Rite of Replication
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.
|Have (3)||metalmagic , , PostContact|
|Want (2)||Nukesforbreakfast , aschoenhard|
Printings View all
|Commander 2015 (C15)||Rare|
|Commander 2014 (C14)||Rare|
Combos Browse all
- Biovisionary + Rite of Replication
- Rite of Replication + Unesh, Criosphinx Sovereign
- Rite of Replication + Tidespout Tyrant
- Archaeomancer + Rite of Replication
- Clever Impersonator + Rite of Replication
|Commander / EDH||Legal|
Rite of Replication occurrence in decks from the last year
Commander / EDH:
All decks: 0.06%
UR (Izzet): 0.57%
- Chancellor Of The Spires resolves, target rite of replication, when rites resolves, the token can target rites again?
- Can I entwine and/or kick off a cascade?
- Could I use rite of replication in conjunction with biovisionary to immediately win?
- How much exalted is 6 Sublime Archangels?
- exalted triggers, stacking & the math
Rite of Replication Discussion
1 day ago
Oh, and another fun win con I have played with is Biovisionary. It works best with Rite of Replication and at least one counterspell. It's a silly win con, but it's pretty satisfying when you can pull it off.
3 days ago
Note: Master Biomancer and Bramblewood Paragon need to be figured separately as they only add counters when Reyhans enter, not when she moves counters. Good-Fortune Unicorn doesn't work with the below combos.
6x3=18 counters in 6 increments of 3 counters.
Hardened Scales, Winding Constrictor, AND/OR Pir, Imaginative Rascal - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created. One, Two, or Three counters are added (or more, respectively) both on creation and on trigger resolution.
With 1 = 30 counters in 6 increments of 5 counters.
With 2 = 42 counters in 6 increments of 7 counters.
With 3 = 54 counters in 6 increments of 9 counters.
+12 Counters for each additional counter.
Corpsejack Menace Only - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.
6(2(2(3)))=72 counters in 6 increments of 12 counters.
Doubling Season Only - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.
20(2(2(3)))=240 counters in 20 increments of 12 counters.
Corpsejack Menace AND Doubling Season - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. Counters are quadrupled both on creation and on trigger resolution.
20(4(4(3)))=960 counters in 20 increments of 48 counters.
Corpsejack Menace AND Doubling Season AND Pir, Imaginative Rascal, Hardened Scales, AND/OR Winding Constrictor (aka Magical Christmas Land) - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. One, Two, or Three counters (or more, respectively) are added and then counters are quadrupled both on creation and on trigger resolution.
With 1 - 20(4(4(3+1)+1))=1360 counters in 20 increments of 68 counters.
With 2 - 20(4(4(3+2)+2))=1760 counters in 20 increments of 88 counters.
With 3 - 20(4(4(3+3)+3))=2160 counters in 20 increments of 108 counters.
+400 counters for each additional counter.
With 1 - 150 in 30 increments of 5 counters.
With 2 - 210 in 30 increments of 7.
With 3 - 270 in 30 increments of 9.
+60 counters for each additional counter.
Corpsejack Menace only - 5 tokens with counters are created. They leave the battlefield and thirty instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.
30(2(2(3)))=360 in 30 increments of 12 counters.
Doubling Season - 10 tokens with counters are created. They leave the battlefield and 110 instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.
110(2(2(3)))=1320 in 110 increments of 12 counters.
Doubling Season AND Corpsejack Menace - 10 tokens with counters. They leave the battlefield and 110 instances of placing counters are created. Counters are quadrupled both on creation and on trigger resolution.
110(4(4(3)))=5,280 in 110 increments of 48 counters.
Doubling Season AND Corpsejack Menace AND Pir, Imaginative Rascal, Hardened Scales, AND/OR Winding Constrictor (aka 'Shoulda spent that luck on the lotto') - 10 tokens with counters are created. They leave the battlefield and 110 instances of placing counters are created. One, Two, or Three counters (or more, respectively) are added and then counters are quadrupled both on creation and on trigger resolution.
With 1 - 7,480 counters in 110 increments of 108.
With 2 - 9,680 counters in 110 increments of 108.
With 3 - 11,880 counters in 110 increments of 108.
+2200 counters for each additional counter.
Feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Little Rey of Ishine (Reyhan/Ishai 2.74 cmc)
4 days ago
(Hah! TappedOut ate my comment. Let's try again.)
In regards to appreciating the deck, of course, haha! I absolutely adore janky and unique play styles. I get so tired of seeing the same tired deck concepts and "high salt" (according to EDHRec) cards in my playgroup, it's always super refreshing to see new, unconventional ways to play. ALSO HOOOOOOLY SHIT I JUST REALIZED HOW Rite of Replication WORKS WITH ZADA, WOOOOOW! I have no idea why that didn't click when I first saw it in the deck! If you can resolve it, that's so beautifully evil, oh my god!
