I'm predicting this to be a control deck staple for years to come...
Adren
☆☆☆☆☆ (0.5/5.0)(1 vote)
wtf... it's almost too good...
godmetal101
☆☆☆☆☆ (0.0/5.0)
Well, here's another plus for my Angel life gain deck. It will keep my already-high life total steady throughout the game.
@Shikadi: If you read the card more carefully, it says "Landfall--Whenever a land enters the battlefield under your control, you may have your life total become the number of charge counters on Eternity Vessel." The key word here is "MAY", meaning that you don't have to trigger its ability every single time you play a land. You can wait until your life total is in trouble trouble to throw down that land.
Do we have to remove the counters from the vessel itself? It doesnt say to remove the counters...so can we have for example, there are 18 charge counters. Youre down to 10 life, you landfall, get up to 18. Next turn when you took 10 damage and down to 8, can you landfall again and be back up to 18? I dont see where you shoudl remove the counters....
TheGoldenWombat
☆☆☆☆☆ (0.0/5.0)
This could be a lot of fun paired with Gilder Bairn.
Lestat13
★★☆☆☆ (2.7/5.0)(8 votes)
This isn't a card for FNM, and it isn't a card for top tables. Wanna know why? Two words and you'll read it alot particularly at FNM: Vampire Hexmage
ratchet1215
☆☆☆☆☆ (0.0/5.0)
@RamenRazor No, you don't have to remove the counters from it. That's its hook: every land you play, you get to reset your life total back to where it was when you played the vessel. They have to either deal with the vessel or find a way to take all your life before you hit your next land drop.
And I agree, Vampire Hexmage is the rock to Eternity Vessel's scissors.
liir007
★★☆☆☆ (2.5/5.0)(8 votes)
Romance of the card VS Reality of the card
Romance: You drop the Eternity Vessel while you have 16 life and your opponent never figures out how to inflict enough damage before you drop another land to reset your life...
Romance: You are able to reset your life as needed until you can establish your own path to victory...
Reality: 6 mana casting cost; By time you can cast this normally, it may be too late life wise to make a difference. If you only have 6 life left when it enters the battlefield, your opponent should be able to figure out how to kill you before a landfall reset.
Reality: Desperate to draw a land in a timely fashion, your shields are down for too long and you die.
Reality: Your opponent simply destroys or returns Eternity Vessel back to your hand.
I am tempted to play this artifact but I need to overcome it's disadvantages before I can rock it's advantage. I can't just put this in a deck as a utility card, the deck really must be built around it as a focal point. The early deck idea is white/blue/black control with Mind Funeral as the millstone win condition. Howling Mine is key to fill your hand with lands as well as draining your opponent's deck.
darkfury
☆☆☆☆☆ (0.5/5.0)(1 vote)
this doesnt deserve its rareity. yes being able to save up a massive health total is nice, but the card itself is too expensive, and too tricky to use. plus its too easy to remove, as every color can destroy artifacts
lickthemoose
☆☆☆☆☆ (0.0/5.0)
umm it would be so easy to make sure you get a land every turn. you could use the 4/4 elemental from zendikar that makes you bounce a land back to your hand every turn or use the esperzoa or whatever its called from shards with the artifact lands from mirridion 2 easy rational ways to keep ur life total high and you could play it white blue with your early game keeping your life total high with gaining and prevent then your later game on figuring out a win
JaxsonBateman
★★★☆☆ (3.9/5.0)(4 votes)
Having played against this multiple times now (one of my usual playing partners primarily uses a green/white landfall/lifegain deck), I can tell you - it is VERY difficult to counter, especially in lifegain decks. Of course, all you have to do is destroy it - but if you can't for whatever reason, dealing enough damage can prove nigh impossible.
In my strongest deck (a black vampire deck), it can go either way - generally I'll sacrifice a hexmage to nullify it (though if he casts Narrow Escape, he can get it back out again with reset counters). He gains a lot of life, I gain a lot of life, and it comes down to who gets the gamebreaking cards out.
He has some great tactics for using it though - he'll often hold onto a land each turn, even if it's the only one he has and he hasn't played one yet. Land is handy, of course, but so is resetting your health to ~40 (he generally has it up to 40 as he'll play some sunspring expeditions and not sacrifice them until he's about to play the vessel). He also uses those green elves that have the {3G - search your library for a basic land and put it into play tapped} ability to force landfall drops.
