Rite of Replication

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Rite of Replication

Sorcery

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

Create a token that's a copy of target creature. If this was kicked, create five of those tokens instead.

ThassaUpYo@ssa on Be'Elz A'Boot

1 month ago

Point well taken. I thought that running the lower CMC demons with higher P/T was a solid play with Be'Lakor, the Dark Master, but now that I think about it Ammit Eternal never really paid the sort of dividends I had envisioned. Yawgmoth's Will has certainly earned this guy's spot.

I don't aim to win each game with Liliana's Contract, but when I do get it into play I do my best to keep it around long enough to reap its end-game benefits. Bolt Bend & Imp's Mischief will definitely be used, in addition to the counter spells already in the deck, to keep this wincon around OR, depending on the situation, protect my general. I will add that Rite of Replication is one heck of a way to win the game with Be'Lakor, the Dark Master and is something else that Bolt Bend & Imp's Mischief can be used to protect.

At the risk of sounding like a broken record, thanks again for your insightful feedback and tip-of-the-hat to my demon tribal decklist. Demons are my favorite tribe in magic because they fit how I like to play going all the way back to when I first started - use your life total as a resource to gain advantage and put yourself in a great position to win or, at the very least, put up one hell of a fight.

Last_Laugh on Atraxa, Praetors' Voice +1/+1 *PRIMER*

3 months ago

Have you ever considered Reyhan, Last of the Abzan / Ishai, Ojutai Dragonspeaker as your commanders? They draw a LOT less hate, are easier on early mana to cast, and most importantly, having an Ozolith effect in the Command zone makes the deck far more explosive and resilient than a single proliferate per turn cycle.

It also opens up some really interesting possibilities like Blade of Selves or a kicked Rite of Replication on Reyhan. Blade is 18x +1+1 counters (a commander damage kill as early as turn 3... t1 Sol Ring into Blade, t2 Reyhan, t3 equip and swing.) and Rite is 90x +1+1 counters (this isn't even counting extra +1+1 counters or counter doublers.)

Feel free to check out my list for ideas and the deck description for a better explanation and the math for Blade of Selves/Rite of Replication. Little Rey of Ishine (Reyhan/Ishai)

wallisface on Ramp Halimar Mill

3 months ago

Some thoughts:

  • Even with the amount of ramp you currently have, I don't see you ever getting to 9 mana to kick Rite of Replication before the game ends. I think you need to be able to reliably ramp to 9 mana by turn 5 at the very, very latest to have any chance of being able to pull this combo off.

  • Your deck is trying to do two things that it can't do at once - ramp and protect your own creatures. All those instants for protection mean you need to constantly hold up mana to use them, which slow down your ramp plan, and make it far more likely your opponent just swings for lethal before you do anything.

  • Collected Company needs a deck with at least 27 creatures in it to have any form of reliability in finding 2 creatures in 6 cards. With only 18 creatures in your deck, 41% of the time you'll see less-than 2 creatures in those 6 cards (and 10% of the time you'll see 0!). You can use this site to help with draw-odds, but I would say Collected Company has no reason to be in this deck as-is.

DreadKhan on Lil' Shit

4 months ago

IMHO their are few bigger 'lil shit' type cards than Rite of the Raging Storm, if their is an opponent who can't handle 5/1 Tramplers they are dead meat very quickly, it's a very chaotic atmosphere with Rite out. It's also very good with many cards that would work well with your Commander, such as Mask of Griselbrand, and I can point out a bunch of other options. Relic of Sauron is a very good Grixis mana rock that can also draw a card now and then. I think copy effects are probably pretty good with your Commander, if you cast Rite of Replication on your Commander you still get 5 copies ETBing and dying, which should clear out hands and serve as a huge board wipe (you get 5 triggers each of the ETB and death trigger, if you have 3 opponents left 2 of them have 1/4 of their permanents and one has half left, similar for their hands. Irenicus's Vile Duplication is another fun copy effect, this one doesn't die right away and has flying. If you like annoying creatures you might like some of the specters out their, Hypnotic Specter is an old classic that will always take away a card from whomever you hit, and Stronghold Rats can take one from each player fwiw.

