Everflowing Chalice

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
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

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.

: Gain for each charge counter on Everflowing Chalice.

Everflowing Chalice Discussion

Kjartan on dragons

2 days ago

A general rule to live by when playing modern is that it's okay to be slow as long as you can slow the game down with you.

I don't feel you're able to slow the game down to the pace where this kind of deck can keep up. Let's be honest here, this list is extremely slow, even for a dragon deck. And you don't have much interaction to support it a slow playstyle.

You have a few good ramp cards to help you speed up a tad, and that's pretty dang nice. Dragonlord's Servant seems good, and Everflowing Chalice ain't bad either. But you have so many, big, clunky cards that are going to clog up your hand while your opponent is preparing to kill you on turn 3.

As for as big clunky cards goes, Berserkers' Onslaught and Crucible of Worlds even seem like a bit of a missmatch here. They are cards that ask you to have commited a powerful battlefield before you apply them, as to maximize their effect. In this list, not only will they often come into play before your creatures, but they will help you even less than a creature when you're struggling to survive the early game.

Sarkhan's Triumph , despite being one of your cheaper cards, is not that great either, but that's mostly just due to the nature of dragons. There aren't many disruptive dragons that can suit a particular situation greatly. They mostly just hit hard. There aren't any draconic Meddling Mage s or Deputy of Detention s that you can tutor for to counter what's going on, so it's probably just better to play more dragons instead.

You can of course play the way you want to, but in essence, if you wish for the deck to be more competitive, you should lower your curve (Cutting some 7+ drops), get a bit of ramp, and get some more interaction to slow the game down.


I think someone already mentioned Glorybringer , but the powerflevel of that card is through the roof as far as dragons go. One of, if not the best mono-colored dragon in modern. Stormbreath Dragon is also nice. Anger of the Gods or Sweltering Suns are ncie to fight aggro decks. Chalice of the Void and Blood Moon are some great disrupts. Abrade is a great piece of basic inetraction. Mind Stone and potentially Dragon's Hoard are cool options for ramp.

:P GL

MagicalHacker on Silumgar's Vile Offering | V-ELD

6 days ago

Of course! The cards I would remove are Noxious Gearhulk (high cmc for a card not really super on theme or that abusable in this deck), Bolas's Citadel (only good in a really low cmc deck, and this is not that), Acquire (no guarantee that an opponent will have any good artifacts for you to take, something more important than Steal Artifact, because it's not inherently removal like Steal Artifact is), Trinket Mage (3 mana for a card that can only tutor 4 cards, two of which are Expedition Map and Wayfarer's Bauble = very meh), Rune-Scarred Demon (7 mana for a tutor is way too expensive), Personal Tutor (super slow at sorcery speed tutor to top of deck), and literally the entire category of clones (stealing is cloning plus removing, so strictly better).

As for my suggestions, the three reanimates are useful because they let you reanimate from opponents' graveyards for very little mana investment.

The three "narrow" cards will always have a target worth using them on. I've seen people concede when I cast Steal Enchantment on their Mind's Dilation or Omniscience.

As for my higher cmc suggestions, I've found that this deck does best with these expensive cards and ramp that can support that. At the moment, your ramp would definitely not be able to enable casting that many high cmc cards, so I would upgrade all the ramp that only produces one mana (which has the exact card-to-mana ratio as a land) to ramp that produces two or more like Thran Dynamo , Worn Powerstone , Sisay's Ring , Ur-Golem's Eye , Everflowing Chalice , Hedron Archive , and even Firemind Vessel if you want! Do that, and not only will you be able to cast higher cmc cards more easily, you'll also be able to be way more explosive in the mid to late-game.

Lastly, I'd say to not underestimate Memory Plunder. At its baseline, I find it's usually an instant speed board wipe, but it has the potential to do a lot more craziness. Think of it more like a tutor that lets you cast what you tutor for free at instant speed, except it only lets you tutor what's already in opponents' graveyards.

Thanks, and stay awesome!