Whilst I'm not the most experienced player, the only other deck I've seen beat it has been a blue mill/defensive deck. The guy using it happened to get out a Timewarp when the opponent was on 34 health (vessel had 32 counters on it). It's a lot easier to do 34 damage in 2 turns rather than just 1! ^^
The long and short of it: put this in a lifegaining deck; otherwise it won't be that useful. If you put it in a lifegaining deck, protect it, and save land to proc it!
I just added this to my soldier deck. This will help to take attention off of the creatures I have brewing if there is time to get it out. I substituted this for Plat Angel that I have been using and it seems a good fit so far. I don't have the odd angel in a soldier deck sitting there.
Xelopheris
★★★★☆ (4.4/5.0)(8 votes)
Just remember that at a draft, Vampire Hexmage is uncommon, so don't expect to see too many. And the way the ability works, the entire ability, including the "may" goes on the stack when you play a land. Your opponent can then remove the counters, then you choose not to set your life.
Gezus82
☆☆☆☆☆ (0.0/5.0)
i think the best card to use this with is platinum angel. you get sown below 0 life, BAM back up to 15. and as your probably running this with master transmutersharuum the hegemon, you'r artifacts getting destroyed isn't such a big deal
littlebeast
☆☆☆☆☆ (0.0/5.0)
I actually removed this card from my landfall deck, because I had Gladeharts and it didn't do any good with multiple landfalls a turn.
Of course, it's also partly because I'm going to put it into my counter deck (once I make it).
Snaxme
☆☆☆☆☆ (0.0/5.0)
The Ravnica bounce lands love landfall. This is no exception :P.
I love how people encounter a useful artifact that utilizes charge counters and they totally forget about Energy Chambers or Power Conduits. It's out of Standard, but it seems like it would be fun in casual.
Razmataz24
☆☆☆☆☆ (0.0/5.0)
In a Felidar Life gain deck this is a near must have. Its a difficult to execute but if you can drop this with 40+ life you can sit on it with a fetch on the battlefield while you wait for a felidar sovereign to come. Granted you don't get one shotted you can let them swing their heart out and fetch at their end step to reset your life. GG.
For almost all 6+ drops in a well constructed deck once this thing hits the table its usually all over. Hard to execute but this card if you can put it out early enough with enough counters can stall most decks. However as stated earlier Vampire Hexmage > You.
3.5/5
EvilCleavage
☆☆☆☆☆ (0.0/5.0)
I seriously love this art! This card has a good ability, and it works really well. I just really think the art has an almost classic look about it, it reminds me of old school artifacts from the old days of Magic. Good art, good card, good times.
Selez
☆☆☆☆☆ (0.0/5.0)
Okay, once again, a card that could be made insane in the coming RotE standard.
Imagine:
Turn one: Joraga Treespeaker
Turn two: Level up Treespeaker and play Llanowar Elves or Arbor Elf or Everflowing Chalice
OR
Turn one: Llanowar Elves or Arbor Elf
Turn two: Joraga Treespeaker, Level up Treespeaker, OR Greenweaver Druid (Probably a one-of)
THEN
Turn three: Eternity Vessel.
How many decks out there can reduce your life lower than 14 in two or even three turns??
Follow up w/ Eldrazi or Khalni Hydra (Which also can be played on turn three with this set up, mind you)
Black_Mantha
☆☆☆☆☆ (0.0/5.0)
I took an estimate of how many of my decks would be in trouble against this.
Would be trouble: 2
Could be trouble, if you get it by turn 4: 1
Has enough destruction to get rid of it: 6
Eventually overpowers it: 2
Kills in a single turn / Lifetotal irrelevant: 6
So not really what you'd expect from a 6-mana mythic. Still, you can do some fun tricks with it. I've actually included it in one of my decks, but for fun, not power.
krazypunk1018
☆☆☆☆☆ (0.0/5.0)
Think about it, in my mono green token deck it's all about generating mana from elves to brin wolfbriar elemental in kicked a few times early, if that's possible then this card would work great in my deck cause not only do i have the elves i do have spells like harrow to bring in land
This card bugs the crap out of me. It's a Mythic Rare landfall card, yet it has little use in your average landfall deck. It's just one of those cards that forces you to make a deck entirely devoted to it, instead of just working well as an addition to most decks you'd use it in. Forced Johnnyness is not fun, it's just...dumb.
flipsyalec
★★★★☆ (4.4/5.0)(9 votes)
when your life total becomes a value, rulings say that you are actually gaining or losing that much life...
hey, I think I've found a use for sanguine bond!
