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

TheRedGoat on The Enabler MTGO

1 day ago

Okay, so I do realize you ask for possible cuts, but I've honestly got too many things to list option-wise to say where a cut could/should be made. Some examples of options you may have missed:

Weird Harvest, Mana Flare, Dictate of Karametra, Howling Mine, Heartwood Storyteller, Shizuko, Caller of Autumn, Skullwinder, Horn of Greed, Helm of Awakening, Spectral Searchlight, Primal Vigor, Seed the Land, Bubble Matrix, Flux, Beacon of Immortality, Dawnbreak Reclaimer, Liege of the Hollows, Ghosts of the Innocent, Pulsemage Advocate, Orzhov Advokist, Wishmonger, Tangleroot. Storm Cauldron, Grove of the Burnwillows, Mikokoro, Center of the Sea, Geier Reach Sanitarium, Arbiter of Knollridge, Dakra Mystic, Concordant Crossroads, and

(my last two to mention that I cannot believe YOU don't even mention them how could you possibly have missed these and I'm metaphorically running out of air here)

Phelddagrif and Questing Phelddagrif.

BREATHES

whew. Okay, firstly I do not do "tldr" summaries, so I'm afraid you'll have to sift through the above the slow way (which that isn' even an exhaustive list btw).

Secondly, to help you sift through the above I would ask is there a specific manner in which you are wanting to help people? Do you like seeing certain gameplans win or hate others? By example is that I can see some cards like Hive Mind being too helpful possibly towards "storm" decks, but if you're playing a catch-all type of group hug then that's no big deal.

Another idea is are you into fringe group hug effects? By which I mean playing Urborg, Tomb of Yawgmoth just to help everyone mana fix that uses black. Or even playing Ink-Treader Nephilim in tandem with say Tempt with Reflections to give everybody an extra copy of literally every creature on their board and them some. Heck, if you ran Rite of Replication you could let everyone have EVERY creature on the board. The nephilim isn't directly a group hug card here but it has the potential to hug. Kinda like Guided Passage no?

Just some food for thought. ;D

PhyrexianScience on Blue/Green Tron

5 days ago

Crop Rotation and Realm Seekers are unfortunately not legal for Modern.

The thing with Tron is that you generally want to be casting big threats without relying too heavily on coloured mana lands. Splitting resources into getting both lands that produce coloured mana and a lot of colourless mana is never optimal. You're gonna have time casting your big guys like Prime Speaker Zegana and Overbeing of Myth if your lands tap for colourless.

So, the most optimal way for a Tron deck to get coloured mana is through artifacts. These are spells to cast with your Urza lands early in the game to get a foothold while devoting all your land searching to the colourless Tron lands. Spells like Chromatic Sphere, and possibly Chromatic Star should you be willing to shell out $20 for the set allow for quick, cheap fixing and what's better is that they replace themselves in your hand. As for more permanent fixing, Prophetic Prism is a great card to have, as it replaces itself and one more mana allows it to stick around. Mana Cylix, Prismatic Lens, and Simic Signet are other good fixing options.

Another benefit to having mostly artifacts in Green Tron is that you can run Ancient Stirrings, but at $5 a pop (another $20 for the set) it's far from budget. Sylvan Scrying is a really good fixing option in the realm of Sorceries, as you can grab any land you want.

Now you need some threats. Birthing Hulk is a great regenerating threat that gives you blockers to defend yourself while he gets in. Deepfathom Skulker can be a great way to grab some more cards and make your other threats sure to get in some damage. Steel Hellkite can really be devastating to our opponent, especially if they play aggro and fail to stabilize in time.

X spells, like Condescend, Repeal and Spell Burst are good. Rite of Replication has the possibility of closing out games, but watch out for Maelstrom Pulse.

erevain on Trostani Can't Win with Lifegain

1 week ago

Well technically with Rhox Faithmender you'd only get the lifelink for your own Rhox Faithmender and the ETB trigger. The other ones will only give life via lifelink to the players.

But that was still as funny as heck and i LOL'ed so hard when I first read your comment.

Also here's a story of me playing with a group hug with Hive Mind in play, and this guys casts Rite of Replication on Rhox Faithmender. Thank God that was online and we didn't have to do the math.

HawkRider on Let Ezuri Reign

2 weeks ago

First, as someone who loves his Ezuri deck, Sage of Hours is your best friend. Learn to love him. Really good synergy with Ezuri.

Other things I can recommend... Chasm Skulker and Hangarback Walker are nice little creatures that can be made big and - as an extra benefit - if they die with Ezuri around, you'll have a bunch of Experience counters and a lot of evasive 1/1s. Meloku the Clouded Mirror and Animation Module are nice, repeatable sources of more 1/1s.

Momir Vig, Simic Visionary is powerful (If you cast a UG creature, tutor for another. Nice easy way to swarm things). Simic Manipulator is an utter jerk move - I see your Avacyn, Angel of Hope and I want it now! - but is kind of best with Haste admittedly. Rashmi, Eternities Crafter is a nice extra bit of draw, potentially being free cards (but I like the Cascade mechanic, so this may be personal bias). Mystic Snake is also a fantastic card.

Outside of creatures, Panharmonicon is amazing, getting you two Experience counters instead of one. Bow of Nylea is amazingly versatile and may make your opponents reluctant to block at times. Nissa, Voice of Zendikar is a great source of 0/1s and counters, as well as just potentially giving you a bunch of cards and life if she's around long enough. Cyclonic Rift is an amazing card in general, Rite of Replication can be brutal if you have the right target (Avenger of Zendikar, anyone?). Conjurer's Closet and Blade of Selves can easily do the same.