I can't decide if MImic Vat would be worth it with your Commander, if you can get him into the Vat you can make a copy each turn for very little mana, but it doesn't get sacrificed unfortunately, it gets exiled at end of turn, so you'd need sac outlets to get his Death Triggers (but on the upside nobody is going to block you).

Their are a few Chaos type cards that might help with your plans to annoy the table, I've always enjoyed Teferi's Puzzle Box, but any effect that cares about your opponent drawing cards really loves the effect, if you can get Box and a Notion Thief out your opponents each lose their hand and you draw cards equal to how many they had when they lost them. Grip of Chaos can help keep your Commander (or another key permanent) alive longer, and you don't run a ton of targeted interaction yourself. Omen Machine is pretty funny, it's especially useful if you use a high average MV, same with Timesifter. Some people will try to flip the table if you resolve a Possibility Storm, especially if your deck isn't trying to abuse the effect. If you leaned harder into your spell plan, or into permanents that work regardless of who controls them you could try Thieves' Auction, a card many that is so obnoxious that some people consider scooping rather than resolving the effect.

I hope some of these ideas aren't too disruptive, it's fun to have a deck that can troll your playgroup a bit!

Last_Laugh on Reyhan and Ishai make it happen!

4 months ago

Blade of Selves on Reyhan is a commander damage kill as early as turn 3. Each copy of Reyhan sees and replaces their 3 counters so 2 die to the legend rule and their 6 counters are seen and replaced by all 3 Reyhans for 18 counters. Rite of Replication kicked targeting Reyhan is 90 counters (or 30 increments of 3 counters). Check my deck description for the actual math when you factor in counter doublers etc.

Upvotes on any of my decks are appreciated. Little Rey of Ishine (Reyhan/Ishai)

DreadKhan on What happens if i play …

5 months ago

When I was digging online, most people seem to feel that the Rite of Replication resolves by giving you 5 copies of Master Biomancer that each enter with 2 +1/+1 counters. From more digging it seems the issue is that the replacement effect is a Static Ability, which uses different rules than a Triggered Ability. TBH this seems unnecessarily confusing, if simultaneous creatures ETBing can 'see' one another for triggered abilities it seems weird to not have static abilities work that way, oh well I guess?

Anyways, in short, from what I found a kicked Rite results in 5 tokens with 2 +1 counters each. If you copied the kicked Rite, you'd have 5 copies with 4 power each already out from the first Rite, meaning a second would make 5 that have 22 counters each, a 3rd kicked Rite coughs up 5 copies with 142 counters each if my math is correct (2 for the OG, 20 for the first copies, and 5*24=120 for the second copies). Hope some of this helps!

DemonDragonJ on Elemental Storm

6 months ago

I have made several changes to this deck, as follows:

I replaced Vithian Renegades with Reclamation Sage, because the latter creature is more versatile.

I have replaced Vedalken Orrery with Tidal Barracuda, which is one less card that shall synergize with Wandering Mind but one more card that shall synergize with Riku, himself.

I have replaced Clout of the Dominus, Favor of the Overbeing, and Runes of the Deus with Galvanic Iteration, Regrowth, and Rite of Replication, since the auras did not match the theme of this deck, but the new cards most certainly do. I had contemplated putting Flame of Anor in this deck, but the deck contains only two wizards: Riku himself and Dualcaster Mage, so that card would not work well in this deck, and I also very much wished to put See Double in this deck, as well, but the fact that that spell cannot be copied reduces its potential synergy with this deck's strategy.

Amazingly, the average converted mana cost of this deck remained the same at 3.82, but the color distribution is now slightly different.

ASalesman on Unesh, Ultimate Guide (Tribal)

6 months ago

GHoag thank you for your most critical feedback. I agree with a lot you have to say on this. There are a few things I'd like to discuss further. I'll mirror your format so you know how I am responding to what. Thank you for the praise on the list so far, there is definitely some things to be worked out still. "The pinnacle is a concept only to the unambitious" -flavor text from a card I don't remember lol. (sorry for the novel below)

Regarding Fetchlands, I think the deck thinning is negligible or very hard to notice at most. This aspect of them definitely can't be a bad thing. But playtesting has shown that the negative effects of including them are negligible. I have never been upset about running all 4. Also, the synergy these lands has with Vantress Visions (Virtue of Knowledge) feels reeeally good.

Rite of Replication is expensive mana wise. The purpose of Rite is to get through your whole deck in one go assuming Unesh is on the field, which is not always the case. In my playtesting, it has been very hard to resolve due to mana cost, and when you do meet the mana requirement it is never safe from interaction. Given these flaws, this card might as well say "if you are targetting Unesh and this card resolves, you win the game." With the FOFs, you can pick up all counter magic and free mana rocks on the way down your deck to cast & protect Thassa's Oracle. A non-negligible side effect, this makes choosing piles easier to do because you no longer have to grab sphinxs or other wincons. This wincon is still relevant at this mana cost. I think the jury is still out if this is the best choice though. With inifinite mana you can do something similar, and I'll talk more about this below. Q: Why not add Personal Tutor? Simply because you don't need 3 copies of Rite. I already don't like Mystical Tutor, but the versatility to grab any instant makes it worth it. By the time you meet the mana requirement, you will have seen Rite or Mystical Tutor. Personal Tutor is too narrow to have in a slot, even on the 'Rite' plan.

cEDH meta talk, there is Turbo, midrange, and stax (early win, midgame win, lategame win respectively.) The average win without any interaction is turn 6-7 on this revision. This solidly puts Unesh into midrange. I think he can be sped up a bit with more revisions. Turn 4 is a late win for Turbo, but with enough interaction to stop the turbo player we can get to the midrange and win the game. Unesh suffers against a a few stax pieces. The main ones being Torpor Orb (which doesn't see a ton of play these days), and Null Rod and Collector Ouphe. Collectore Ouphe doesn't feel so bad with our interaction suite, and Null Rod is even more of a nuissance. If both are on the field, it is an absolute nightmare for Unesh.

Creatures: Yes a lot of fat was trimmed, and it took some time to really narrow down the best Sphinxs in these slots. There is still room for improvement here. For instance Vexing Sphinx feels awful. The reason I added it a while back was because he can be played early game for a bit of card draw. The card draw from this is not worth the mana spent, the fact that even with Unesh out he is 2 blue to cast also feels very bad. I will definitely replace him with another Sphinx, probably Argent Sphinx or Metallic Mimic. For 2 blue I am much happier to see the mana sink on Argent Sphinx. And for 2 colorless I am happy to see possibly the next cheapest sphinx not already in the deck. Enigma Thief though high CMC, I can reliably cast him for his prowl cost at 2 cmc, and his removal is top notch. Dream Eater though the removal is not the best, it is still good. The kicker here is honestly the surveil 4. You do Unesh FOF first, then surveil 4 and hopefully you can put all 4 in the graveyard. Still dream eater does feel a bit slower than everything else. Scholar of the Lost Trove, upfront I feel very strongly about this card. It's not because this is a pet card, it's because I think its very powerful in this deck. Even at 5cmc which is what I normally cast it for, it feels like insane value. You get the Unesh trigger, and a wincon from the graveyard that the opponents thought they didn't have to deal with anymore. After doing some math on this, the average cost of an Unesh trigger with Unesh on the field is ~2.25 cmc in the current revision (that is the cmc of a card generating the FOF divided by the total number of things generating FOFs excluding Rite). At 5 cmc, casting the Scholar gives you a 4 cmc game winning artifact and a ~2.25 cmc Unesh trigger. Not to mention, it gives you flexibility in choosing piles. For instance, If an opponent erroneously puts Panharmonicon in a pile by itself, you can shamelessly take the other 3 cards in that FOF. Palinchron is also rather expensive to set up, but not as expensive as Rite. I think it is a good back up win condition. If Rite doesn't resolve, or if Isochron w/ dramatic reversal doesn't resolve, we need at least one other way to combo off. With ways to tutor for High Tide this win condition has been online surprisingly often, and is definitely threatening. That said having this AND Rite feels too heavy mana wise. I think I am pretty much sold on Isoscepter because of how inexpensive it is. With recent mana rock additions as well as Mox Diamond and Grim Monolith (mentioned below) the wincon is online for far cheaper than Rite and effectively does the same job, also dramatic reversal can be used as a one time use now which makes it good on it's own.