BlackAlbino
☆☆☆☆☆ (0.0/5.0)
If only it were a tap ability... Then this would be epic
vsasntore
☆☆☆☆☆ (0.0/5.0)
This card is BEGGING to be naturalized. If you can keep it around, its great.
infernox10
☆☆☆☆☆ (0.0/5.0)
The best thing about it is its "may" clause.
Thankfully, it means a well-placed Vampire Hexmage won't kill you.
Lithl
☆☆☆☆☆ (0.0/5.0)
Hmm, I haven't seen any comments mention Ruin Ghost?
Sure, this deserves to be a Mythic Rare considering what it does. It's rarity has nothing to do with cards that can either destroy it or nullify it. I'm sure if they dropped it to a simple rare and upped it's mana cost everyone would be complaining it cost to much for what it does. If they dropped it to an uncommon and doubled the mana cost everyone would be complaining about how unplayable it was.
If this cost less everyone would be complaining how undercosted it was.
Gwafa_Hazid
☆☆☆☆☆ (0.0/5.0)
Maybe it'll see more play now that we can get it out faster with Grand Architect, not that the competition is gonna be running any LESS art-moval with Scars out. Shame Infect was released in the same block.
Quantum_Sage
☆☆☆☆☆ (0.5/5.0)(1 vote)
When I first saw this card few months back... It seemed pretty useless (couldnt think of any combo for it) until recently when Scars of Mirrodin was released. Now with the ability Proliferate... just proliferate the vessel with another 20 charge counters or you can speed up the process with Energy Chamber then have Felidar Sovereign summoned onto the battlefield. Have a spare creature on your battlefield too (most likely you will have quite a few creatures on your battlefield by the time you are able to summon Felidar Sovereign) Remember to have 1 mana of any colour and a W mana spare, because you will need them to cast Path to Exile at the beginning of your opponent's following end step. As long as everything goes smoothly... voila~! You have won during your upkeep.
Lunarblade
☆☆☆☆☆ (0.0/5.0)
Proliferate.
Zaneshift
☆☆☆☆☆ (0.0/5.0)
Proliferate makes this card more interesting, and the most interesting thing I've seen someone do with it is play it at 0 life, Donate it with Bazaar Trader to a confused opponent who had an Abyssal Persecutor (which they would have gotten rid of next turn I'm sure), then proceeded to take said opponent's next turn with a Mindslaver. The guy then played a land, which caused his opponent to lose, then him. I still can't wrap my head around whether it he won or just managed to tie with his opponent using such a profoundly strange and brilliant idea. Ah... strange cards like this and the clever people who use them are what keep this game fun. For {6}, it might not be practical for everyone, but it certainly holds a place among artifact decks at the very least, with all their mana acceleration and such.
Stray_Dog
☆☆☆☆☆ (0.0/5.0)
I thought it was some kind of radar dish until I actually read the card. There are always a few mythics in each set that I avoid reading after I see them, thinking "Christ, I wonder what kind of broken shit this card will do?"
coyotemoon722
☆☆☆☆☆ (0.0/5.0)
I really need to get one of these for my Sharuum EDH deck
Redeemer707
★★★☆☆ (3.9/5.0)(5 votes)
Everyone thinks of using this as a "Safeguard" against damage... But what happens when we turn Eternity Vessel into an offensive weapon?
Sanguine Bond + Tainted Sigil + Eternity Vessel = owch
This way, whenever you use the landfall ability, your hurting your opponent.
Oh yeah, I would proliferate this like I proliferate my women... really fast... wait... that made no sense... oh well, still love the card.
Hanksingle
☆☆☆☆☆ (0.0/5.0)
It resembles nothing so much as the array Soundwave built to bring life to the Constructicons after stealing Optimus Prime's head.
Vedalken_Arbiter
☆☆☆☆☆ (0.0/5.0)
What happens if you sack a fetch land to grab a shockland with this in play?
ZakFrost
★★★☆☆ (3.6/5.0)(4 votes)
This seems like it would be useful in green, because you could get it out pretty early, and you get plenty of lands. I mean it only takes 1 card slot and can heal you multiple times, so it's not too bad; even if it is lifegain, and easily destroyed.
