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.

Profet93 on Liberator of Cinnamon Rings

1 week 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 weeks 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 …

1 month 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

1 month 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*

1 month 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.

NV_1980 on The Horror ... THE HORROR! *PRIMER*

1 month ago

Thank you for the great feedback UltimateRoxas40! I'll make sure to check out your Cap'n deck as well :)

Roaming Throne sounds like a fun addition; bit expensive though but I'll see if I can obtain one. It would fit nice in some of my other tribe decks too, so the investment is probably worth it.

I get what you're saying about Everflowing Chalice. Maybe it would work to replace the medallions with other rocks (this being one of them), though I would have to stress that thus far the medallions have been very useful to me in games. What I like about them is that you don't have to tap them in order to use them. It wouldn't hurt though to switch them out with other rocks during my next game, just to see if I would notice any differences. I wouldn't add Chalice for the Hullbreaker combo though, as this deck doesn't have that much use for infinite colorless mana (Brainstealer Dragon would benefit a bit of course).

Drown in Dreams is nice, but in a deck that's not really about X-spells (like this one) it wouldn't fit so well. The exception to this being Mind Grind as it mills way more than the X you put into it.

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

1 month ago

Fun looking deck! As a fellow Captain N'ghathrod, I always enjoy seeing other people have fun with him.

A few cards I'd recommend adding.

Roaming Throne - This card is great with our Captain. It will cause both of his triggered abilities (Triggered abilities = “when,” “whenever,” or “at”) to double, Milling twice as many cards and getting two permanents out of an opponent's graveyard at the end of turn. It's colorless, so we don't have to worry about mana; has Ward 2, which makes it hard to remove; and can enter as a Horror to benefit off of our Captain.

Everflowing Chalice - With Hullbreaker Horror and Sol Ring, you can create a loop of bouncing each artifact back to hand, netting one colorless mana each time around. If you're not into infinite combos, then no worries. Funnily enough, this infinite combo was actually present in the Captain Precon deck.

Drown in Dreams - A great outlet if you end up running the above loop, or just a great way to Mill someone and Draw a bunch of cards.

Personally, I'm not a huge fan of the Medallions outside of mono-colored decks. I'd rather have an artifact that can just tap for mana rather than a reducer. But that's just my thoughts.

All together though, it looks great!

Optimator on The start of my villain arc

2 months ago

With all the proliferate effects, Everflowing Chalice and Astral Cornucopia are worth considering over Thran Dynamo.

Also consider Nature's Lore, Three Visits, and Farseek to find Zagoth Triome or dual lands with land types (Overgrown Tomb, Woodland Chasm, Haunted Mire, Sunken Hollow, etc).

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