Rite of Replication

Sorcery

Kicker (You may pay an additional as you cast this spell.)

Put a token onto the battlefield that's a copy of target creature. If Rite of Replication was kicked, put five of those tokens onto the battlefield instead.

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Rite of Replication Discussion

ASadPanda on Dash and Flash Ninjutsu

3 days ago

I would add a few sorceries in there. A good blue combo is with Vela the Night-Clad and Rite of Replication it makes Vela instantly deal 30 damage to all opponents

TheDarkSlayer21 on Marchesa Edh

1 week ago

Ok...There are typically two ways of making a Marchesa deck. The first way is to put in a lot of creatures that can get +1/+1 counters easily (like Anthroplasm, Aetherborn Marauder, Butcher Ghoul, Carrion Feeder or Unleash/Modular cards). The problem is, these cards hardly do anything other than putting counters on themselves. They're pretty much duds. So to make up for this, people will put in good sac outlets, (Cards like Mind Slash, Phyrexian Altar, Ashnod's Altar, Altar of Dementia, Attrition, etc). This type of deck gets its engine running STRICTLY from it's sac outlets, (NOT FROM ITS CREATURES) and because of this, it is a bit more reliant on it's commander.

The second type of deck is my preferred method of playstyle. Whereby, the deck is not RELYING on its sac outlets, (although it does have a few) but rather on the bounce effects of creatures. (Cards like Mulldrifter and Harvester of Souls). With this type of deck, you're also not fully relying on your commander. Marchesa is just a perk. If you don't have her out, you can still play your creatures and benefit from them.

Also keep in mind, that it isn't too hard getting +1/+1 counters on your creatures just using the dethrone ability itself. I find that most, if not all the time, you will NOT be at the highest life total; especially if you have Necropotence, Ancient Tomb, Unspeakable Symbol, shock lands, fetch lands, and pain lands in the deck.

This is the Marchesa deck that I personally made. You're welcome to look at it for suggestions.


Maleficent

Commander / EDH TheDarkSlayer21

SCORE: 12 | 16 COMMENTS | 7164 VIEWS | IN 16 FOLDERS


Some cards that I would highly recommend putting in the deck are:
- Sneak Attack
- Rune-Scarred Demon
- Demonic Tutor
- River Kelpie
- Necropotence
- Consecrated Sphinx
- Diabolic Intent
- Harvester of Souls
- Glen Elendra Archmage
- Mind Slash
- Thalakos Deceiver
- Solemn Simulacrum
- Phyrexian Tower
- Cyclonic Rift
- Grimgrin, Corpse-Born
- Mikaeus, the Unhallowed
- Scourge of the Throne
- Unspeakable Symbol
- Grave Betrayal
- Flayer of the Hatebound
- Thraximundar
NOTE: If you do decide to have this deck be a bit more ETB heavy, Deadeye Navigator and Rite of Replication are good cards to help abuse the ETB triggers.

Squirrel_of_War on Flesh Harvest (Varolz Multiplayer)

1 week ago

If you have the card, yes. It's an amazing card and it can deal with a token swarm or if an opponent has a nasty creature out and another opponent Clones it then it can deal with both or even better if someone kicks Rite of Replication you aren't totally screwed. But if you don't already have the card its not worth the price tag when there are so many cards that can still be good in the slot. You could always run cards that do similar things like Sever the Bloodline but I like the versatility of being able to get rid of an enchantment or artifact that is troubling me since that is often blacks biggest issue.

Triton on Take What You Can, and Give Nothing Back!

1 week ago

Jabber I feel ya, my playgroup member so have our Moreno cutthroat decks too haha.

I have a friend who has a Bloodchief Ascension for trade, idk if he has it still, but if he does I'll try getting it! I know he has a Lazav deck he's taking apart for Oona Faerie tribal so I'll try nabbing cards that he doesn't need anymore lol.

Forced Fruition sounds awesome, I'll try getting one someday haha.

Mortivore is a maybe, same with Szadek. The former doesn't have much evasion but he seems good so I'll consider him, the latter is good and all, but a CMC of 7 really hurts..

