|Commander / EDH||Legal|
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|Fifth Dawn (5DN)||Rare|
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Rite of Passage
Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (The damage is dealt before the counter is put on.)
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Rite of Passage Discussion
6 days ago
4 weeks ago
So I can't find anything immediately one way or the other but I'm fairly sure the slime dies. Going through step by step:
1) Damage is done
2) Creatures toughness is checked
3) Creatures with lethal damage die
4) On damage triggers are checked
5) death triggers are checked
Anyone can feel free to correct me but the Ravenous Slime is dead on step 3 which happens before step 5. It's ability still triggers so things get exiled but the counters have no place to go.
You might look at rulings on Rite of Passage since that is very similar but also doesn't save creatures from dying.
For future reference this sort of thing goes in the Rules Q&A.
2 months ago
Wow at that Rite of Passage combo!
Mind if I steal it for a Pir, Imaginative Rascal deck?
2 months ago
Oops, I totally missed that! You're right, it wouldn't make much sense to run mark and also reckoner and spitemare alongside it.
Thinking about it some more though, I think Rite of Passage with all of the aforementioned creatures could be fun, but might be too slow if you are trying to make this competitive. I think if you're looking to make this tuned then it would be best to focus more on damage/board sweepers and pain cards that affects both players, and utilize Tamanoa and other life gain cards like Sun Droplet to keep you afloat while your opponent struggles. The pridemates could still be good in the deck as long as you have enough life gain triggers to make them big enough to avoid taking lethal from your sweepers. Some sweepers I would consider are Flamebreak, Earthquake, Firespout, and Volcanic Fallout. You could also maybe have some specific player hate cards in the sideboard that put more damage pressure on the opponent with cards like Psychogenic Probe, Burning Earth, and Burning-Tree Shaman. Eidolon of the Great Revel is also a fantastic card, but I don't know how hard it would be to play around with all of your sweepers since it only has 2 toughness.
2 months ago
Hi GCNDAN3702! I'm glad to see you want to help. :)
Talking about cards that work against each other, Mark of Asylum seems to block Boros Reckoner's and Spitemare's abilities. Therefor, maybe it would be better to cut the Marks for Rite of Passage. Or maybe neither of them are needed? :)
Searing Meditation has turned out to be a bit overkill, at least in my opinion and in the current build. There are often other cards that does more for the cost that it takes to activate its ability. Manabarbs on the other hand is, when paired with Tamanoa, a bomb. Is what you mean that Tamanoa should still be in the build? :) All the damage, painlands and Manabarbs especially, seem to hurt too much without it. But then, there is one issue still. There is only 4 of Tamanoa. But maybe a playset of Sun Droplets can work as an alternative as you say. :)
Anyways, thanks for taking time to help!
2 months ago
Ok, I made a few changes and am happy with them so far. Please take a look and share your thoughts and comments :)
Bonds of Mortality now in, replacing Cyclonic Rift, now out. Wait! - Please hear me out! I do realize that Cyclonic Rift is one of the best board wipe cards in the game currently. Cyclonic Rift is a one sided board wipe that hits takes all permanents that I don't control, leaving me poised for the win! I have two other board wipes with Nevinyrral's Disk and Pernicious Deed. I can only cast Cyclonic Rift once, however in this deck all the other cards listed below can be cast multiple times each thanks to my girl Muldrotha, the Gravetide! So, the obvious upside is that Bonds of Mortality allows me to deal with hexproof and indestructible creatures on a much more regular basis. I already have heavy creature hate, non-artifact and non-black creature spot removal with Shriekmaw. I make my opponents sacrifice a creature at the beginning of their upkeep with Sheoldred, Whispering One. My opponents sacrifice a creature whenever any of my creatures die thanks to Dictate of Erebos and Grave Pact. Everyone sacrifices a creature whenever I cast Fleshbag Marauder. I also obnoxiously make all of my opponents sacrifice all except for two of their creatures in each of their own end steps thanks to Archfiend of Depravity. I have have artifact and enchantment spot removal with Seal of Primordium.
Death's Presence now in, replacing Exsanguinate, now out. First off I still have Gray Merchant of Asphodel in the deck so redundancy for the win. A high CMC card traded for a high CMC card and I think that the ongoing benefits I will get from Death's Presence is greater than the one shot use of Exsanguinate. I have compensated for the loss of life gain by adding in Zuran Orb as below. The obvious advantage that adding this card provides is granting my creatures the potential to become insanely powerful. As my creatures start to die either because of what my opponents are doing or because that is a part of my game plan, the result is the same: Death's Presence begins giving out +1/+1 counters! To top it all off i should be able to basically move them around from creature to creature as the game progresses.
Rite of Passage now in, replacing Copy Enchantment, now out. I am very fond of Rite of Passage as I think that my opponents will need to carefully consider their attacks against me as if any of my creatures survive the fight, they will get bigger and bigger each time.
3 months ago
If you are ever in the mood to go more red with it, here is a 2 card combo that goes infinite by itself. Though you would need a way to keep the dino alive so still need a card like Rite of Passage or similar.
It goes infinite in 2 cards so you can fill the rest of the deck with control and support and whip up on people out of nowhere. Any permanent that taps for damage would work here too.
3 months ago
No, Star of Extinction destroys a targeted land, then tries to deal 20 damage to each creature. Vigor, being a replacement effect, and not a triggered ability (like Rite of Passage) replaces the 20 damage to your other creatures with 20 +1/+1 counters being placed on them. Vigor now has 20 marked damage and your other creatures now have 20 +1/+1 counters. Now state based actions are checked and Vigor is put into your graveyard. Now Vigor's triggered ability triggers, which is his ability that shuffles him into your deck.
I trying to correct terminology, the reason Vigor works to save your creatures is precisely because it isn't a triggered ability, but rather a replacement, as it uses terms like "if" and "instead," while triggered abilities start with "when," "whenever," or "at."