Rampant Growth // Life (Yellow)
Meld
Amp X, where X is the total
you've gained this turn.
//
Gain 1
Amp X, where X is the total
you've gained this turn.//
Gain 1

Rulings
From the Rosetta + 1st Strike release notes
- Rampant Growth||Life is an Earth Wizard card and can only be included in your card-pool if you can include Earth Wizard cards.
- The value of X is based on how much
you’ve gained this turn when Rampant Growth resolves on the stack, not when you first play it. - The value of X for Amp X will not increase if you were to gain
between resolving Rampant Growth and applying the Amp X to the next time you would deal arcane damage this turn. - If you meld Rampant Growth||Life, you will resolve the Life side of the card the first time the melded-card’s layer resolves. This will contribute to the value of X when you resolve the Rampant Growth side of the card when the melded-card’s layer resolves the second time.
Keyword notes
Meld - You may play 1 or both halves of this card. Each costs X.
- Meld is an ability keyword and is found on split cards in this set.
- When you play a split card with the Meld ability, you must announce if you will meld the split card or announce which side of the split card will be played. If you choose to meld a split card, it is considered to be a single card with the properties (name/textbox/typebox) of both sides.
- After you announce the melded card, continuous effects that apply to either side of the split card will apply to the melded card.
- After you announce the melded card, continuous effects that apply to either side based on their properties (name/textbox/typebox) apply to the melded card. E.g. a melded card that has Wizard on one side and Earth on the other, is subject to effects that apply to either Wizard or Earth cards.
- You may only play a melded card if you meet the requirements for playing a card with the combined properties of both.
- If you want to play a melded card that has the action type on one of its sides, you can only do so on an empty stack and it will cost 1 action point, even if the other side has the instant type. If an effect would allow you to play the melded card as an instant, you do not need to play it on an empty stack or pay an action point.
- The base cost of a melded card remains the same as the printed cost.
- The starting resource cost to play a melded card is TWICE the base cost of the card (i.e. you start with paying for the base cost for each side you’re playing). Then you apply cost modifications.
- Effects that increase/decrease the
cost of playing a card (e.g. Frostbite), only increase/decrease the overall
cost required to play the melded card. For example, you want to play a melded card with a base cost of 2 and you control a Frostbite. The total resource cost to pay is 5
: 2
for each half, plus 1
due to the Frostbite effect. - When playing a melded card, the card will be placed as a single layer onto the stack. This layer will be resolved twice. The first time the layer resolves on the stack, the right-side of the split card will resolve its abilities and generate effects first. The second time the layer resolves on the stack, the left-side of the split card will resolve its abilities and generate their effects.
- Players get priority between the resolution of each side of the card. The turn player receives priority after the melded card resolves the first time (i.e. right-side of the card), but before it gets resolved the second time (i.e. left-side of the card).
- The melded card stays on the stack after resolving the first time. It can be targeted by effects such as negate.
- If a melded card is negated or otherwise fails to resolve a second time while on the stack, the controller does not gain an action point from go again.
- If either half of a melded card gets go again, the entire melded card has go again. When a melded card is fully resolved (i.e. it resolves the second time), if the card has go again the controller gains an action point.
- If a continuous effect would grant a melded card an ability that triggers when a card resolves, that ability would resolve when the melded card’s layer resolves on the stack a second time.
Amp - The next time you would deal arcane damage this turn, instead deal that much plus 1.
- Amp is an effect keyword.
- Amp generates a replacement effect that applies to any one event of arcane damage that the player controls. This can include arcane damage events that are generated from actions, weapons (e.g. Kraken’s Aethervein), heroes (e.g. Brainstorm), etc.
- If an effect would deal 0 arcane damage, it’s the same as no effect occurring, and therefore Amp does not apply to it.
- For cards with an effect that deals arcane damage to multiple heroes/allies (e.g. Forked Lightning, Singe, Aether Arc), amp will only increase the damage dealt by the first arcane damage event from the effect. For example, if you target two different heroes with Forked Lightning, Forked Lightning’s effect will result in two arcane damage events. Amp will apply to the first arcane damage event against one of the targeted heroes, but will not apply to the other arcane damage event against the other hero.
- If you have a melded split card that has an effect that deals arcane damage on each half of the card (e.g. Comet Storm||Shock), amp will be applied to the first available arcane damage event from that layer after the amp replacement effect has been generated. If an amp effect is active before the melded split card’s layer resolves for the first time, then that amp will apply to the arcane damage event produced by effect on the right side of the card. Similarly, if an amp effect is active before the melded split card’s layer resolves for the second time, then that amp replacement effect will apply to the arcane damage event produced by effect on the left side of the card.
TalentEarth
ClassWizard
TypeInstant
Cost0
PitchYellow
Legal inClassic Constructed, Blitz, Living Legend, Ultimate Pit Fight
ArtistsSimon Dominic, Olga Tereshenko
Versions
Price history
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