Rite of Passage

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fifth Dawn (5DN) Rare

Combos Browse all

Rite of Passage

Enchantment

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.)

Rite of Passage Discussion

K1ngMars on Need help with new G/B ...

1 month ago

Interesting budget cards that interact with +1/+1 counters:

Jayph on Jays Dinos

1 month ago

Naturalize vs Hull Breach ??? Teferi's Protection vs Unbreakable Formation ??? The Immortal Sun vs Vanquisher's Banner ???? Rite of Passage seems cool but I think I would rather focus on triggering the enrage ability rather than pump from it? Vedalken Orrery I like the idea of tossing creatures out on the endstep before my turn it sounds so much better than waiting a full turn venerable, can't see what I would take out though? contemplating switching out my commander for Marath, Will of the Wild to help trigger enrage

seshiro_of_the_orochi on "You and me!" Outside! Now!"

7 months ago

Oh, and Rite of Passage would be great here.

carpecanum on Gishath Tribal

8 months ago

Lots of enrage... Pyrohemia, Fire Ants and Rite of Passage. Maybe Arena.

Ghalta, Primal Hunger if you have the ten bucks. Gigantosaurus

DrukenReaps on Ravenous Slime

9 months 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.

SynergyBuild on Atraxa +1/+1 Counters (Breed Lethality Upgrade)

10 months ago

Wow at that Rite of Passage combo!

Mind if I steal it for a Pir, Imaginative Rascal deck?

GCNDAN3702 on Modern - Tamanoa Combo (?)

10 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.

TheArkenstone on Modern - Tamanoa Combo (?)

10 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!

Load more

No data for this card yet.