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Roalesk, Apex Hybrid

Roalesk, Apex Hybrid

Legendary Creature — Human Mutant

Roalesk wants a deck that keeps making its creatures bigger turn after turn. It also suits a deck that sacrifices its own creatures to drain opponents' life.

  • Mana cost2 genericgreengreenblue
  • Blue, Green ()
  • Power / toughness4 / 5
  • RarityMythic

Flying, trample

When Roalesk enters, put two +1/+1 counters on another target creature you control.

When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)

Build a deck with Roalesk Find it in the app

Themes
  • Humans
  • Mutants

Cards That Fit Roalesk, Apex Hybrid

Picked for what they do in Roalesk's deck. When two cards do the same job, the one with the lower comes first. All of them fit Roalesk's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Roalesk, Apex Hybrid

explain how Roalesk works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 3 May 2019

You proliferate twice all while Roalesk's last ability is resolving. Nothing can happen between the two proliferations, and no player may choose to take actions.

Wizards of the Coast 4 Feb 2023

An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.

Wizards of the Coast 4 Feb 2023

If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.

Wizards of the Coast 4 Feb 2023

If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.

Wizards of the Coast 4 Feb 2023

Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.

Wizards of the Coast 4 Feb 2023

To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.

Wizards of the Coast 4 Feb 2023

You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.

7 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Roalesk, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUGPlayers write colors as letters: U for blue, G for green. Blue is U because B was already taken by black.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine pageAristocratsAristocrats decks sacrifice their own creatures on purpose and profit every time one dies, often by draining life from each opponent. A sacrifice outlet, a card that lets you sacrifice whenever you like, decides when that happens.Open the Aristocrats pageDeath TriggerTriggers when a creature dies, whether it is this creature, one of yours or an opponent's. These are the cards that pay you in an Aristocrats deck: something else makes creatures die, and these decide what you get each time. Blood Artist, Solemn SimulacrumOpen the Death Trigger page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters page