH and feels very meta dependent. I've played Godo off and on and at different competitive levels for a while, in my experience, Godo actually holds up fairly well in a meta full of stax pieces. There's really only a few pieces out that you have to watch out for, and your deck already runs a lot of the necessary removal to answer those threats. Even in combo heavy meta, Godo still has a place for being a consistent turn 3 win or earlier. If you play in a meta with a lot of counterspells, part of it is knowing if/when to go for the Godo Helm combo, which is something that comes down to your own decisions and only gets better with playing the deck in games. Also, I wouldn't discount Wheel kind of effects. Yes, it can refill your opponents hand with potential answers, but as mentioned before, there are a plethora of answers that you can include in the list to accommodate for this. I typically view it as a really bad version of Ad Nauseam, giving you that last bit of gas to close out the game or get critical mass of interaction. I also would say that wheels wouldn't be super great in the way the deck currently stands, not a whole lot of ritual one off effects.(though it could maybe work with your take extra turn spells? I'd have to playtest more lol).
Specific recommendations for your swaps... Palladium Myr and/or Brass Squire. Love both these cards, only reason is they're probably the most weak activated abilities in your current build, if your gameplan is to run the stacx pieces.
Also maybe Release the Gremlins, you got a lot of artifact removal in there to slow down opponents mana
For general stuff to consider...
Cursed Mirror does two fold in a Godo deck, Ramp and decrease overall cost of the magical 11mana count for the helm combo. Urza's Saga is a decent land that can fetch any relevant artifacts. Karn, the Great Creator gives you access to exiled helms should it be targeted with removal, and is an overall decent enough stax piece, though at 4 mana it's maybe a bit too steep as to what you're looking for. Also, Chalice of the Void can be a pretty versatile stax piece/protection. at 2 it stops a lot of formats counters, but probably best at one, where it stops swords to plowshares, natures claim etc.
Hope those help! All in all, I think a modular Godo deck is an interesting idea! I would ask you to look at the recommendations given before in a vacuum without taking it too personal. In your own playtesting, try to address the main concerns/weaknesses mentioned above (without even having to argue or mention stuff in the comments section. The aim is to get better and to learn, even if you disagree with some random person on the internet lol. Take recommendations with a grain of salt and just be receptive to criticism). Opinions and suggestions don't hinder what you are actually allowed to play, they're just ideas to get you thinking about when trying to make your deck better. Play the game how you want. Good luck playtesting!
1 month ago
Make sure there’s a full playset of Panharmonicon. The card is important to have in play, so we should be ensuring we get it.
Ensure that the vast majority of the deck benefits from Panharmonicon. I would ditch the Eldrazi entirely for this, and focus on artifacts to make for a toolboxy build using Whir of Invention (this would allow us to get setup, while also getting pieces we need).
Figure out how much we need Tron active. We either need low-ish cmc with Chalice of the Void, or we need to splash green to ensure Tron becomes active. I’m personally in favour of option A, though i think i’d still splash green for the likes of Thragtusk.
I think i’d end up with something like this (just spitballing, so this can easily be refined):
- 4x Panharmonicon
- 4x Chalice of the Void
- 3x Prophetic Prism
- 1x Welding Jar
- 1x Cloudstone Curio
- 1x Jester's Scepter
- 4x Karn, the Great Creator
- 4x Ice-Fang Coatl
- 2x Thragtusk
- 1x Acidic Slime
- 1x Meteor Golem
- 1x Esika's Chariot
- 1x Ancestral Statue
- 1x Myr Battlesphere
- 3x Thought Monitor
- 4x Whir of Invention
- 4x Botanical Sanctum
- 4x Snow-Covered Island
- 4x Waterlogged Grove
- 4x Urza's Mine
- 4x Urza's Power Plant
- 4x Urza's Tower
(Note, after going through that exercise, the biggest takeaway I have is that I don’t think Panharmonicon wants to be in the same deck as Tron-lands. If i’d just built this as a UG creature list, instead of a tron based build, i think it’d have been easier to ramp, and have access to better payoffs (i.e Hornet Queen). I think the best path forward for your Panharmonicon might be to ditch Tron)