@DarthParallax Horcruxes are just lame versions of phylacteries, which we already have in Magic. The way this card works is, it imprints a current version of yourself when you first visit it, and then if you ever return, it makes you that person again. I can think of about five other things that do that in myths, mostly magic trees.
A horcrux is just a way to cheat death, and poorly in comparison to other methods that are easier and/or indisputably better. If I remember correctly, you have to put a piece of your soul in a horcrux, therefor making you weaker. I mean Voldemort did that like 7 times, and then got killed by a freaking baby. And people called him the most powerful wizard. Just saying. This card shares nothing in common with anything in Harry Potter.
OneFishTwoFish
★★★★☆ (4.5/5.0)(2 votes)
Combos well with Phyrexian Unlife. Each time you drop a land, they have to first reduce you to 0 or less, and then - only then - resume killing you with poison. Essentially, each land you drop will buy you at least one turn against many, if not most, decks.
Or, if you are absolutely freaking insane (in the membrane), you might purposely remove all the counters from this, then, with Phyrexian Unlife in play, drop a land and cast Repay in Kind. (Lich would work too, but it leaves you more vulnerable. I think.)
j_mindfingerpainter
☆☆☆☆☆ (0.0/5.0)
Just a question, is there some way to use, say, Vampire Hexmage on this after you play a land and then Soul Conduit your 0 life away to an opponent? Without using something like Phyrexian Unlife? I mean, I think there is, but correct me if I'm wrong.
DarthParallax
☆☆☆☆☆ (0.5/5.0)(5 votes)
So....it's name is 'Eternity Vessel' It's a Mythic Rare... You get to store your life in it, but only as much life as you have at the moment... Multiple Eternity Vessels would get annoying incredibly fast... and they are all lost in your Binder of Requirement.....
and NOBODY'S made a HORCRUX REFERENCE YET??!!?? I THOUGHT THIS WAS THE INTERNET?!?! *facepalm Tezzeret is a Hufflepuff, because he FINDS this. xD
ZakFrost, you're pretty wrong about Horcruxes. First of all, the most Famous Horcrux of all, Sauron's One Ring of Power, was indisputably the most powerful weapon in Fantasy ever made. Wearing the Ring, Sauron could have defeated anyone.
Your oversimplification of the plot of Harry Potter is common of internet critiques, but it misses a major point- JK Rowling redefined the limits of what Deus Ex Machinas are supposed to be able to do for Harry. He had NOT only a Prophecy, NOT only a Brother Wand effect, BUT ALSO a Blood Ritual connection from Voldemort's Rebirth AND his mother's original Charm. And then he started collecting the Deathly Hallows >.> No, the only reason Voldemort lost to Harry was because JK Rowling tried REALLY FREAKING HARD to make it so, BUT,
against normal wizards and witches, Voldemort had it absolutely right- 1 Horcrux makes you invincible, 7 makes you annoyingly extra-invincible. Dividing your soul doesn't weaken your strength- his magical power was stronger than ever in Book 5. But certain things, like the ability to feel when your soul-bits are being destroyed, or maybe a little bit of sanity, are lost- that doesn't mean you're exactly weaker...just different. He would have gotten away with it, if it wasn't for that meddling author.
Another common trope of the immortal evil spirit is that they go insane, so Horcruxes and Phylacteries are pretty much exactly alike, subject to the same weaknesses and giving approximately equivalent benefits. Judging by how difficult (i.e.- how painstakingly specifically) they are to destroy, I'd say
Phylacteries < Horcruxes < the One Ring of Sauron
DoragonShinzui
☆☆☆☆☆ (0.0/5.0)
Even if you never intend to use it, makes hilarious fuel for Hex Parasite.
cyp
☆☆☆☆☆ (0.0/5.0)
I use a simple method in my deck
beefrocks
★★☆☆☆ (2.2/5.0)(3 votes)
@Redeemer707 I like the way you're thinking, but there's a technicality that you failed to notice. Eternity Vessel allows your life total to become something, which is not technically considered gaining or losing life. Also, even if that wasn't the case, you would need something to do with all that life you gained in order to gain more life from Eternity Vessel. Something like Necropotence, as ghostie1337 pointed our.