TheMazter13 on Artifact Storm

1 week ago

Mainly Improvements I think you can make / Problems that I've found / Why this is a bad storm deck | Skip to the bottom for the Conclusion

3 BIG PROBLEMS > Mana, Consistency, and Modern itself

I will preface this with a statement, Modern HATES Storm. Almost all of the storm cards that Modern used to play are banned. Seething Song , Rite of Flame , Treasure Cruise , Dig Through Time , Ponder , Preordain , Faithless Looting , and Gitaxian Probe are all banned because of Storm and their use in or / storm decks. A lot of what I'll say will have relevance to Modern, but Storm is best in Vintage with access to the older Storm Cards. Some of the CARDS I mention will only be legal in Vintage, but the ideas/problems with this deck all have relevance to Modern

Differences I've found

Storm needs mana to do all the things it does. Do you know why Seething Song and Rite of Flame are banned? Because Storm took them and won on turn 1-2 and then kept winning on turn 1-2. However, because those things are banned, we need a compromise: Cards that make mana. Cards like Manamorphose , Desperate Ritual , and Pyretic Ritual can all get you the Generic portion of spells.

A difference between this deck and most Storm decks is that a) it doesn't win with Tendrils of Agony , which, although a black card, is way more efficient than Grapeshot but I'll talk about Winning later b) the cards that up the storm count don't do anything. Your Memnites, Ornithopters, and Darksteel Relics don't do anything on their own, they just cost 0. In other Storm decks, cards like Serum Visions , Manamorphose , Opt , and Deep Analysis all draw more cards while being cheap and upping the storm count.

Storm can win through other things too. Things like I dunno, creatures that DO things. Delver of Secrets  Flip, Thing in the Ice  Flip, and Baral, Chief of Compliance all a) do things and b) can ATTACK (Well, not Baral). If your Storm count fizzles, you still have a 3/2 flyer or a 7/8. Also, fizzling. In this deck, it's not so bad because your win condition is Aetherflux Reservoir , but fizzling is either because of a) not cards in hand or b) no mana. I've playtested this deck a few times, and what happens is I'm either top-decking, or I have no lands, both of which are TERRIBLE for a storm deck. This deck barely wins before turn 7-9, which in Modern is abysmally bad.

Your Win-Condition. You chose probably the hardest win condition in Storm. In a perfect game, where all the spells to setup are cast WHILE Aetherflux Reservoir is in play, you need to cast 8 spells to get to >50 life (56 to be exact; 20+1+2+3+4+5+6+7+8=56). So before you start going off, you need to get 4 mana and then live long enough to untap. It is very possible to get to 8 spells, but in this deck, it isn't. The way you cast spells, and the way those spells let you cast other spells means that you'll almost never have enough cards in hand to win. The ONLY line that I see is, yes, Retract , but that bounces Aetherflux Reservoir too, and we just spent 4 mana putting that thing in play. Even if we put Aetherflux into play again, we need 4 zero mana artifacts that WEREN'T in play last turn, which isn't impossible per se. So the things that this deck needs to win are a) Aetherflux Reservoir ALREADY IN PLAY b) Retract in hand c) 4 zero mana artifacts in hand d) Mana to both cast Retract AND Aetherflux Reservoir and e) a life total of at least 15. That's 5 things that this deck needs. 5 things in ONE HUNDRED CARDS!? Also, Aetherflux Reservoir isn't even a 4-of??! Not only would making you draw it easier, but 2 Aetherfluxes in play is not that bad if your win condition is >50 life. For storm it's bad, but for this, it's okay (Keep in mind a good thing in a bad deck is bad).

So, Aetherflux Reservoir sucks. What else is there?

