Rite of Passage is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (It must survive the damage to get the counter.)
Complete guide
Rite of Passage turns damage your creatures survive into lasting growth. This {2}{G} enchantment rewards resilience, but its +1/+1 counters arrive after damage—not in time to save a creature from lethal damage.
What It Does
Whenever a creature you control is dealt damage, Rite of Passage triggers to put one +1/+1 counter on that creature. The amount of damage does not determine the number of counters: surviving 3 damage produces one counter, not three. If multiple sources deal damage to the same creature simultaneously, that creature gets only one trigger from Rite of Passage. If several creatures you control are dealt damage, the ability triggers separately for each of them. Separate damage events can also produce separate triggers for the same creature. If all the damage to a creature is prevented, it was not dealt damage, so Rite of Passage does not trigger.
How It Resolves, Step by Step
1. A creature you control is dealt damage, causing Rite of Passage to trigger. 2. Before that trigger is put on the stack, state-based actions are checked. A creature with lethal damage is normally destroyed at this point; the pending counter cannot rescue it. 3. The trigger is put on the stack. Players can respond before it resolves. 4. When the trigger resolves, put a +1/+1 counter on the creature if it is still on the battlefield. If it has left, the trigger cannot give it a counter—even if that card has returned as a new object. Example 1 — Combat with Garruk's Uprising: You control both enchantments and attack with a 3/3 creature. A 2/2 blocks it. Thanks to trample from Garruk's Uprising, you can assign 2 damage to the blocker and 1 to the defending player. The blocker simultaneously deals 2 damage to your attacker. Your attacker survives, and Rite of Passage's trigger subsequently makes it a 4/4 with 2 damage still marked on it. That counter does not retroactively increase the combat damage it dealt.
Common Mistakes and Important Interactions
A +1/+1 counter does not remove marked damage. It usually increases toughness, which can help a surviving creature withstand later damage, but damage remains marked until the cleanup step unless another effect removes it. Example 2 — Reaching 4 power with Garruk's Uprising: You control both enchantments and a 3/3 creature. The creature takes 1 damage and survives. Rite of Passage resolves and makes it a 4/4. You do not draw a card from Garruk's Uprising: growing to 4 power is not entering the battlefield. However, if Garruk's Uprising enters after that creature has become a 4/4, its own enters ability triggers. You draw when that ability resolves if you still control a creature with power 4 or greater. Example 3 — Paying life with Sylvan Library: You control Rite of Passage and Sylvan Library. During your draw step, you use Sylvan Library to draw two additional cards, then choose two cards in your hand drawn that turn. If you pay 4 life to keep one of those chosen cards, Rite of Passage does not trigger. Paying life is not damage, and no creature was dealt damage. The same is true if you pay a total of 8 life to keep both chosen cards.
When to Play It
Cast Rite of Passage before the damage events you want to reward, usually before combat. It needs to be on the battlefield when your creatures are dealt damage; it does not look back at earlier damage. Look for combats your creatures can already survive rather than relying on a future counter to save them. With Garruk's Uprising, accumulated counters can make later trampling attacks more threatening, but counters earned from a combat-damage event generally improve future damage—not the damage already dealt.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Rite of Passage
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If the creature is dealt damage by more than one source at the same time, it gets only one counter.
No other card is named in this ruling.
- #2· Wizards of the Coast
The creature doesn’t get a counter if all the damage that would be dealt to it is prevented.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Polyraptor + Forerunner of the Empire + Rite of Passage
- 1Deal damage to Polyraptor.
- 2Rite of Passage and Polyraptor trigger.
- 3Resolve the Rite of Passage trigger, putting a +1/+1 counter on Polyraptor.
- 4Resolve the Polyraptor trigger, creating a token copy of it.
- 5The Polyraptor token enters the battlefield, triggering Forerunner of the Empire's second ability, dealing 1 damage to each creature.
- 6Rite of Passage triggers for each creature you control, and each Polyraptor you control triggers.
- 7Resolve all Rite of Passage triggers, putting a +1/+1 counter on each creature you control.
- 8Resolve a Polyraptor trigger, creating a token copy of it.
Cacophodon + Rite of Passage + Pyrohemia
- 1Activate the permanent by tapping it, adding
.
- 2Activate Pyrohemia by paying
, dealing 1 damage to each creature and each player.
- 3Cacophodon and Rite of Passage trigger.
- 4Resolve the Rite of Passage trigger, putting a +1/+1 counter on each creature you control.
- 5Resolve the Cacophodon trigger, untapping the permanent that can produce
.
- 6Repeat.
Wayta, Trainer Prodigy + Boros Reckoner + Rite of Passage
- 1Deal exactly 1 or 2 damage to Boros Reckoner.
- 2Rite of Passage and Boros Reckoner trigger twice.
- 3Resolve both Rite of Passage triggers, putting two +1/+1 counters on Boros Reckoner.
- 4Resolve the first Boros Recknoer trigger, dealing damage equal to the damage dealt to it to any target.
- 5Resolve the second Boros Reckoner trigger, dealing damage equal to the damage dealt to it to itself.
- 6Repeat from step 2.
Fire Ants + Cacophodon + Rite of Passage
- 1Activate Fire Ants by tapping it, dealing 1 damage to each other creature without flying.
- 2Rite of Passage triggers for each creature you control that was dealt damage this way, and Cacophodon triggers once.
- 3Resolve all Rite of Passage triggers, putting a +1/+1 counter on each creature you control that was dealt damage.
- 4Resolve the Cacophodon trigger, untapping Fire Ants.
- 5Repeat.
Wayta, Trainer Prodigy + Spitemare + Rite of Passage
- 1Deal exactly 1 or 2 damage to Spitemare.
- 2Rite of Passage and Spitemare trigger twice.
- 3Resolve both Rite of Passage triggers, putting two +1/+1 counters on Spitemare.
- 4Resolve the first Spitemare trigger, dealing damage equal to the damage dealt to it to any target.
- 5Resolve the second Spitemare trigger, dealing damage equal to the damage dealt to it to itself.
- 6Repeat from step 2.
Rite of Passage + Forerunner of the Empire + Raptor Hatchling
- 1Cause a Dinosaur to enter the battlefield under your control.
- 2Forerunner of the Empire's second ability triggers, dealing 1 damage to each creature.
- 3Raptor Hatchling triggers, and Rite of Passage triggers for each of your creatures dealt damage this way.
- 4Resolve all Rite of Passage triggers, putting a +1/+1 counter on each creature you control.
- 5Resolve the Raptor Hatchling trigger, creating a 3/3 Dinosaur creature token.
- 6Repeat from step 2.
Indoraptor, the Perfect Hybrid + Rite of Passage + Blazing Sunsteel
- 1Deal exactly 1 damage to Indoraptor.
- 2Indoraptor, Rite of Passage and Blazing Sunsteel trigger.
- 3Resolve the Rite of Passage trigger, putting a +1/+1 counter on Indoraptor.
- 4Resolve the Indoraptor trigger, causing it to deal damage equal to its power to a random opponent unless they sacrifice a creature.
- 5Resolve the Blazing Sunsteel trigger, dealing 1 damage to Indoraptor.
- 6Repeat from step 2.
Rite of Passage + Hardened Scales + Walking Ballista
- 1Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to itself.
- 2Rite of Passage triggers, putting two +1/+1 counters on Walking Ballista.
- 3Repeat an arbitrarily large number of times.
- 4Move to the next turn, removing all damage marked on Walking Ballista.
- 5Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target.
- 6Repeat step 5 as desired.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Rite of Passage
No archived Top 8 deck with this card yet.

