Grave Betrayal and Rite of Replication are good cards, but I don't want the deck to stray too much away from the theme. I do have a foil Grave Betrayal, so if I decide to change it up, I'll add it in for sure!

Royal Assassin seems meh.. I used to have Keening Stone but took it out because i felt like I thought was too slow.

Thanks for the suggestions! I'll definitely consider them!

Jabber on Take What You Can, and Give Nothing Back!

1 week ago

I like the deck you are building it's very interesting and understand the cost goals. I am trying to build something similar but more infinity loop based cause my play group is bunch of pricks with stuff like loose half your life doubled and shit like that. But any way some cards I would recommend.

Bloodchief Ascension: its expensive but super good look for the price

Mindcrank: damage = mill cards

Keening Stone: If you're half way there just finish it

Forced Fruition: little to expensive but fun all the same

Mortivore: big creature to hit with

Royal Assassin: some defense

Szadek, Lord of Secrets: more mill and another large creature

Grave Betrayal: stealing peoples dead stuff

Rite of Replication: well why not have 5 of it

PickleNutz on Wait, he's a how many/how many?!

2 weeks ago

The card doubles tokens and counters, and your first sentence explaining the deck said, "Play Rite of Replication or Progenitor Mimic on a Corpsejack Menace to make exponentially stupid counter growth. I've also had fun making tokens of Engulfing Slagwurm and my dudes that assign damage as though they weren't blocked. Szadek, Lord of Secrets gets crazy with this +1/+1 counter build".

Which made me under the impression doubling those counters would be beneficial. The card also works with your commander since when he is cast from the command zone it is in fact counters that are put on him, so if you had a Death's Shadow and a Glistener Elf in your graveyard for The Mimeoplasm, and had Doubling Season on the board, that's a 26/26 with infect you could make.

Parallel Lives will essentially do the same on a budget, at least for the tokens. Vigor is fun too.

holybreep on Dragonlord Scion

2 weeks ago

checking out this list and offering my constructive criticism :D

Please keep in mind that this is just my take on Scion, there's definitely a lot of ways you can build it, so these comments are going with the train of though that being voltron for the win is the most efficient path to victory :D

I'll break it down by category:

Lands:I'd probably cut minamo and high market. From there, I think 36 lands is fine, and I'd play 2 of each basic to play around non-basic hate and to take advantage of some other effects from cards I'll mention later.

I'd also consider running ancient tombs in place of Crystal Quarry, cascading cataracts just seems like a better version

Sorcery:I feel like these should mostly be either- Powerful board wipes- Powerful card draw- Stuff that will win you the game

My reasoning for this is that this deck probably draws stuff it doesn't want to/can't play, and those cards end up being dead in the hand for too long.

In your list, I'd probably cut:

  • 1x Channel the Suns - this card takes up a slot to net you 1 mana. If you're fetching right and have mana rocks, this card is basically dead.

  • 1x Fearsome Awakening - very slow reanimation spell, the 2x +1/+1 counters aren't an upside worth paying 5 mana for in my opinion.

  • 1x Skyshroud Claim - you can probably find a better rate for ramp + fixing, a 4cmc sorcery seems like too steep of a price to pay.

Sorceries I'd consider bringing in are:

  • Maelstrom Pulse - relevant vs tokens
  • Akroma's Vengeance - flexible boarwipe thanks to cycling.
  • Time Spiral - re-gas or reconstitute a weak hand.
  • Rite of Replication - either copy the best threat, or make 5x of one of your dudes. Basically wins you the game with Scourge of Valkas if kicked (basically a super Valakut - 6x5x6 = 180 damage, since each copy Valkas will see 6 dragons entering the field at once)
  • Bring to Light - essentially a tutor
  • Moving on to Instants:I'd cut Lure of Prey and Sarkhan's Triump. Feels like this deck wants to basically win with Scion getting through with commander damage, ultimately a voltron approach to victory. With that being said, I think you can jam a lot of high impact instants. These come to mind:

  • Pact of Negation

  • Path to Exile
  • Swords to Plowshares - life gain doesn't really matter if you're winning with 21 commander damage.
  • Disallow - gets rid of tricky stuff, and its a solid counterpell overall
  • Fact or Fiction - fills the GY, digs 5 cards deep at instant speed for 4cmc.
  • Savage Beating - for 5 or 7 cmc, you win the game
  • Hatred - seems decent in EDH, with 40 life, you're basically trading off 5cmc + 15 life to either win the game, or to knock someone out of the game (commander damage).

