Everflowing Chalice

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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 artifact for each time it was kicked.

: Add for each charge counter on Everflowing Chalice.

austintayshus on Wheels Wheels Wheels

2 weeks ago

looks like a fun list!

I might suggest a few more mana rocks. I'd recommend you have at least 10. Dimir Signet and Rakdos Signet and Izzet Signet would be good, as well as Arcane Signet and Everflowing Chalice and Mind Stone. Additionally, i'd recommend 2 cmc mana rocks over 3 cmc rocks any day.

Fevered Visions can also give you another 'everyone draws' effects.

Profet93 on Kozilek - cEDH

1 month ago

haki2022 +1

Voltaic + rings + Everflowing Chalice (4 counters) =

Scrap Trawler + Myr Retriever + Krark-Clan Ironworks + Sol Ring + Junk Diver - Combo

Scrap Trawler + Sculpting Steel + Krark-Clan Ironworks + Foundry Inspector - Combo

Blinkmoth Urn = Ramp, add Blinkmoth Well to make this asymmetrical + politics (which also is synergy with winter orb)

Karn, Legacy Reforged - Ramp

Have you thought of swapping out Void Winnower for Emrakul, the Promised End? Given you're in colorless, it can be hard to interact with the board at times. Emmy is a powerhouse which can potential be cheaper to cast that Void, not to mention it's potentially high ceiling. To sweeten the pot, Gerrard's Hourglass Pendant is synergy with it and helpful on it's own given your potential for over-extending (assuming no flash enabler).

Phyrexia's Core > Treasure vault(?) - Core acts as a sac outlet to prevent artifact theft, exile and most importantly, remove The One Ring. Ironworks is the only other card that can remove it. Having another card (a land which can be tutored for) is an additional form of redundancy that you might find more useful than treasure vault if you meta is on the more competitive side.

Potential cuts....

  1. Blast Zone - Too slow, especially for potential higher powered or cEDH games.
  2. God-Pharaoh's Statue - Unless you ramp into it, it's not that impactful. Given you already have a lot of redundancy, this is your weakest card in the deck IMO. You could potentially swap it out for another control card such as Ward of Bones but you're better off lowering the avg cmc of the deck.

Very solid deck and low avg cmc, great job

Made_Compleat on Give me some cards

1 month ago

I love this deck. It seems really powerful, but I feel like you could use some more ramp. Coalition Relic, Everflowing Chalice, Astral Cornucopia, and maybe even Empowered Autogenerator all seem like good options with proliferate synergies.

Profet93 on Liberator of Cinnamon Rings

2 months ago

Sanctum of Ugin - Tutor

Eye of Ugin - Tutor + Ramp

Buried Ruin - Recursion

Mystic forge + Sensei's Divining Top + artifact cost reducer = draw your whole deck

Basalt Monolith + forsaken monument =

Rings of Brighthearth + basalt + 2 mana = + top = draw + cast your entire deck

Rings + voltaic key + Everflowing Chalice (4 counters) =

Metal worker + voltaic key + rings =

Scorched Ruins + Rings + Deserted Temple = . Temple has the added benefit of politics or ramp with urza land.

Emrakul, the Promised End + Gerrard's Hourglass Pendant = Strong synergy, each piece is good on it's like (like many of the combos I've listed)

Karn, the Great Creator + lattice = Hard lock

To synergize with darksteel monolith, you could add some flash (which also has the added benefit of limiting your overextension into a boardwipe) such as Vedalken Orrery/Liberator, Urza's Battlethopter/Skittering Cicada

Blinkmoth Well + Blinkmoth Urn = One sided ramp. Well can deal with opposing artifacts and urn always makes you ahead. Should you feel inclined, Winter Orb might be worth it (if you don't like friends) as you can break parity with it. Even if you can't, you use primarily artifact ramp anyways. It can help slow down the faster pace decks.

Profet93 on Karn on the Cob

2 months ago

outofnothing0 +1

I agree with the above user, Rings of Brighthearth is a powerhouse that enables so many combos. Voltaic Key + Everflowing Chalice (4 counters) + rings = + Top to draw and cast your entire deck

Karn, the Great Creator - One sided Nullrod, helps you deal with opposing artifacts, recursion for important combo pieces and lock with Myconsith lattice.

Blinkmoth Well - Synergy with blinkmoth urn + politics

Basalt + Forsaken =

Gerrard's Hourglass Pendant - Recursion from the inevitable wipe. Also synergy with Emrakul, the Promised End

plakjekaas on Why is Squad a Cast …

3 months ago

They did something like it with the Intrepid Adversary cycle, instead of Multikicker, it was an EtB ability. Although none of the adversaries copied themselves.

However, you said it yourself, Squad is the permanents version of Strive. Since instants and sorceries don't enter the battlefield, it sounds logical to not change the equivalent mechanic into something different when you make the permanents version, even when similar examples of other cards with EtB abilities instead of cast options exist. Though every EtB example you can give, can by countered by a spell with multikicker, like Everflowing Chalice, which has a repeated effect on cast already.

But this is the newest entry in a series of mechanics discussion where you advocate for more safeguards against interaction to protect your playstyle from "getting got" by opponents' spells. It's the same reason you object to "only once per turn" limitations. You want the threats to outperform the answers every step of the way, and that's the opposite of game balance.

Profet93 on Attic

3 months ago

Ghaileon +1 , void mirror + knowledge pool....that's one I haven't heard of. Note: You have your commander in your decklist, removing it allows you to get one more spot for one of the cards below....

Mystic Forge + Sensei's Divining Top + artifact cost reducer/Ugin, the Ineffable = Draw your whole deck

Basalt + forsaken = infinite

Basalt + Rings = infinite + top = Draw and cast your entire deck

Ancient Tomb - Ramp

Karn, the Great Creator + Lattice = Hard lock. Better than the void mirror + knowledge pool lock IMO as karn can act as artifact recursion (for the key pieces which will get exiled)

Everflowing Chalice (4 counters) + Voltaic Key + rings = infinite + top = draw your whole deck

Chromatic Orrery + Voltaic Key + rings = infinite

I had a couple questions regarding creature card choices like Cathodion, Chronomaton, Wall of Junk. Are these just cheap artifacts to increase your artifact count? Why not swap them out for something like Lightning Greaves which also add to your artifact count and protect your commander?

Gerrard's Hourglass Pendant - Recover from wipes. Also goes well with Emrakul, the Promised End should you wish to add an eldrazi as an alt wincon.

Looking forward to hearing your response, great deck. Makes me want to build one

UltimateRoxas40 on The Horror ... THE HORROR! *PRIMER*

3 months ago

Yeah, Roaming Throne is pretty pricey, since it can be slotted into pretty much any deck that Typal/Tribal or has a commander with great activated abilities, so everyone needs a copy (And this deck has both groups haha).

And that's cool to hear about the Medallions! It's good to know that they've been useful. I might give them another try later on.

If you do end up adding both Roaming Throne and the Everflowing Chalice combo, you can double the triggers when you cast a spell and bounce all your opponents nonland permanents to their hand, thus soft locking them out of the game! It's brutal, but we are here to Mill our opponents, we aren't trying to be gentle haha.

And I hate to say it, but Mind Grind isn't actually Mill. Mill just puts the card in the graveyard. The act of revealing cards until you hit X lands is somehow different enough for WotC, so it wont trigger the Captain or Zellix, Sanity Flayer, who specifically care about the Mill Keyword. I ran Mind Grind in my Mill deck when it was helmed by Lazav, Dimir Mastermind, because he doesn't care how the card enters the graveyard to copy. Once I switched over to the Captain, I was pretty sad that I could keep Mind Grind in, because it was so powerful and flavorful.

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