Lands: After a day of listening to cEDH podcasts, this is what I came up with. Urza's Saga is nuts. After playtesting with these lands I felt a big power spike. Thank you for mentioning Mystic Sanctuary again. I didn't think about it being able to retrieve a wincon which is pretty relevant. I will consider slipping this one back in there. I also think that losing just one more Island wouldn't be very impactful. What do you think about Command Beacon? After playtesting, I think there is such a niche case when this card is good in cEDH. I think I prefer an Island here given the more recent revisions.

Enchantments: Agreed, all of these are great cards. Not much to change here.

Instants: I don't think there are any cuts to be made here. After playtesting I think I need to add more Instants to more reliably shut off early combo wins. Demonic Consultation and Ad Nauseum are rampant. Even fitting in a Dispel or Spell Pierce to the deck would go a long way.

Artifacts: Work needs to be done here. I agree with a lot of what you are saying. Lightning Greaves feels bad because board interaction is light and stack interaction is high in cEDH. Caged Sun is usually too expensive to play without cheating it in with Scholar. But scholar wants to hit other game winning cards anyway, so Caged sun needs to go. Grim Monolith and Mox Diamond need to go in. I have been reluctant to add them to the list because I don't have paper copies. You are spot on with these two though. I am not high on Moonsilver Key, but I do like Wayfarer's Bauble. The bauble putting a land into play is important to getting palinchron online, and this also sees great synergy with Vantress Visions similar to the fetch lands. Though bauable is definitely worse than mox diamond and grim monolith, it would be my last cut. Mox Amber indeed doesn't power Unesh out, but we don't need it to. I will say that my playtests have really favored this card. Being able to play more mana artifacts after a FOF for free will keep the FOFs rolling. Mox Amber feels very good. Mox diamond is superior, but I won't take out Mox Amber for it.

REVISION: After synthesizing both our viewpoints, here is a revision that I will go ahead and push. I think you will like this mostly, but let me know your doubts.

EXPLANAITION: This rev cuts the Rite wincon and adds the less expensive Isoscepter wincon. There is still backup wincon in Aetherflux. Isoscepter is backed up by Palinchron, and Aetherflux is supported by Palinchron. Obviously, the goal with infinite mana is to play Thassa's eventually. Dramatic Reversal is good enough on its own now because of the artifacts added recently. I honestly think this is the cheapest that the wincon package can be while still being robust enough to not fizzle out. With these wincons, Unesh doesn't have to be on the field, which makes the deck less reliant on him, mitigating one of the deck's biggest flaws. Cutting Lightning Greaves will likely be inconsequential due to low board state interaction. Muddle and Spell pierce add some more stack interaction while Muddle can find combo pieces. I went with Spell pierce over Dispel because it can hit stax pieces as well as stopping an early combo win. Cutting a sphinx now relies on Ghostly Flicker to be part of the 20%. Mystic Sanctuary and Scholar of the Lost Trove are used to retrieve wincons from the grave if necessary.

I heavily considered subbing Dream Eater for Argent Sphinx. I will need to playtest that change before committing to it.

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