@beefrocks Eternity Vessel actually does cause gain or loss of life. Straight from the reminders on Gatherer - "For your life total to become the number of charge counters on Eternity Vessel, you actually gain or lose the necessary amount of life. For example, if your life total is 4 when Eternity Vessel's landfall ability resolves and Eternity Vessel has 12 charge counters on it, the ability will cause you to gain 8 life. Other cards that interact with life gain or life loss will interact with this effect accordingly."
@MattLynn It can be donate'd, and Vampire Hexmage'd but the card says, "You MAY have your life total be.."
Cloak_of_Mists
☆☆☆☆☆ (0.0/5.0)
I can't see straight
chiknstu
☆☆☆☆☆ (0.0/5.0)
Tonight I played this and a Liliana of the Deep Realms and my buddy dropped a Vampire Hex mage. I was a little intimidated because he would deny my land ramp with death. So next turn I felt forced to cast my finisher way too early Neverending Torment, which actually won me the game.
I run this in deck that can infinitely charge any artifacts that utilize charge counters (Coretapper and Myr Galvanizer and such). It's pretty hilarious.
Anyway, simple combo to have an eternal life total: one or more Izzet Boilerworks or any of the equivalent lands. Play it every turn and bounce itself.
Comments (70)
@Shikadi: If you read the card more carefully, it says "Landfall--Whenever a land enters the battlefield under your control, you may have your life total become the number of charge counters on Eternity Vessel." The key word here is "MAY", meaning that you don't have to trigger its ability every single time you play a land. You can wait until your life total is in trouble trouble to throw down that land.
No, you don't have to remove the counters from it. That's its hook: every land you play, you get to reset your life total back to where it was when you played the vessel. They have to either deal with the vessel or find a way to take all your life before you hit your next land drop.
And I agree, Vampire Hexmage is the rock to Eternity Vessel's scissors.
Romance: You drop the Eternity Vessel while you have 16 life and your opponent never figures out how to inflict enough damage before you drop another land to reset your life...
Romance: You are able to reset your life as needed until you can establish your own path to victory...
Reality: 6 mana casting cost; By time you can cast this normally, it may be too late life wise to make a difference. If you only have 6 life left when it enters the battlefield, your opponent should be able to figure out how to kill you before a landfall reset.
Reality: Desperate to draw a land in a timely fashion, your shields are down for too long and you die.
Reality: Your opponent simply destroys or returns Eternity Vessel back to your hand.
I am tempted to play this artifact but I need to overcome it's disadvantages before I can rock it's advantage. I can't just put this in a deck as a utility card, the deck really must be built around it as a focal point. The early deck idea is white/blue/black control with Mind Funeral as the millstone win condition. Howling Mine is key to fill your hand with lands as well as draining your opponent's deck.
plus its too easy to remove, as every color can destroy artifacts
In my strongest deck (a black vampire deck), it can go either way - generally I'll sacrifice a hexmage to nullify it (though if he casts Narrow Escape, he can get it back out again with reset counters). He gains a lot of life, I gain a lot of life, and it comes down to who gets the gamebreaking cards out.
He has some great tactics for using it though - he'll often hold onto a land each turn, even if it's the only one he has and he hasn't played one yet. Land is handy, of course, but so is resetting your health to ~40 (he generally has it up to 40 as he'll play some sunspring expeditions and not sacrifice them until he's about to play the vessel). He also uses those green elves that have the {3G - search your library for a basic land and put it into play tapped} ability to force landfall drops.
Whilst I'm not the most experienced player, the only other deck I've seen beat it has been a blue mill/defensive deck. The guy using it happened to get out a Timewarp when the opponent was on 34 health (vessel had 32 counters on it). It's a lot easier to do 34 damage in 2 turns rather than just 1! ^^
The long and short of it: put this in a lifegaining deck; otherwise it won't be that useful. If you put it in a lifegaining deck, protect it, and save land to proc it!
but not if this is combined with gilder bairn
and as your probably running this with master transmuter sharuum the hegemon, you'r artifacts getting destroyed isn't such a big deal
Of course, it's also partly because I'm going to put it into my counter deck (once I make it).
For almost all 6+ drops in a well constructed deck once this thing hits the table its usually all over. Hard to execute but this card if you can put it out early enough with enough counters can stall most decks. However as stated earlier Vampire Hexmage > You.
