

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 dangerous in a deck which gets to choose when it plays its cards.

Both instances of block will benefit from your Dexterity giving this card double scaling. Good upgrade or enchantment target as well.









































