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Eternity Vessel

Eternity Vessel

Artifact$15.34

This artifact enters with X charge counters on it, where X is your life total. Landfall — Whenever a land you control enters, you may have your life total become the number of charge counters on this artifact.

colorlessLegal in Commander

Is

Rewards

Combos 11

  • Eternity Vessel + Darksteel Reactor + Resourceful Defense

    • Win the game

    Mana needed: 1,154 decks on Commander Spellbook

    How it works

    Before you start

    Eternity Vessel and Darksteel Reactor have at least twenty charge counters combined.

    Steps

    Activate Resourceful Defense by paying {4}{W}, moving all charge counters from Eternity Vessel to Darksteel Reactor. Darksteel Reactor's second ability triggers, causing you to win the game.

    Commander Spellbook ↗
  • Eternity Vessel + All Will Be One

    • Target opponent loses the game

    Mana needed: 943 decks on Commander Spellbook

    How it works

    Before you start

    Your life total is greater than or equal to an opponent's life total.

    Steps

    Cast Eternity Vessel by paying {6}. Eternity Vessel enters the battlefield with a number of charge counters on it equal to your life total. All Will Be One triggers, dealing damage to target opponent equal to the counters placed this way. The opponent loses the game due to having zero or less life.

    Commander Spellbook ↗
  • Eternity Vessel + Magistrate's Scepter + Resourceful Defense

    • Near-infinite turns

    Mana needed: 669 decks on Commander Spellbook

    How it works

    Before you start

    You have a way to put an artifact into your graveyard from the battlefield.

    Steps

    Cast Eternity Vessel by paying {6}. It will enter with a number of charge counters on it equal to your life total. Cause Eternity Vessel to leave the battlefield. When it does, Resourceful Defense triggers, putting a number of charge counters on Magistrate's Scepter equal to the number Eternity Vessel had on it. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat step 3 as able each turn.

    Commander Spellbook ↗
  • Eternity Vessel + Darksteel Reactor + Dismantle

    • Win the game

    Mana needed: 248 decks on Commander Spellbook

    How it works

    Before you start

    You have at least twenty life.

    Steps

    Cast Eternity Vessel. Cast Dismantle targeting Eternity Vessel, destroying it and placing an amount of counters on Darksteel Reactor equal to the number of charge counters that were on Eternity Vessel. Darksteel Reactor triggers, winning you the game.

    Commander Spellbook ↗
  • Eternity Vessel + Darksteel Reactor + Donatello, Mutant Mechanic

    • Win the game

    Mana needed: 196 decks on Commander Spellbook

    How it works

    Before you start

    Your life total is at least 20 minus 1 for each charge counter on Darksteel Reactor. You have a way to put an artifact into your graveyard from the battlefield.

    Steps

    Cast Eternity Vessel by paying {6}. It will enter with a number of charge counters on it equal to your life total. Cause Eternity Vessel to leave the battlefield. When it does, Donatello triggers, putting a number of charge counters on Darksteel Reactor equal to the number Eternity Vessel had on it. Darksteel Reactor triggers, causing you to win the game.

    Commander Spellbook ↗
  • Eternity Vessel + Magistrate's Scepter + Donatello, Mutant Mechanic

    • Near-infinite turns

    Mana needed: 147 decks on Commander Spellbook

    How it works

    Before you start

    You have a way to put an artifact into your graveyard from the battlefield.

    Steps

    Cast Eternity Vessel by paying {6}. It will enter with a number of charge counters on it equal to your life total. Cause Eternity Vessel to leave the battlefield. When it does, Donatello triggers, putting a number of charge counters on Magistrate's Scepter equal to the number Eternity Vessel had on it. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat step 3 as able each turn.

    Commander Spellbook ↗
  • Eternity Vessel + Dragonspark Reactor + Dismantle

    • Target opponent loses the game

    Mana needed: 99 decks on Commander Spellbook

    How it works

    Before you start

    The number of charge counters on Eternity Vessel plus the number of charge counters on Dragonspark Reactor is greater than or equal to an opponent's life total.

    Steps

    Cast Dismantle by paying {2}{R}, destroying Eternity Vessel, and putting a number of charge counters on Dragonspark Reactor equal to the number Eternity Vessel had. Activate Dragonspark Reactor by paying {4} and sacrificing it, dealing damage equal to the number of charge counters on it to an opponent and up to one target creature. The opponent loses the game due to having 0 or less life.

    Commander Spellbook ↗
  • Eternity Vessel + Darksteel Reactor + Masterful Replication

    • Win the game

    Mana needed: 59 decks on Commander Spellbook

    How it works

    Before you start

    Eternity Vessel has at least twenty charge counters on it.

    Steps

    Cast Masterful Replication by paying {5}{U}, causing each artifact you control to become a copy of Darksteel Reactor until end of turn. Eternity Vessel's second ability triggers, causing you to win the game.

    Commander Spellbook ↗
  • Eternity Vessel + Darksteel Reactor + True Polymorph

    • Win the game

    Mana needed: 56 decks on Commander Spellbook

    How it works

    Before you start

    Eternity Vessel has at least 20 charge counters on it.

    Steps

    Cast True Polymorph causing Eternity Vessel to become a copy of Darksteel Reactor. You win the game.

    Commander Spellbook ↗
  • Eternity Vessel + Darksteel Reactor + Saheeli, Sublime Artificer

    • Win the game

    53 decks on Commander Spellbook

    How it works

    Before you start

    Eternity Vessel has at least twenty charge counters on it. Saheeli has at least two loyalty counters on it.

    Steps

    Activate Saheeli by removing two loyalty counters from it, causing Eternity Vessel to become a copy of Darksteel Reactor until end of turn. Eternity Vessel's second ability triggers, causing you to win the game.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Azusa, Lost but SeekingAzusa, Lost but Seeking puts extra lands into play, which Eternity Vessel can use.
  2. Loot, Exuberant ExplorerLoot, Exuberant Explorer puts extra lands into play, which Eternity Vessel can use.
  3. Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait puts extra lands into play, which Eternity Vessel can use.
  4. Kodama of the West TreeKodama of the West Tree puts extra lands into play, which Eternity Vessel can use.
  5. The Gitrog MonsterThe Gitrog Monster puts extra lands into play, which Eternity Vessel can use.
  6. Mina and Denn, WildbornMina and Denn, Wildborn puts extra lands into play, which Eternity Vessel can use.
  7. The Earth KingThe Earth King puts extra lands into play, which Eternity Vessel can use.
  8. Karametra, God of HarvestsKarametra, God of Harvests puts extra lands into play, which Eternity Vessel can use.
  9. Elanor GardnerElanor Gardner puts extra lands into play, which Eternity Vessel can use.
  10. Thalia and The Gitrog MonsterThalia and The Gitrog Monster puts extra lands into play, which Eternity Vessel can use.

View Eternity Vessel on Scryfall