Tendrils of Agony -

PROS: 1) Can be cast multiple times throughout the game. The difference with Tendrils and Reservoir is that Reservoir is all or nothing; you NEED >50 life to win. Tendrils can be cast multiple times to win. If you cast tendrils for only say StormCount™ is 4, that's 8 life down for our opponent. Then, you can keep casting it. Maybe later you cast it for StormCount™ 5, that's 10 life down and 10 life gained. It's also a better thing for fizzling. If you even think you're going to fizzle, keep mana for tendrils. Tendrils should always be the last thing you cast each turn to maximize the StormCount™ 2) It's efficient. For the same mana cost as Reservoir, you get an immediate effect that drains your opponent. Also, each life that our opponent loses is great for us because instead of us gaining life, we're draining our opponent. In a format of Fetches and Shocks, 2 life is very easy to lose. Each 2 life our opponent loses is 1 less copy of tendrils we need.

CONS: 1) It's black, and quite a bit at that. We need 2 black mana to cast this thing. But, cards like Manamorphose , the Moxen that you have, Black Dual Lands, Urborg, Tomb of Yawgmoth or even just good old fashion Basic Swamp are all better than what you have right now. 16 Basics + 6 Basic Fetches is a lot for Modern. I know you're playing 100 cards, but that is still a lot. No Scalding Tarn s? No Fiery Islet s? Not even playing other duals? The Fast Lands, the Pain Lands, The Battle Lands, The Check Lands? All of these are not only but have black variants too.

Grapeshot -

PROS: 1) Cheaper, only needing to cast 2) Already in your colors / In the deck, so just needs more copies 3) Hits creatures to make way for creature damage to get through 4) Great support Card, makes Tendrils better by needing fewer copies and can chip away at a life total and help your creatures kill your opponent

CONS: 1) Really inefficient. You need to one-for-one your opponent's life total with StormCount™ if this is the MAIN win-con

Brain Freeze -

PROS: 1) Cheap, needing to cast and already in your colors 2) Mill is a lot easier in Modern than Commander. Not only is every card our opponent draws good for us, but they only have ~60 cards to mill 3) Goes great with High Tide WHICH YOU SHOULD DEFINITELY BE PLAYING TO HELP YOUR AWFUL MANA

CONS: 1) Also pretty inefficient, milling 3 per StormCount™. However, unlike Grapeshot, players are constantly drawing cards and are probably drawing more than 1 per turn. 2) Completely dies to "Shuffle your graveyard into your library..." effects, so probably not a main win-con, but something to keep cards away from your opponents by milling them

Mind's Desire -

PROS: 1) Very powerful at high storm count. Even with low storm count, if you can hit a Tendrils, a Grapeshot, or another Mind's Desire, then you can not only keep adding to the StormCount™ but kill your opponent 2) Adds to the StormCount™ because you cast the card

CONS: 1) A bit expensive mana-wise, but if you can be making mana with rituals or casting High Tide , then it's no problem

Empty the Warrens -

PROS: 1) On Color, Average cost 2) It makes a lot of creatures that can attack OR block. Also, unlike Awoken Horror , it is very hard to block all of them at once

CONS: 1) Summoning Sickness

CONCLUSION Read this if you only care about what I think of the deck and not on improvements

Honestly, the deck sucks. Aetherflux Reservoir is slow enough on its own, but the mana base, the support cards, and the number of cards make it even worse. With 100 cards, you can almost never get the pieces to fall into place right. You have very little card-draw and none of your cards replace themselves. You have to wait to at least turn 4 to cast Reservoir, and before that, you can't do anything. You can't cast your Memnite on turn 1 because that's less card to have on turn 4-5 when you have Aetherflux. Waiting until turn 4-5 to dump your hand of do-nothings is not the best. A hand dump of anything is probably not great, but in this deck of cards that don't replace themselves, it's extra bad. You'll almost never have enough cards after a hand dump. 1/3 of your deck is 0 mana artifacts. 1 card does anything on its own and you only have two copies of it. Mox Opal is the only card of the THIRD of your deck that does anything on its own. Mox Amber can only tap for mana if you have one of only FIVE legendary creatures/planeswalkers in play. With 100 cards, that never happens. Memnite and Ornithopter are never winning a game on their own in this deck. Darksteel Relic has no activated abilities. If Everflowing Chalice and Astral Cornucopia are 0 mana artifacts, then they also have no activated abilities. Paradise Mantle needs a creature. Spellbook does basically nothing because you aren't drawing cards. A lot of the other cards don't do anything either. I don't know why you are playing 100 cards if not a lot of them do things.

