Rite of Replication

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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Trade

Have (5) Mortiferus_Rosa , metalmagic , pskinn01 , Azdranax , kpral
Want (6) Suicune , gwumbelbehr , fairweathernihilist , urzahh , usenohooks , Ninbi

Printings View all

Set Rarity
Commander 2015 (C15) Rare
Commander 2014 (C14) Rare
Zendikar (ZEN) Rare

Combos Browse all

Tokens

Legality

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

Rite of Replication occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

Blue: 0.5%

UR (Izzet): 0.57%

Rite of Replication Discussion

Last_Laugh on Atraxa

3 days ago

Reyhan, Last of the Abzan & Ishai, Ojutai Dragonspeaker as your Commanders w/ Atraxa in the 98.

Atraxa is great for loyalty, poison, and other hard to get counters but a single proliferate is kinda slow for dedicated +1+1 counters. Reyhan/Ishai draw less hate, are easier on early mana, are much more explosive and abuseable, and Reyhan's ability to save counters makes the deck more resilient and opens up several amazing combos.

Blade of Selves on Reyhan is 18x +1+1 counters (4 players) and lethal Commander damage as early as turn 3. T1 Sol Ring into Blade of Selves. T2 Reyhan. T3 equip, swing, and murdelize a mofo.

Rite of Replication kicked and copying Reyhan is 90 counters.

Mathing is Hard! All math based on 4 players and for the Blade of Selves combo found in the next section, plus the cards listed in each section below. Special thanks to Gidgetimer for help with the math!

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.


Blade of Selves on Reyhan, Last of the Abzan - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created.

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.


Hardened Scales, Winding Constrictor, AND/OR Pir, Imaginative Rascal - Rite makes 5 tokens with counters. Them dying creates 30 triggers. 30((3+X)+X)

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.

110(4(4(3+X)+X))=

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.

ASalesman on Unesh, Ultimate Guide (Tribal)

5 days ago

smashadams83 Thanks for the input!

Rite of Replication: Is that how that works? I'm a little fuzzy on how the legendary rule applies here. I view Rite of Replication as a copy of a sphinx which I think is good, and the kicker option can be huge. The slot that it would have to take I think would be Clever Impersonator or Phyrexian Metamorph. But I prefer the versatility of those cards to the kicker ability. Perhaps its time to take out my trusty Serra Sphinx.

Windreader Sphinx && Sphinx of Enlightenment: I should definitely look into squeezing them in there, to help with draw, drawing cards is probably one of the most important themes of the deck.

Mystic Sanctuary: I agree with you on this one, I should probably take out an Isalnd for it.

Back to Basics: I have thought about this one before, I think its an excellent card that could take the propoganda slot in some matchups. Typically I don't run it because I don't have fun with it, but it definitely deserves a spot. HOWEVER I don't know how to get rid of it when I want to start using my Shrine to Nykthos. There is a little anti synergy here.

I'll have to do more thinking on Mind Over Matter && Dream Halls, I think they have potential. IDK what slot they would take yet, but I can see them putting in work if I include more card draw into the list. What's holding me back from these cards is that they are basically worse versions of Omniscience.

richardrorty69 on Scarab God Reanimator/Control

1 week ago

SideBae not presumptuous at all! I'm absolutely looking for help. This is my first big pet deck so I'm glad for eyes outside my meta addressing what this deck is trying to do. I'll address your points individually but overall: thanks very much for the extremely thoughtful suggestions.

  1. You're right about the Zendikar fetches--in fact, they're already present. I upgraded this deck's lands and forgot to edit the list to completely reflect it. You may be right that the deck could use more card draw; I'll try swapping Palinchron/Phantasmal Image for the cantrips next match and see whether consistency improves. It hasn't been a problem so far but it's probably more useful than the combo.

  2. Good eye for card advantage. Swapped.

  3. The typical discard outlets are situational--eg the buyback on Forbid or Force of Will--but there's probably room for Liliana of the Veil in Bribery's place. There's not quite enough instant/sorcery recursion to make mass discards consistent, which is why the deck doesn't currently run Jace.

  4. See above

  5. See 1, this deck now runs Vault, Crypt, and Mox Diamond for further ramp. Thanks for the edit reminder.

  6. I don't think I can generate enough value off Narset without eg Windfall or Jace.

  7. I'll playtest Graveborn Muse over Rite of Replication. While I think the reanimation is much more powerful and too-often overlooked, The Scarab God's damage/scry is great incremental value and I'm happy to pick up more.

TheTryH4rd on Urza, Lord High Artificer

2 weeks ago

Yea, I didn't end up cutting out Power Artifact for that very reason. I just had to make room in the deck for it.

At this point if I want to take the next jump in making the deck more competitive, I think I need to pull the cards that don't enable/facilitate the combos like Blatant Thievery, Expropriate, and Rite of Replication and replace them with card draw and more tutors. But I have such love for those cards that its a hard step to take.

Based on CMC and effect Thassa's Intervention is better in every way than Pull from Tomorrow. So if I were going to pick one or the other it would be Thassa. I think Blue Sun's Zenith would be a good card to include as an alternative win condition on infinite mana to back up Codex Shredder. Dig Through Time would be good in that late game situation as well when still trying to assemble the pieces to combo off.

ShreddedByCrows on Surrakar tribal challenge

2 weeks ago

Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.

As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.

1.) River cards:

  • River of Tears not the best land you could find, but fits in there

  • Underground River certainly an essential

  • Bad River cheap fetchland fitting the theme

  • Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)

  • River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw

  • Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though

  • Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage

  • Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme

2.) Cave cards:

3.) Cloning your Surrakars cards:

  • Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned

  • Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration

  • Mimic Vat classic card, not the most flavourful

  • Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning

  • Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo

  • Metamorphic Alteration also a nice one

  • Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars

  • Unstable Shapeshifter funny card, a quality+ illustration

  • Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok

  • Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok

  • Supplant Form let's just assume for a while that this is Surrakar's magic lel

  • Dual Nature yeh it is slow, but it is strong / interactions with Yarok

4.) Tribal outlet:

5.) Yarok outlet

6.) Other cards

I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!

ZendikariWol on Allied Invasion

3 weeks ago

Targeting any of your wizards with a Rite of Replication (especially Hagra Diabolist or Turntimber Ranger, who is not a wizard) is massive.

On that note, Progenitor Mimic slots nicely into a similar place in this deck.

evncrbch on The Heart of the Cards!

4 weeks ago

Ravenrose - Thanks for the advice! I opted for Mystic Retrieval over Archaeomancer since I can cast it off the top of my deck, but maybe it would be good to have another effect of that nature. Mystic Barrier could be something I'm interested in, though admittedly most of the people I play with are not particularly aggressive. Feather, the Redeemed is an interesting idea. I would have to determine if I think I have enough self-target spells to want her. Ponder and Rite of Replication are both great, thus why they're already in the list. Curse of the Swine is an option I am considering as a replacement for Divine Reckoning.

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