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Magic: Duels of the Planeswalkers 2013: Replica's Revolt Challenge Solution

Updated on June 25, 2013

Overview

Ten challenges await you in Magic the Gathering: Duels of the Planeswalkers 2013, the latest iteration of the series first started two years ago on XBox Live Arcade and Playstation Network. Now on the iPad and Steam as well more players than ever must face the challenges put forward, how well will you do?

The nineth challenge is Replica's Revolt. All the Lands in the game are now 2/2 creatures, and your opponent has more than you do. Can you destroy his army and claim the win?

Your Opponent
Your Opponent | Source

Challenge Setup

Your opponent has a lot of strong creatures blocking you and a lot of life left. Use your resources to win this turn.

The challenge's title implies this might have something to do with winning...
The challenge's title implies this might have something to do with winning... | Source

Your Resources

Life
10

Cards in Play
26x Islands
Archaeomancer

Cards in Hand
AEther Adept
Rite of Replication
Spectral Flight
Talrand, Sky Summoner
Volition Reins

It's special ability can be devastating in the right situations.
It's special ability can be devastating in the right situations. | Source

Garruk's Resources

Life
6

Cards in Play
24x Forests
Acidic Slime (Tapped)
Nature's Revolt
Ursapine (Tapped)

Cards in Hand
None

Bringing back old spells can be useful
Bringing back old spells can be useful | Source
That could be a useful special ability, if you had some forests.
That could be a useful special ability, if you had some forests. | Source

Solution

Step 1: Play Rite of Replication and choose to pay the kicker on Archaeomancer

Step 2: With the five new Archaeomancers you'll get to pick five cards out of your graveyard to put back in your hand, choose all 3 of the Rite of Replications and two more cards of your choice

Step 3: Play Rite of Replication without the kicker on Ursapine

Step 4: Play Rite of Replication and pay the kicker on a Forest, giving you 5 Forests

Step 5: Play Rite of Replication without the kicker on Acidic Slime

Step 6: Pick Nature's Revolt as your Acidic Slime's target

Step 7: Activate Ursapine's special ability five times on your original Archaenomancer (the one without summoning sickness, making him a 6/7)

Step 8: Attack with Archaenomancer to win

Comments

Submit a Comment

  • profile image

    Bla 

    3 years ago

    Considering the when you copy the forests with rite of replication and then are unable to use them as lands until you destroy nature's revolt is confusing and stupid. Either they are copied as lands that you can use as such without destroying nature's revolt or they are just creatures and when you destroy nature's revolt they stay on there as creatures. Not turn into lands. WTF!

    Unless summoning sickness somehow makes it so you can't use their land abilities but all it says is you can't use abilities with the tap symbol. NO TAP SYMBOL ON LAND ABILITIES.

  • Jon Daubon profile image

    Jon Daubon 

    4 years ago from Oshkosh, Wisconsin

    here's an easier way (though it doesn't work on the computer cuz it's flawed apparently): Volition reins on ursapine and rite of replication with kicker on forest

  • profile image

    richy0rich 

    5 years ago

    So natures revolt is out and the lands are no longer lands? Just creatures? Because if they were lands too they should tap as lands, its these little detail rules that make it nearly impossible to figure out. Unless your the creator

  • Suraph profile imageAUTHOR

    James 

    5 years ago

    I'm not really sure where you're getting that since the five forests you summon, which would be subject to summoning sickness, are turned back into just regular forests when Nature's Revolt is destroyed in step 6. Once they're regular forests they should no longer be subject to summoning sickness and then be usable to pump up Archaeomancer in Step 7. Or was there another area this comes into play?

  • profile image

    Lvl 1 Judge 

    5 years ago

    http://gatherer.wizards.com/Pages/Card/Details.asp...

    Specifically this part: 8/1/2008

    A noncreature permanent that turns into a creature is subject to the "summoning sickness" rule: It can only attack, and its {T} abilities can only be activated, if its controller has continuously controlled that permanent since the beginning of his or her most recent turn.

    Meaning this game fucking cheats. And I'm quite happy to point it out.

    That was my first play, and I didn't bother trying to activate ursine's ability because i was thinking NEAT, 5 DRYAD ARBORS, LOL SS.... etc. 40 minutes later I have to come here, and question myself. And then find out that the game itself is flawed, fun fun fun.

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