A combo that's true to your name. Can't wait for Rosetta to release and try Verdance for myself and can't wait for Talishar to implement these so I can join the fun as well. Also, this combo seems fun, but that's a lot of setup of putting multiple pots on the board and getting to the point where you can have 3 of Rampant Growth in hand.
yeah, but this is the maximum giga damage - you can expect your opponent to not be at 70life when it's happening, and even a smaller combo can be enough to bring them to low digits to put them on the backfoot.
they changed the ruling about forked lightning, amp only affects the first 2 damage, só the second damage will always be 2. They said amp affects the event, as forked lightning have 2 arcane dmg event, but later text before amp says it affects the card, só crucible affect all the effects of the forked lightning card
I didn’t say anything about opponents’s turn, just that if you are on 8 or more less life you can still full combo with epots through reaping blade because reaping only stops the person at higher life from healing.
but with an epot or 2 in play, or tunic, you can also play gain 5 hp, triple rampant, striders a 0 cost spell and still send 27 arcane on their turn (more if more epots and plume of evergrowth, but you also likely only need to shoot for 15-20 on their turn so only 2 rampant, a blue, a fertile ground, a 0 cost spell sends 17).
@@Majiger its pretty realistic for slower and midrange decks for the full combo. For aggro, keeping both hero's life equal is key and you can go double ramp off plume + sigil for arcane naa off storm striders.
These lines very inefficient. You can get 40 damage from an Aether Flare, Rampant Grown, and 2 blues, plus the 3 h-pots and Plume. 4 card hand, which allows you to use a block if Rampant or Aether is in your arsenal, instead of having to take the full turn of damage so you can 'go off'.
@@thepitchstack H-pot x3 (Ping x3), Rampant Growth (instant, Ping 1, Amp 7), Plume (Intant, pitch blue, grab resolved Rampant Growth), Rampant Growth (Instant, no ping, Amp 8), Surgent Aethertide (pitch blue, 1 float, threaten 16), Aether Flare (use remaining float, threaten 20). This can be done with any 0-cost 3 damage arcane spell as well, if you can't manage the two blues. But there you have it 4+16+20=40. 4 card hand, 3 card setup. (And yes, they can AB3, which brings the threshold down to 34, or 30 on a full grip of blues.)
@@gunternine1130 but imo you have the problem that flare is only for combo and has zero use outside of the combo as it will be a 1 for 4. Generally chip damage throughout the game has my opponent to 20-25 and I just need double ramp sigil 1 hpot and full send with combo
I heard amp doesn't work this way anymore, you have to deal the damage for the amp to apply. If true then AB1 just stops you in your tracks. The kindle wording on amp being before prevention is absent from Rosetta cards. Not sure if anyone can confirm?
Yes I understand that. What I'm saying is that you're amping the weapon for like 20 or whatever, and I'm saying that I've heard that amp has been changed and doesn't apply unless the source actually does damage. Surgent does 1 damage naturally, so if true then AB1 would stop the whole surgent portion of the combo. Then the amp would still be live for your NAA but if they AB all of that too then you deal 0.
Check the reminder text for amp on kindle. It says "this applies before damage prevention effects". This line of text is missing from Rosetta cards, like staff of verdant shoots
@@dadlegendnz4112 that's not how amp works. Otherwise the mechanic would be useless and never work on anything. The next time something is resolving for dealing damage, then the buff is applied to it.
Yes I understand that as well lol. All I'm saying is that I've heard they are changing amp so that it DOES work this way, which I agree would be awful. I was wondering if anyone else had heard anything about this.
Omg, wish I watched this before I played her at a prerelease last night! Great video 😊
I was on the fence about for dance then I heard about this combo and this video has made me want to build her thank you very much
A combo that's true to your name. Can't wait for Rosetta to release and try Verdance for myself and can't wait for Talishar to implement these so I can join the fun as well.
