Karol’s Crazy Brewz – Tear Blitz Combo

Tear Limb from Limb has been my spoiler card on the Session Blood podcast. As a Rhinar fan, I was stoked to see some cards trickle down for the familiar Brute hero. At first, I was quite skeptical of the new Brute Majestic as it’s a bit random and doesn’t defend. On the flip side, the more I thought about it, the more I played out scenarios in which this card is busted. The most obvious one is Tear Limb from Limb and Alpha Rampage. If everything goes right, you’ll swing for 18 with three intimidates. That’s insane, especially in a format like Blitz. But how likely is this scenario to play out? Well, without trying, not very likely. However, with a core focus on this interaction, it can be achieved every game. Let’s have a look at the key components of Tear Blitz Combo.



Tear Blitz Combo

Class: Brute
Hero: Rhinar
Equipment: Gambler's Gloves, Ironrot Gauntlet, Nullrune Gloves, Scabskin Leathers, Skullhorn, Snapdragon Scalers, Talismanic Lens

(2) Alpha Rampage (red)
(2) Barraging Beatdown (red)
(2) Pack Hunt (red)
(1) Predatory Assault (red)
(2) Savage Feast (red)
(2) Sigil of Solace (red)
(2) Sink Below (red)
(2) Barraging Big Horn (yellow)
(2) Beast Within (yellow)
(2) Bloodrush Bellow (yellow)
(2) Riled Up (yellow)
(2) Smash Instinct (yellow)
(2) Springboard Somersault (yellow)
(2) Whisper of the Oracle (yellow)
(2) Wrecker Romp (yellow)
(2) Barraging Beatdown (blue)
(1) Energy Potion (blue)
(1) Reckless Swing (blue)
(2) Sand Sketched Plan (blue)
(2) Tear Limb from Limb (blue)
(2) Wrecker Romp (blue)
(1) Lady Barthimont (undefined)



Header - Setting Up the Combo

Talismanic LensWhisper of the Oracle (Red)Sink Below (Red)


Talismanic Lens serves as a crucial opt 2 that makes sure you hit that 6-power draw when you start going off with Tear Limb from Limb. Whisper of the Oracle is a great way to speed up the process in getting to those crucial combo pieces and is great after you defended with your whole remaining hand. Not only that, it also defends for 3, meaning you’re not weakening your deck on the defense. Another key card that helps you get to the combo is Sink Below. Not only is it a strong defensive card, the ability comes in handy to just dig through your deck a bit quicker. The mentor helps you chip through some damage as well while searching for the combo piece – Alpha Rampage


Header - Strong Defense

Springboard Somersault


Springboard Somersault is a great midpoint of a free defense reaction that can defend an attack for four while also being used as a resource card when you’re on the offense or versus a Kano player. All the cards in your deck that do defend do so for three, and this is no coincidence. While it may look like you’re playing a standard Rhinar deck, you’re actually playing to that particular turn where you smack your opponent for 18. This means you’ll be doing a lot of defending, and on some turns, even defending with your whole hand. 


Header - Chipping Through

Bloodrush BellowMandible ClawReckless Swing


An attack for 18 with three intimidates is nice, but it doesn’t kill your opponent. When we take armor, last card and Arsenal into account, your opponent should be in that 10 life total range for this attack to be lethal. So how do we chip away those few points of damage? 

My favorite part about this deck is that it almost functions exactly like a normal Rhinar list. You have your attacks, your Mandible Claws and your Bloodrush Bellows. While many of the attacks are just means for you to stall, some are crucial to push through some damage. However, the main way to get those hits in is Bloodrush Bellow. This card, when combined with Mandible Claws, is crucial to getting your opponent in kill range or finishing them after your combo.

Another key card is Reckless Swing. Having this card in your deck means that you’re most likely to have extra two points of damage up your sleeve eventually. I only run one though because the deck already has many cards that don’t defend and those don’t synergies well with Reckless Swing. 


Header - How Does the Deck Play?

Okay, you know all the components. Now let’s focus on the gameplay side of things. You’ll be defending a lot – I cannot stress that enough. It’s crucial to wait and get that Alpha Rampage into your Arsenal as soon as you can. Once it’s ready, it’s time to wait for Tear Limb from Limb. Ideally you draw the Tear Limb from Limb along a blue pitch card and a six-power card. Defend with the spares before you go off. You can keep as many six-power cards in your hand as you want, doing so will maximize the chance of Tear Limb from Limb and Alpha Rampage to hit. If you don’t hit a blue alongside the combo piece, you can pitch a red then a yellow to make sure you have that extra resource floating for Alpha Rampage. The single Energy Potion and Heartened Cross Strap should be enough to secure the resources. A single Barraging Beatdown is just a cherry on top and threatens up to 22 damage with four intimidates.


Tear Limb from LimbAlpha Rampage

The combo is simple. You should have an Alpha Rampage in Arsenal, Tear limb from Limb, a six-power and (hopefully) a blue pitch card in hand. Pop a Talismanic Lens and secure a six-power card on top of your deck. Play the Tear Limb from Limb, discard either card and intimidate. Then, play Alpha Rampage using either the Cross Strap or Energy Potion for 18, discarding the other six-power card.

Try to get that Energy Potion out as soon as you draw it as it is a key enabler for your big turn. If you draw a Bloodrush Bellow, try to make it count with a big attack, hopefully two claw swings into a big finisher. In slower matchups, you have time to set up. Pitching your combo pieces for later is fine, as long as you feel you can survive until late game. 


Header - Metagame Options

The list provided is a simple template for any metagame, but you can adjust it based on what you are facing often. If you find games drag out, like against many Ira Control decks, something like Romping Club can actually be more effective damage-wise over time. If there are lots of tall Dorintheas or Bravos, an Unmovable (Blue) or two could do the trick. More blue pitch cards could help in a Kano-heavy metagame, while Command and Conquers could aid versus combo and aggro decks. The mentor seems like a natural fit – it helps to get damage through and helps you find the Alpha Rampage into Qrsenal, but I’m not sure if it’s worth having two copies. 

There’s nothing more satisfying than hitting your opponent for 18 or more damage while most of their hand is intimidated. I hope you enjoy this deck and get to pull off the combo every game. Make sure to remember the end goal, as it’s easy to start taking hits and playing the more traditional, midrange style Rhinar. Defend, set up and wait for the big turn to strike. The beauty of this list is it’s budget friendly and can really take your opponent by surprise!

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