Everflowing Chalice

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.

Browse Alters View at Gatherer

Trade

Have (3) metalmagic , Azdranax , DoctorDax
Want (5) NiftyBiscuit , jjduch , Lozange , Jebanator , adam1floyd3

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

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

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%

Everflowing Chalice Discussion

NorinTheWise on Norin Naughty Nonsense

3 days ago

Yet again, love the deck. I am always happy to see well built Norin decks. Thoughts and suggestions:

  1. Cloudstone Curio: although this card can be broken in many ways I actually run it for its card advantage, not to break it. Being able to bounce Dualcaster Mage back to your hand whenever Norin ETBs is incredible. If you had the mana you could cast Dualcaster during each other players turn. Returning cards like Imperial Recruiter or Dockside Extortionist feels like crazy card advantage. I understand that more cards aren't being drawn but in an ETB focused deck it keeps your hand full of answers and powerful effects.

  2. Remove Manic Vandal: I honestly don't understand why I keep seeing Manic Vandal, Ingot Chewer, and the like in red decks. I understand that they fit the ETB theme that many go for but I find them to be value suckers. Lets say for Manic Vandal you cast him for 3 and same turn copy him with Kiki-Jiki, Mirror Breaker. Thats 3 cmc and a Kiki-Jiki trigger, that could have gone to a much more powerful ETB effect, resulting in two artifacts being destroyed. A Shattering Spree could do the same with 2 cmc. A By Force with 3 cmc. Granted you have the possibility of recurring Manic Vandal but it still seems like the resources that go into it could be used better elsewhere when red has so many artifact wrath style cards.

  3. I have to say I am with Mitch on this one: Wayfarer's Bauble! It may be a personal preference but I think that the actual ramp of the Bauble outweighs the land fetch of Expedition Map and the sort.

  4. Gilded Lotus slows down the tempo of your deck. 5 cmc for ramp is a little much when it isn't a doubling effect. I would recommend Everflowing Chalice. It is far more versatile and fits on the curve whenever you want it to.

  5. You said you play in a meta with a lot of pesky lands. I would recommend giving Thespian's Stage a go. It can be a fun card to play around with. Stealing the effects from a Gaea's Cradle or Maze of Ith can be a blast.

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

jacobpmesser on Karn and Urza, Saing in a Tree

1 week ago

I added Coretapper that can be brought back with Emry, can be sac'ed for free, and helps with Everflowing Chalice, Engineered Explosives, Chalice of the Void shenanigans opponents aren't prepared for.

jaymc1130 on Emry Forgeworks [cEDH Primer]

2 weeks ago

Sultai_Sir

For the most part, the combos in Emry Forgeworks are it's engines that generate infinite mana/card draw. The basic functions and components are discussed because they are simple and will see use in a lot of games. I don't think it's all that worthwhile to get into some of the more niche combo set ups that will rarely happen for a couple of reasons: first, half the fun of playing Emry Forgeworks is solving the puzzle of how to assemble a game winning engine combo with the tools a pilot currently has access to, and second, the crazy narrow combos won't be relevant in 95% of games because they often require very specific circumstances to function. I suppose the looping kills could also be considered combos of a sort, and that's why they got descriptions too.

As for a budget build, I can't make specific recommendations without a list to parse over. However, I can make some general recommendations about cards that have some merit in competitive settings that don't break the bank. There are a lot of low cost artifacts out there with sacrifice abilities that can be useful and these types of cards are wonderful Emry synergy pieces. Your spellbombs, lanterns, eggs and other such pieces are capable replacements for some of the more expensive pieces, particularly the expensive card advantage pieces when replaced with cheap card draw on sacrifice artifacts. Some of the combo engines could be cut entirely for a budget build that doesn't expect to be playing against $10k dollar decks on a regular basis, such as the Mystic Top combo that requires Sensei's Divining Top. The deck will still function fine without it even if it will be slightly less consistent or have more difficulty in certain game scenarios. The expensive interaction pieces like Force of Will and Mana Drain can definitely be replaced with more budget friendly options like Stoic Rebuttal. The expensive mana rocks can easily be substituted for with options like Everflowing Chalice or Jeweled Amulet. None of the fetch lands are a requirement for a budget build, and the same goes for some of the luxury lands like Gemstone Caverns and Ancient Tomb. Replacing these cards with some good old Islands is perfectly fine. Just with these types of budget replacements you could easily bring the deck's cost down under $500.

jaymc1130 on Emry Forgeworks [cEDH Primer]

2 weeks ago

Sultai_Sir

For the most part, the combos in Emry Forgeworks are it's engines that generate infinite mana/card draw. The basic functions and components are discussed because they are simple and will see use in a lot of games. I don't think it's all that worthwhile to get into some of the more niche combo set ups that will rarely happen for a couple of reasons: first, half the fun of playing Emry Forgeworks is solving the puzzle of how to assemble a game winning engine combo with the tools a pilot currently has access to, and second, the crazy narrow combos won't be relevant in 95% of games because they often require very specific circumstances to function. I suppose the looping kills could also be considered combos of a sort, and that's why they got descriptions too.

