Roll-Roll-Roll-Roll
(As this enters and after your draw step, add a . after IV.)
I, II, III, IV — up to one target creature or land you control. If you do, return it to the battlefield under its owner's control at the beginning of the next end step.
Grade F Grade from the win rate
Win rate when drawn 45.0% −11.2 vs average 1,339 games
Win rates and picks
- 46.2% 2,819 games
- Average pick ()
- 7.7
Win rates from , 323,114 games. This card is compared with the set average (56.2%).
Reviews
Roll-Roll-Roll-Roll is a wonderfully flavorful design that shouldn't be too hard to get to work. Of course, it does nothing by itself; you need to have at least one good thing to before it actually does anything. That might be a good enters the battlefield trigger or two, but it could also be a good trigger. Assuming you have enough of either of those in your deck, then Flicker-Flicker-Flicker-Flicker looks like a decent card to play.
How to draft it
Roles in each deck
Burn and Draw Sets up the plan
Each chapter exiles up to one creature or land you control and returns it at the beginning of the next end step, so the card only repeats enters abilities you already have. The creature you misses your combat, a (an , a Soldier) never comes back, and a returning creature loses its counters and .
How to play it
Learn the Burn and Draw deckWith Gandalf, Spark Starter already on the battlefield, each chapter brings him back for another 3 damage, and that is its one good use. Re-recruiting a Patient Instructor each turn is far too slow.