3.5/5
Imagine:
Turn one: Joraga Treespeaker
Turn two: Level up Treespeaker and play Llanowar Elves or Arbor Elf or Everflowing Chalice
OR
Turn one: Llanowar Elves or Arbor Elf
Turn two: Joraga Treespeaker, Level up Treespeaker, OR Greenweaver Druid (Probably a one-of)
THEN
Turn three: Eternity Vessel.
How many decks out there can reduce your life lower than 14 in two or even three turns??
Follow up w/ Eldrazi or Khalni Hydra (Which also can be played on turn three with this set up, mind you)
Would be trouble: 2
Could be trouble, if you get it by turn 4: 1
Has enough destruction to get rid of it: 6
Eventually overpowers it: 2
Kills in a single turn / Lifetotal irrelevant: 6
So not really what you'd expect from a 6-mana mythic. Still, you can do some fun tricks with it. I've actually included it in one of my decks, but for fun, not power.
hey, I think I've found a use for sanguine bond!
Thankfully, it means a well-placed Vampire Hexmage won't kill you.
If this cost less everyone would be complaining how undercosted it was.
Sanguine Bond + Tainted Sigil + Eternity Vessel = owch
This way, whenever you use the landfall ability, your hurting your opponent.
Eternity Vessel
Darksteel Reactor
Fate Transfer
@DarthParallax Horcruxes are just lame versions of phylacteries, which we already have in Magic.
The way this card works is, it imprints a current version of yourself when you first visit it, and then if you ever return, it makes you that person again. I can think of about five other things that do that in myths, mostly magic trees.
A horcrux is just a way to cheat death, and poorly in comparison to other methods that are easier and/or indisputably better. If I remember correctly, you have to put a piece of your soul in a horcrux, therefor making you weaker.
I mean Voldemort did that like 7 times, and then got killed by a freaking baby.
And people called him the most powerful wizard.
Just saying.
This card shares nothing in common with anything in Harry Potter.
Or, if you are absolutely freaking insane (in the membrane), you might purposely remove all the counters from this, then, with Phyrexian Unlife in play, drop a land and cast Repay in Kind. (Lich would work too, but it leaves you more vulnerable. I think.)
It's a Mythic Rare...
You get to store your life in it, but only as much life as you have at the moment...
Multiple Eternity Vessels would get annoying incredibly fast...
and they are all lost in your Binder of Requirement.....
and NOBODY'S made a HORCRUX REFERENCE YET??!!?? I THOUGHT THIS WAS THE INTERNET?!?! *facepalm
Tezzeret is a Hufflepuff, because he FINDS this. xD
ZakFrost, you're pretty wrong about Horcruxes. First of all, the most Famous Horcrux of all, Sauron's One Ring of Power, was indisputably the most powerful weapon in Fantasy ever made. Wearing the Ring, Sauron could have defeated anyone.
Your oversimplification of the plot of Harry Potter is common of internet critiques, but it misses a major point- JK Rowling redefined the limits of what Deus Ex Machinas are supposed to be able to do for Harry. He had NOT only a Prophecy, NOT only a Brother Wand effect, BUT ALSO a Blood Ritual connection from Voldemort's Rebirth AND his mother's original Charm. And then he started collecting the Deathly Hallows >.> No, the only reason Voldemort lost to Harry was because JK Rowling tried REALLY FREAKING HARD to make it so, BUT,
against normal wizards and witches, Voldemort had it absolutely right- 1 Horcrux makes you invincible, 7 makes you annoyingly extra-invincible. Dividing your soul doesn't weaken your strength- his magical power was stronger than ever in Book 5. But certain things, like the ability to feel when your soul-bits are being destroyed, or maybe a little bit of sanity, are lost- that doesn't mean you're exactly weaker...just different. He would have gotten away with it, if it wasn't for that meddling author.
Another common trope of the immortal evil spirit is that they go insane, so Horcruxes and Phylacteries are pretty much exactly alike, subject to the same weaknesses and giving approximately equivalent benefits. Judging by how difficult (i.e.- how painstakingly specifically) they are to destroy, I'd say
Phylacteries < Horcruxes < the One Ring of Sauron
I was thinking something along the lines of Eternity Vessel + Phyrexian Processor + land. Then, if you can manage it, Isochron Scepter a Twiddle.
I can't see straight
Talk about sticky situations ^.^
Anyway, simple combo to have an eternal life total: one or more Izzet Boilerworks or any of the equivalent lands. Play it every turn and bounce itself.