Also, this combo seems fun, but that's a lot of setup of putting multiple pots on the board and getting to the point where you can have 3 of Rampant Growth in hand.
its a hard pitch stack for sure but can be done
yeah, but this is the maximum giga damage - you can expect your opponent to not be at 70life when it's happening, and even a smaller combo can be enough to bring them to low digits to put them on the backfoot.
Sheesh
they changed the ruling about forked lightning, amp only affects the first 2 damage, só the second damage will always be 2. They said amp affects the event, as forked lightning have 2 arcane dmg event, but later text before amp says it affects the card, só crucible affect all the effects of the forked lightning card
Yes, you apply all amp to surgent aethertide.
I figured this combo out as well and were super excited, until it’s stopped by a single reaping blade 😢
CYB combo can be done as an instant on their turn when they’re trying to kill you. You won’t be using hpot for that matter
Just be 8ish life lower than them when you combo and reaping does nothing
@@stevenbowers3799 unless you're using CYB, how are you comboing on their turn? hpot is an action, not an instant...
I didn’t say anything about opponents’s turn, just that if you are on 8 or more less life you can still full combo with epots through reaping blade because reaping only stops the person at higher life from healing.
but with an epot or 2 in play, or tunic, you can also play gain 5 hp, triple rampant, striders a 0 cost spell and still send 27 arcane on their turn (more if more epots and plume of evergrowth, but you also likely only need to shoot for 15-20 on their turn so only 2 rampant, a blue, a fertile ground, a 0 cost spell sends 17).
Very cool and interesting to see this played out, but how realistic is this combo to go off?
@@Majiger its pretty realistic for slower and midrange decks for the full combo. For aggro, keeping both hero's life equal is key and you can go double ramp off plume + sigil for arcane naa off storm striders.
@@thepitchstack Cool! Thanks!
These lines very inefficient. You can get 40 damage from an Aether Flare, Rampant Grown, and 2 blues, plus the 3 h-pots and Plume. 4 card hand, which allows you to use a block if Rampant or Aether is in your arsenal, instead of having to take the full turn of damage so you can 'go off'.
What is the line here? Surgent > flare > spell?
@@thepitchstack H-pot x3 (Ping x3), Rampant Growth (instant, Ping 1, Amp 7), Plume (Intant, pitch blue, grab resolved Rampant Growth), Rampant Growth (Instant, no ping, Amp 8), Surgent Aethertide (pitch blue, 1 float, threaten 16), Aether Flare (use remaining float, threaten 20). This can be done with any 0-cost 3 damage arcane spell as well, if you can't manage the two blues. But there you have it 4+16+20=40. 4 card hand, 3 card setup. (And yes, they can AB3, which brings the threshold down to 34, or 30 on a full grip of blues.)
@@gunternine1130 but imo you have the problem that flare is only for combo and has zero use outside of the combo as it will be a 1 for 4. Generally chip damage throughout the game has my opponent to 20-25 and I just need double ramp sigil 1 hpot and full send with combo
I heard amp doesn't work this way anymore, you have to deal the damage for the amp to apply. If true then AB1 just stops you in your tracks. The kindle wording on amp being before prevention is absent from Rosetta cards. Not sure if anyone can confirm?
@@dadlegendnz4112 so amp is applied to the weapon then it applies to the arcane NAA. I am not sure what you are confused about.
Yes I understand that. What I'm saying is that you're amping the weapon for like 20 or whatever, and I'm saying that I've heard that amp has been changed and doesn't apply unless the source actually does damage. Surgent does 1 damage naturally, so if true then AB1 would stop the whole surgent portion of the combo. Then the amp would still be live for your NAA but if they AB all of that too then you deal 0.
Check the reminder text for amp on kindle. It says "this applies before damage prevention effects". This line of text is missing from Rosetta cards, like staff of verdant shoots
@@dadlegendnz4112 that's not how amp works. Otherwise the mechanic would be useless and never work on anything. The next time something is resolving for dealing damage, then the buff is applied to it.
Yes I understand that as well lol. All I'm saying is that I've heard they are changing amp so that it DOES work this way, which I agree would be awful. I was wondering if anyone else had heard anything about this.