- Commander Nexus
- Commanders
- Roalesk, Apex Hybrid
Command zone
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 cost
- 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.)
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- Archetypes
- Themes
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- 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.
Open the full glossary
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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
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.
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
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.
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.
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.
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.
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 ↗
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