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
Historic Brawl 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
Unformat 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 Hangry Boi Needs a Snack

2 weeks ago

Cloud key/artifact cost reducer + Sensei's + mystic forge = Infinite draw

Karn, the Great Creator + Mycosynth Lattice = Hard lock. Both are helpful in their own right.

Everflowing Chalice (4 counters) + Rings of Brighthearth + Voltaic Key =

Metalworker (2 artifacts in hand) + rings + voltaic =

Basalt Monolith + Forsaken monument =

Basalt + Rings + 2 mana = . Add top to make it infinite draw

Blinkmoth Well + Blinkmoth Urn = One sided ramp

Profet93 on Eldrazi 2.0

2 weeks ago

FYI, Library of Alexandria is banned. Not sure if ur group is okay with it, just wanted to let you know. Also, colorless decks are notorious for combos.

Cloud key/artifact cost reducer + Sensei's + mystic forge = Infinite draw

Karn, the Great Creator + Mycosynth Lattice = Hard lock. Both are helpful in their own right.

Everflowing Chalice (4 counters) + Rings of Brighthearth + Voltaic Key (manifold wont work) =

Metal worker (2 artifacts in hand) + rings + voltaic =

Basalt Monolith + Forsaken monument =

Basalt + Rings + 2 mana = . Add top to make it infinite draw

Scorched ruin + rings + Deserted Temple =

Blinkmoth Well + Blinkmoth Urn = One sided ramp

Phyrexia's Core - Sac outlet to prevent theft, exile and to remove The One Ring if it gets out of hand.

austintayshus on Wheels Wheels Wheels

1 month 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

3 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

3 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 …

4 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.

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