Now, a lot of these cards are 1-of's which is good. But there are cards that you have 1 of which are amazing. Most of them are legendary creatures, which drawing 2 of kinda sucks, but in 100 cards (which is still dumb) you'll never get them if you only have one copy

  • Urza, Lord High Artificer - Lets your do-nothing artifacts tap for ! Also, he gets you a creature that, with a lot of artifacts, can attack for lethal. ALSO, he has an activated ability which, with excess dumb artifacts, can keep you casting spells

  • Jhoira, Weatherlight Captain - DRAWS YOU SO MANY CARDS!! Is also a 3/3

100 cards is a bad idea in general. Consistency is a big part of any format. Even with 100 cards, you can still up consistency. Splash for tutors, White or Black, to find the cards you need.

Sideboards are a thing and can have up to 15 cards. Put targeting removal like Vandalblast there instead of your main deck. The "hate" cards of MTG go in the sideboard

MJS154 on dragons

1 week ago

Hiya. Sorry for the late response. Glorybringer isn't really a huge advantage over Skyship Stalker other than the targeting portion of him, though the built-in haste can be nice. Up to you in the end, kind of a judgement call based on your play style.

Yeah I've played enough games online where people will kill your Generator Servant , which is unfortunate, but pretty much unavoidable. I believe I'm running 4 Satyr Hedonist and Generator Servant in my deck, which is fun because sometimes my opponent will kill my creature, so I cast the same one next turn lol.

For Dragon Tempest , I'd recommend dropping an Everflowing Chalice , then either dropping a Wild Slash or the second Everflowing Chalice to fit in 2 more Dragon Tempest , so you're running 4. If this were my deck, I'd drop both Wild Slash for 2 more Lightning Bolt . My deck doesn't run any instants or sorceries, so some creative liberty should/can be taken there.

SideBae on Urza, Sort of budget-ish

1 week ago

Hey! So I have a few suggestions. Feel free to ignore any/all of them:

  1. Cantrips are your friend in combo decks. Preordain and Ponder are the gold-standard here, since they dig pretty deep for one mana. You're including Brainstorm is good, but I'm not sure it's good enough without non-mana intensive shuffle effects (i.e. some form of fetch lands) to make sure you don't accidentally lock yourself with two cards you don't want on top. While cards like Prismatic Vista and Scalding Tarn can be expensive, depending on your meta something like Terramorphic Expanse or Evolving Wilds might be good enough. Flood Plain and Bad River are also worth considering. Other cantrips ( Opt , Sleight of Hand , Serum Visions ...) are ok but should be considered secondary to Preordain and friends.

  2. Grafdigger's Cage is currently one of the best hosers in EDH, and it does not stop Urza's ability (since Urza's ability exiles the card before casting it, you never cast spells directly from your library). I think it's better than Darksteel Relic , since it still taps for mana and can be a turn one play while having a direct effect on the board state. Tormod's Crypt is a similar card you may want to consider. I think Relic of Progenitus is better than Phyrexian Furnace , especially since you're not running Snapcaster Mage .

  3. Everflowing Chalice seems like a good rock. I've never been a fan of Mox Tantalite , since taking several turns to hit the board is a major drawback. Everflowing Chalice is a slightly worse Mind Stone , but you can cast it for zero when Urza is on the field and have a build-your-own Mox Sapphire .

  4. Retract and/or Hurkyl's Recall can act as pseudo- Paradoxical Outcome s for the purposes of rebuilding mana or building storm-count for Temporal Fissure . They're admittedly not as good, but since you're already running Paradoxical Outcome you may want a redundant card for that effect.

  5. You may want to revisit your counter-suite. Consider substituting more efficient cards for Dissolve and/or Exclude , since three mana is a lot to pay for a counterspell. Things like Spell Snare , Dispel , Spell Pierce , Swan Song , Pact of Negation and/or Delay are all good ways to protect your combo without using too much mana.

