Roads Go Ever, Ever On
(As this enters and after your draw step, add a . after IV.)
I — Search your library for up to two basic Plains cards, them, then shuffle. You gain 2 life.
II, III — Put a card exiled with this Saga into its owner's hand.
IV — Whenever you attack this turn, target creature you control gets +1/+1 until end of turn for each Plains you control.
Grade B- Grade from the win rate
Win rate when drawn 56.7% +0.5 vs average 5,944 games
Win rates and picks
- 55.9% 12,716 games
- Average pick ()
- 4.1
By deck
- Draw Two 57.8% 2,901 games
- Dwarves & Equipment 56.7% 2,396 games
Win rates from , 323,114 games. This card is compared with the set average (56.2%).
Reviews
This is essentially just a white Divination for 2 mana. Yes, it only draws two Plains and there's a delay on it, but 2 mana for two extra cards is excellent. Sure, your opponent could disrupt it by destroying Roads Go Ever, Ever On, but then they've still traded one-for-one with your , which I reckon is a really good deal. I haven't even mentioned the fourth chapter, but getting a nice +3/+3 buff onto an attacking creature for that turn is obviously a good upside to have.
How to draft it
Roles in each deck
Draw Two Gets you extra cards
This 2-mana rare does nothing for your draw payoffs, because chapters II and III put a Plains into your hand without drawing it. Chapter I exiles up to two basic Plains from your library and gains you 2 life, and chapter IV gives a creature +1/+1 for each Plains you control whenever you attack that turn.
How to play it
Learn the Draw Two deckOn turn 2 it covers your land drops on turns 3 and 4 and reaches chapter IV on turn 5, so attack that turn. A deck with only six or seven basic Plains gets less from it.