Other than that... For your mana base I recommend getting a Simic Growth Chamber, Mosswort Bridge, Reliquary Tower and Thought Vessel, as well as the Simic fetch land since you have your shock land. I can also recommend Leyline of Anticipation, Alchemist's Refuge and Seedborn Muse are great, Leyline of Lifeforce and Asceticism for protection, Wild Pair has a range of targets available for you in this kind of deck no matter the creature. Oh, and Proliferate effects like Inexorable Tide or Contagion Engine are great. Then if you want to surprise people with a small army at the end (such as with Avenger of Zendikar), Concordant Crossroads is a very weird card in terms of colours, but a very good one to finish things off with a bang.

Also, if you have a lot of money, Akroma's Memorial and and Doubling Season are amazing cards and highly recommended. I think a couple of the cards I mentioned earlier are a little pricey as well, but I honestly can't remember exactly.

A lot of these suggestions come from my own deck and things that I want for it. If you want more control of the game, I'm really not the best person to ask (and Ezuri isn't a great Commander for control anyway...) but I can give you some some decent pointers otherwise.

My last thing to note is that your mana base is pretty off, and you may want a little more ramp in there, or just two or three more lands. You definitely don't need that many Islands, only a third of your mana symbols are Blue but you've got more Blue sources than Green. I'd say cut four or so sources of Blue for Green.

That's all that comes to mind right now. Thanks for helping me come up with some ideas for my own deck too!

Bababad on He's better than everyone, Kruphix.

2 weeks ago

It looks like it will run, for sure, just a few notes.

You have little to no early game and debatable midgame, but that leads to people hating you out before you start getting your footing (the main reason I had to increase the amount and variability of my care package in mine and increase the number of littles at my disposal)

Your planeswalkers certainly seem like a fun take on the playstyle of kruphix, but depending on your meta and the no early/mid game, they will get hated out as soon as they hit the board if they are your first or second play of the game. This will hurt tremendously because they are likely the reason you kept your opening hand.

You have to make a choice on which direction you want to go from here, do you want to play big fat fatties, play subterfuge tempo/control, go infinite strategy, or play superfriends.

Big fat fatties: if you wanna vomit the big bodies out extremely efficiently you will need more early game ramp spells and bodies (Yavimaya Elder, Sakura-Tribe Elder, Cultivate, etc), drop the bulk of your walkers and clear up some space for Planar Bridge and Tooth and Nail (or lower cmc variants, these just seem the most devastating if mana isn't a problem). Your early/mid will still be lacking, but they will be unable to stop you unless you are staring down the barrel of a blue deck or mardu/naya deck with a million wipes.

Subterfuge tempo/control: Pretty much what I've tailored mine to. Quite variable and takes on all kinds of opponents. My primary weakness right now is essentially flying tribal decks (dragons) and stax if I don't draw into a good hand. I'm a player in most games and start managing the board state as early as turn 2. Each card should exist in a vacuum, gain me tempo/rob someone else of tempo, and in multiplayer, people will keep you in the game until their dominant strategy is set up...which works in your favor if you have a 10+ card hand by then. You would be surprised how many people will think a wipe was their idea, when you've been baiting them into it for 2 turns :P

Infinite: things like:

Palinchron + Vorinclex, Voice of Hunger (especially if you Tooth and Nail them) into Helix Pinnacle

Biovisionary + Rite of Replication/Infinite Reflection

Enter the Infinite + Omniscience + anything/everything or Laboratory Maniac

Azami, Lady of Scrolls + Mind Over Matter + Laboratory Maniac

There are more, but these are easy to pull off. This puts you into more of a glass cannon mentality if you pick more than one or two, but you would need more care package and ideally mid game distractions to pull this off. Personally, winning the same way time and time again is why I departed from this strategy.

Superfriends: while these colors don't fully break superfriends like atraxa decks, you can protect them quite well in these colors. You might need to abuse some stack variants to get this strategy off the ground. Winter Orb, Static Orb, maybe even some Azami, Lady of Scrolls/Mind Over Matter shell pieces to get an insta win with Laboratory Maniac. I would say this is the less viable strategy of the 4, just because in these colors the PW effects are narrow and you lack the PW freebies of white or the raw power of red or black to mitigate this.

I can help you tweak to any of these strategies, but recommending specific cards in your current build would be picking that path for you and I don't know your meta or what you would have the most fun playing :)

jcarver007 on Fun with the False God (Not Molech)

2 weeks ago

After some consideration, it seemed like the threat-down level wasnt high enough. Also needed draw and mana fixing. To those ends Progenitus, Rite of Replication, Bringer of the Blue Dawn, Rites of Flourishing (But me gives extra lands and cardsess precious! Attack HIMSS!! gholumm gholum) and some other related stuff added.

dlamars on Ooze Tribal Support Cards

2 weeks ago

I agree with joshuaizac, The Mimeoplasm really is the way to go. You do get access to Experiment Kraj, Mystic Genesis, and Cackling Counterpart/Rite of Replication type effects which are very on theme for ooze.

Argeaux on Rite of Replication and players ...

3 weeks ago

If I Kick Rite of Replication copying an Opponent Creature, then that Opponent leaves the game a few turns after, do I lose all the Tokens I created with Rite of Replication?

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