Enchantments:Cuts, due to low impact, in my opinion:

If I were jamming Scion, I'd probably want my enchantments to do 1 of 3 things - either keep me alive, protect my dudes, or act as a damage multiplier or grants evasion so I can win via commander damage.

Stuff that keeps you alive:

Stuff that protects my dudes:- Asceticism - you already run this, nothing else off the top of my head atm.

Evasion/game winning stuff:

Now, on to Artifacts:

First, stuff that doesn't pass the initial eye test:

  • Crucible - no obvious synergy
  • Dragon Arch - seems iffy, you end up paying 7cmc to play a multi-colored creature, at which point, you can probably just play the creature. If the creature costs less than 7cmc, you kind of just owned yourself.

Stuff I think is worth checking out:- Chrome Mox- Prismatic Geoscope - this is what those basics will help out with :D- Fellwar Stone - most likely fixes some colors + ramps- Swiftfoot Boots - lightning greaves #2- Credit Voucher - cycles dead cards for potentially not dead cards, for the low cost of 2cmc

Planeswalkers - I noticed you don't run any, I think these might be decent:Sarkhan Unbroken - CARD DRAW + mana fixing/ramp in one? SEEMS GOOD!Sorin, Grim Nemesis - MORE CARD DRAW!? AND with the high CMC of your stuff, the drain should be excellent every now and then.Nicol Bolas, Planeswalker - Takes care of any creature threat + flavor win

CREATURES!!I'd make these cuts on the thinking that they either:A) Don't win you the gameB) Don't advance your boardstate enoughC) Don't provide adequate utilityC) You're never going to be able to abuse their 3cmc payment abilities + you probably will only have one shot with them. Feels like the mana would be better spent winning with Scion.

  • 1x Balefire Dragon
  • 1x Bladewing the Risen
  • 1x Dragon Mage
  • 1x Dragonlord Ojutai
  • 1x Dragonlord's Servant
  • 1x Dragonspeaker Shaman
  • 1x Hellkite Tyrant
  • 1x Karrthus, Tyrant of Jund
  • 1x Numot, the Devastator
  • 1x Savage Ventmaw
  • 1x Steel Hellkite
  • 1x Teneb, the Harvester
  • 1x Tyrant's Familiar
  • 1x Utvara Hellkite
  • 1x Vorosh, the Hunter

Creatures I'd consider running:

Whew, that's all I've got! Again, this is just my take on what I think is the path of least resistance to victory with a Scion deck that's not as vulnerable to GY hate. GY strats are definitely legit, so feel free to jam all the reanimation + tutors too :D

Hope you found some of this useful :D

PookandPie on Sac lands

3 weeks ago

There are only six lands that function as sac outlets that don't require multiple creatures on board, and those lands are:

High Market, Phyrexian Tower, Miren, the Moaning Well, Grim Backwoods, Keldon Necropolis, and Diamond Valley. Of those, only the first three and the last one are worth mentioning. If Miren is out of your price range, then lands that only require one creature to function as a sac outlet, in general, are out of your price range.

The only lands that copy other lands are Vesuva and Thespian's Stage. Your best bet to copy something like Maze's End would be to turn it into a creature and then use a variety of copying spells on it. A kicked Rite of Replication would speed along your plan pretty well I guess (assuming you have the 9 mana, that'd be 3 more Gates on field with 2 Mazes leftover. Kind of a waste of Rite, but you're aiming to be cute and quirky, here, I'm assuming). Nature's Revolt, among tons of other spells, would accomplish the land animating aspect. Kamahl, Fist of Krosa would also do it and hopefully not leave your land as open to board wipes or removal.

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