







Dodge and Roll
Gain 4 Block. Next turn, gain 4 Block.
Silent
Skill
1
Common
Dodge and Roll+UPGRADED
Gain 6 Block. Next turn, gain 6 Block.

A valuable card if you have some Dexterity and want to stall fights longterm, but doesn't fit very well into other strategies. Dodge and Roll occupies a bit of an odd place in the game as a Common which you'll actually sometimes be more excited to take in Act 3 than you were in Act 1, just because it has the ability to benefit twice from Dexterity in a deck with a lot of Dexterity, or to set up Block for a turn which is particularly dangerous in a deck which gets to choose when it plays its cards (f.x. using Well Laid Plans) but doesn't have enough output to make enough Block on the turns it gets attacked for the most on.
Imagine an enemy that attacks for 50, and you're piloting a deck with some Dexterity and a Well Laid Plans. Dodge and Roll could be exciting against that enemy because you could play it the turn before the biggest attack, which would let you take no damage overall.