As for a budget build, I can't make specific recommendations without a list to parse over. However, I can make some general recommendations about cards that have some merit in competitive settings that don't break the bank. There are a lot of low cost artifacts out there with sacrifice abilities that can be useful and these types of cards are wonderful Emry synergy pieces. Your spellbombs, lanterns, eggs and other such pieces are capable replacements for some of the more expensive pieces, particularly the expensive card advantage pieces when replaced with cheap card draw on sacrifice artifacts. Some of the combo engines could be cut entirely for a budget build that doesn't expect to be playing against $10k dollar decks on a regular basis, such as the Mystic Top combo that requires Sensei's Divining Top. The deck will still function fine without it even if it will be slightly less consistent or have more difficulty in certain game scenarios. The expensive interaction pieces like Force of Will and Mana Drain can definitely be replaced with more budget friendly options like Stoic Rebuttal. The expensive mana rocks can easily be substituted for with options like Everflowing Chalice or Jeweled Amulet. None of the fetch lands are a requirement for a budget build, and the same goes for some of the luxury lands like Gemstone Caverns and Ancient Tomb. Replacing these cards with some good old Islands is perfectly fine. Just with these types of budget replacements you could easily bring the deck's cost down under $500.

Mike94 on Alela The Queen of Faerie's

2 weeks ago

Your artifact ramp could be more optimized.

-

Take out all the Diamonds and put in Signets, they don't come into play tapped and are great for fixing your mana. Lotus Petal could be considered since it plays well with your commander, Fellwar Stone is also great or even Mind Stone. Just don't play mana ramp that comes into play tapped.

-

I would also try to leave some creatures out for powerfull enchantments/artifacts since your commander is focused on them, if you cast them you'll get a creature for free. I would consider these enchantments/artifacts: Grasp of Fate, Search for Azcanta  Flip, Darksteel Mutation, Estrid's Invocation, Mirrormade, Copy Enchantment, Skullclamp, Sword of the Animist, Lightning Greaves.

-

Alela goes infinite quite easy with cards like Banishing Knack or Retraction Helix combined with a Battered Golem, Mirran Spy or Traxos, Scourge of Kroog and any 0 drop atrifact; Tormod's Crypt, Ornithopter, Everflowing Chalice, Memnite orvSpellbook. Making infinite faeries and infinite casts (Storm). Put an Aetherflux Reservoir next to this combo and BOOM.

-

If you don't like to go infinite you could also play Coat of Arms making your faeries lethal on the spot or Magister Sphinx to mess with someone specifically.

Mortlocke on Grixis Infection

3 weeks ago

Hey SevynnthDimension,

First things first - you need to have a proper deck description. I have no idea what you're really going for with this deck outside of:

  1. Play a bunch of random infect cards
  2. Get some stax pieces out
  3. ???
  4. Hope for a Win?

Writing a thoughtful deck description will not only help everyone who randomly visits your page (like me), but will help you gain a better understanding of what you're trying to accomplish with this deck. A general guide you can follow would be answering the following questions:

  1. What turn can my deck consistently threaten to win the game?

  2. What are the themes in this deck? (Obviously Infect, and +1/+1 counters)

  3. Are there any cards deemed controversial or salt inducing among opponents? (Obviously all infect cards, especially Blightbutt and Skittles)

These are also questions you should be asking your opponents before you sit down and start a game (those three questions you would be discussing with your opponents are known as the turn 0 talk). One thing that does help alleviate some of the salt Infect produces is ensuring that your opponents know what they are signing up for. I guess the term "social contract" applies here. But yeah, you need to be doing this before starting a game - especially with an infect deck.

Another resource to consult is Epochalyptik's Do you want to write a primer?. There you have an expanded list of topics to address and questions to ask yourself. I know it's easy to throw together a bunch of cards - but if you really care about your commander, and the deck you're constructing then you'll go deeper and ask yourself

A suggestion: Cut about 5 to 8 lands, and include more interaction, ramp, and rocks - especially the latter. Grixis has few cheap ramp staples, but the usual suspects i'd recommend are: Cabal Coffers + Urborg, Tomb of Yawgmoth, Fellwar Stone, Arcane Signet, Talisman of Dominance, Talisman of Creativity, Talisman of Indulgence, and Mana Crypt (Sorry, I know the last one is dumb expensive). If you're playing infect, then usually you're playing some form of prolifeation. That doesn't seem to be much of a subtheme here, but if you do decide to lean more into it then you could try out Everflowing Chalice as well.

As for interaction, you have some very strong color options. Imp's Mischief, friggin Toxic Deluge, Damnation, Black Sun's Zenith, Deadly Rollick, Counterspell, Fierce Guardianship, Negate, Mana Leak, Vandalblast, Blasphemous Act, Faithless Looting, and Countersquall. All very good options. Also, you could do with a bit more draw options as well - Windfall, Wheel of Fortune, (Expensive, I know - sorry) and Rhystic Study are all great staples.

Infect/Poison counters can only get you so far in commander. Take it as an inevitability that you will outright lose due to the mechanic being so politically weak. Assume that at the start of every game you will be isolated and that players will more often than not band together to remove your infect creatures/sources. To better compensate, you need to have a reliable secondary theme built into your deck that can help you get to victory.

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