Er, anyway, regaining my composure, heh. As far as the protection thing goes, it shouldn't be too much of a problem, so long as you're careful with it and only use it to wrap up your comboing or in response to a threat. Did it find solid use (or potential for use) in your matches with your group? I also had another question: is there any reason in particular that you haven't included any enchantments whatsoever? I can't help but wonder how Parallel Lives or Mana Reflection (especially considering you already have Basalt Monolith in the deck) would perform, despite their comparatively expensive CMCs to the rest of your mana curve. I realize they're both a bit pricey to purchase, but oh man, regardless, I can't help but envision Rite of Replication and Zada going off while Parallel Lives is on the field. Again, not sure if there's a specific reason you haven't included enchantments, was just wondering.
One last thing I noted upon reading the entire decklist again: unless I'm missing something, in the deck's current state, Manamorphose, Explore, and most of your token generating cards only get their "as designed" single use before you have to shuffle them back out of your graveyard with Elixir of Immortality and hope to draw them again. Am I missing anything, or is that correct?
Anyway, that's awesome to hear about the win. I'm sure the expressions on your playgroup's faces were priceless!
Here are some cards that came to mind and some others that I stumbled across:
Card Suggestions Show
Please bear in mind that these are only for your consideration or cards I simply thought would interact interestingly with the deck. I should note, most of these are NOT Arcane spells. Please don't feel obligated to include any of them, nor that I'm trying to pressure you into changing cards. I just wanted to give you some card ideas which I personally think sound neat and wanted your opinions on.
(With that said I think you should definitely check out Enter the Unknown under the "Alternatives / Supplements" panel. Seems like a worthy inclusion.)
Again, sorry for how lengthy and wordy this entire response is. Hope I haven't overdone it or bored you to tears here.
(There's only one other card that can splice onto instants or sorceries, Splicer's Skill, but it's expensive to splice and doesn't really synergize with what you're trying to do.)
Comparing it to Explore, it's cheaper, but you lose the flat card draw. HOWEVER, it targets a creature, meaning if it targets Zada, every creature you control will Explore. For each Explore trigger, if the card you reveal from the top of your library is a land, you immediately put it into your hand (note, this is mandatory and doesn't count as drawing a card, which may be useful in some niche situations, such as an opponent controlling a Consecrated Sphinx or Smothering Tithe). You may then play that land (once the stack is empty) thanks to the secondary effect of being able to play an extra land this turn, same as Explore. But unlike Explore, you would get to play an extra land for every creature you control. So that's neat. However, if the card you reveal from exploring is NOT a land, the creature that the spell (or copy) is targeting immediately gets a +1/+1 counter. THEN, you may choose to either put the revealed card back on top of your library, OR into your graveyard. And then you still get to play additional lands for each copy of Enter the Unknown.
What's more, as long as you don't get rid of Elixir of Immortality, you can intentionally put revealed non-land cards that you don't desperately need into your graveyard. This gives you more opportunities to Explore (the keyword) into more lands to play, or more opportunities to buff your creatures, or it could even simply serve as library / graveyard filter.
One more card I'd like to mention in relation to Enter the Unknown is Gaea's Blessing. I don't think it would be worth including without Enter the Unknown, but if run together, could serve as a backup plan / alternative to Elixir of Immortality, since Exploring into it can immediately recover your graveyard into your library, including Gaea's Blessing itself. However, it would almost certainly be a wasted slot by itself (except to fetch Elixir of Immortality but that's still too niche), which is why I'm mentioning it here instead of in its own entry.
All in all, I honestly feel that Enter the Unknown is worth considering the most out of any of the others I've mentioned so far. That said, I don't want you to feel obligated to include it. After all, I haven't playtested the current decklist on TappedOut yet, so I have no idea if it's even a necessary inclusion. You've had a few chances to play and even win, now. It's your deck, and you know it the best, so it's totally up to you.
Anyway, that's all for me today. I'm certain there are plenty more cool or even better cards to include, but if I research any more right now, I'll likely be up all not, haha.
Congrats again on the win! Lemme know what you think of the cards I mentioned. I'll keep my eye on this deck as well as new cards for it, since I really love how silly this concept is.
4 days ago
(I'm going to apologize in advance right now, since I was studying for an exam earlier and took some Adderall to help me focus. As a result, this comment is about to get a super wordy. Very sorry.
2 weeks ago
You may want to consider Rite of Replication And Panharmonicon. If you cast the rite on Reaper King it triggers his ability for each copy, plus each sees every other copy entering at the same time. If you have the panharmonicon out it’ll double each trigger.
3 weeks ago
3 weeks ago
Also, if Terror of the Peaks had lower power, it could trigger from itself entering the battlefield; the main reason that I wish that it did was that, if it did, its ability would trigger 30 times if it were copied with a kicked Rite of Replication, for a total of 150 damage, but, as it currently, it would trigger only 25 times, for a total of 125 damage, which is still very impressive, but not as impressive as it could be.
3 weeks ago
Ok, when Rite of Replication resolves, five copies of Terror of the Peaks with enter the battlefield. So, you will get 5 triggers from the original Terror. Then, each token will "see" the others enter. Each of the five copies will see each of the other four copies enter. That gives you 20 triggers. So altogether, you'll get 25 triggers.
If Terror of the Peaks triggered itself on ETB, you'd get another 5 triggers, one from each token.
After something happens in the game, the game checks any game object that exists immediately after the event to see if any triggers might have triggered. That's why the tokens will trigger each other. There are exceptions to this, such as death triggers, but they don't really apply to ETBs.
Hope that helps!!