  6. I think Mystic Remora is probably better than Rhystic Study . First, it comes down faster (T1 or T2), which means it catches your opponents' rocks when they're casting them in the first few turns. Second, four mana is a lot less payable than one, so you're more likely to draw even in experienced metas. Finally, your strategy is typically going to be a combo strategy -- so you don't need a PERMANENT shield, just one that will last long enough to protect you until you go off with Urza.

  7. Cyclonic Rift is the best board wipe in blue. It's $20 nowadays, but if you can afford one you should definitely run it.

  8. Dig Through Time is an excellent card, as is Treasure Cruise (though I don't like cruise as much as dig in combo decks like this, since it sees fewer cards). Running one of them seems like a good idea.

  9. Chain of Vapor is REALLY good. If you can cast it and bounce an opposing stax piece ( Cursed Totem , Collector Ouphe , Damping Sphere ), it rarely gets reflected. And even if it is, you're likely to just be able to recast whatever they bounce on your board. More importantly, you can use it to bounce a bunch of your low-cost artifacts to both net mana and build storm. So... yea.

Good luck!

VAR0K on dragons

3 weeks ago

MJS154 I do like constructive critisism yeah and don't worry about being too antagonistic.

being able to keep pumping Skyship Stalker is nice(as long as you have the mana for it and your draw is off), I just can't see how Glorybringer is the bigger profit apart from the targeting mechanic.

Now that you've explained Generator Servant it makes much more sense to run it instead of Everflowing Chalice , my arguement for it was that it'd be harder to target than a creature but the haste gain in case dragons tempest isn't online is a fairly good profit.

How would you intergrate 2 more Dragon Tempest in the deck? I'm interested in trying that.

thanks for the advise so far!

MJS154 on dragons

3 weeks ago

VAR0K, while Dragon Tempest is great in your opening hand, running only 2 of them isn't consistent enough. 4 would be optimal.

The fastest possible scenario you can have a dragon out is Turn 3, which is the same as my deck actually lol. The problem (in my opinion) with this deck is consistency. I can't stress this enough. You dragons are spread out so that you can't be sure what you'll draw. Glorybringer would be awesome here, replacing Skyship Stalker .

I would reduce differently named dragons, consolidating into 3-ofs and 4-ofs. Getting more big mana creatures out would be good too. If you cast Everflowing Chalice for 2 mana, that nets you one mana per turn, uncolored. Running Generator Servant or Satyr Hedonist both give you 2 mana for the same cmc, one of which enables haste. Gen Servant giving haste is a good piece of redundancy here, in case you can't get Dragon Tempest . Skittering Surveyor nets you 1 extra mana for a 3 cmc creature, which again can be replaced with Generator Servant or Satyr Hedonist .

Deflecting Palm is one of those cards that'll screw you no matter what lol! And yeah, Satyr Hedonist is an underrated gem in my opinion.

I hope I don't come off too antagonistic towards you or your deck. This is one of the few deck types that I know anything about, so I love to help!

VAR0K on dragons

3 weeks ago

MJS154, I completely see where you're getting at and faster killing is always nice, however I don't quite agree on the CMC ramping part.

The Dragon Tempest in your starting hand or first draw is a godsent especially if paired with Dragonlord's Servant . For one of my faster dragons I have Skyship Stalker or Thunderbreak Regent .

Mana-Wise I've got Everflowing Chalice (cann be cast for 2 mana aswell) to get me 1 more mana a tad quicker or for 3 mana I've got Skittering Surveyor which lets me grab a mountain and is a nice early game block to creature threats.

It might not be the fastest burner out there but it's one hell of a hitter :)

(p.s. the thing I fear most is Deflecting Palm which my friend runs in his monk-bestow deck) (p.p.s. Satyr Hedonist is exactly what I needed for my gruul deck, thanks!)

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Everflowing Chalice occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

Blue: 0.44%

Red: 0.34%

Black: 0.22%

UR (Izzet): 0.47%