Turn 1: Land, Surge Node Turn 2: Land, Everflowing Chalice for one, tap the chalice to use surge node's ability and add a charge counter to the chalice. Turn 3: Land, 5 drop.
If this isn't a Johnny card, I don't know what is.
Ava_Adore
★★★★★ (5.0/5.0)(2 votes)
almost strictly worse than energy chamber, in most cases it is worse.
energy chamber is a two drop, triggers on upkeep for free, can make charge counters or +1/+1 counters, can be tapped to pay for additional costs without interfering with its ability(e.g. clock of omens)
this is a one drop, you can activate it whenever you want and can activate it multiple times in one turn if you can untap it, costs mana to activate and can only by used 6 times
use cards like dismantle, to move 6 counters onto anything,
Surge node + Dismantleis better than two coretapperswith haste both are 2 cards that bag you 6 counters for four mana, but with Dismantle it gives you a choice of charge counters and +1/+1 counters
Serev
★★★★☆ (4.8/5.0)(4 votes)
It's got one thing over Energy Chamber... at least it's fetchable with Trinket Mage. Probably the best Mage target in the block.
Kohan175
☆☆☆☆☆ (0.5/5.0)(6 votes)
This card is AMAZING!!!
With this you can get Karn Liberated out third turn.
T1: Land, Darksteel relic, Mox Opal, Kicked everflowing chalice which you tap to get surge node
T2: Land, Double kicked Everflowing which you tap to play another Surge node and to put another charge counter on the first Everflowing chalice.
T3: Land, Karn Liberated
I suppose the Mox and the chalice help but still...
5/5
Kami_Kira12485
★★★★★ (5.0/5.0)(1 vote)
Tumble Magnet anyone? Especially in sealed or in draft? Can we say, your opponent scoops and you win.
DacenOctavio
★★★★★ (5.0/5.0)(1 vote)
Aside from just adding to things and being a weak proliferate, it's useful for seeding multiple artifacts with charge counters before activating Contagion Clasp or Contagion Engine.
Or just proliferate spam and use them as additional counter holders...
Totema
☆☆☆☆☆ (0.0/5.0)
I think the machine priests have a little too much time on their hands, and a little too much grant money.
Stray_Dog
☆☆☆☆☆ (0.0/5.0)
In addition to being an exciting modular card, it also has fantastic mechanical flavour! I like how the more Phyrexian elements of the art are dialled down, so it feels (almost) ok to use in a non-Phyrexian themed deck, if you care about that sort of thing.
MagnaLynx21
★★★★★ (5.0/5.0)(1 vote)
@Magnor_Criol The Johnny in me automatically thinks towards... Venser's blink ability + Darksteel Reactor.
BrianPaone
★★★★★ (5.0/5.0)(1 vote)
This is Big Blue's BFF. Powers everything from Tumble Magnet to Titan Forge and any other beefy piece of tech that takes charge counters. But its best use by far is in a U/W Forge Control deck.
Too bad there isn't a 9-cell option. 4.5/5
Mode
★★★★★ (5.0/5.0)(2 votes)
I would have liked it a lot more if either tapping was for free (because paying each time really adds up), or if you could tap it for X and move X counters instead of just one (since moving six counters over the course of six turns takes forever). It might be a Trinket Mage target, but (depending on format) as aforementioned, Energy Chamber will be more economical in most cases.
DoragonShinzui
★★★★★ (5.0/5.0)(1 vote)
Yeah, it's worse than Energy Chamber, but lets be reasonable here. For what you pay, it isn't half bad. Plus, it makes great Hex Parasite food.
Comments (20)
Turn 2: Land, Everflowing Chalice for one, tap the chalice to use surge node's ability and add a charge counter to the chalice.
Turn 3: Land, 5 drop.
energy chamber is a two drop, triggers on upkeep for free, can make charge counters or +1/+1 counters, can be tapped to pay for additional costs without interfering with its ability(e.g. clock of omens)
this is a one drop, you can activate it whenever you want and can activate it multiple times in one turn if you can untap it, costs mana to activate and can only by used 6 times
use cards like dismantle, to move 6 counters onto anything,
Surge node + Dismantleis better than two coretapperswith haste
both are 2 cards that bag you 6 counters for four mana, but with Dismantle it gives you a choice of charge counters and +1/+1 counters
With this you can get Karn Liberated out third turn.
T1: Land, Darksteel relic, Mox Opal, Kicked everflowing chalice which you tap to get surge node
T2: Land, Double kicked Everflowing which you tap to play another Surge node and to put another charge counter on the first Everflowing chalice.
T3: Land, Karn Liberated
I suppose the Mox and the chalice help but still...
5/5
Or just proliferate spam and use them as additional counter holders...
I like how the more Phyrexian elements of the art are dialled down, so it feels (almost) ok to use in a non-Phyrexian themed deck, if you care about that sort of thing.
The Johnny in me automatically thinks towards...
Venser's blink ability + Darksteel Reactor.
Too bad there isn't a 9-cell option. 4.5/5
It might be a Trinket Mage target, but (depending on format) as aforementioned, Energy Chamber will be more economical in most cases.