Barbarian Class
The base level is the whole reason a dice-matters deck can exist at all: it converts every random roll into a slightly-loaded one, adding a die and dropping the worst result. That is a probability shift dressed as flavor, and it applies to any roll you make, not just this enchantment's own triggers, so a Barbarian Class player is quietly reshaping the odds on every d20 and d6 across the board. The higher levels are where the aggression lives. Level 2 turns each roll into a combat threat, pinning +2/+0 and menace onto an attacker whenever dice hit the table, which marries a die-rolling payoff to a body-buffing incentive to keep rolling during your turn. Level 3 hands the whole team haste, the classic red closer that turns a mana investment into immediate pressure. All three levels point the same direction: they reward a board that is already rolling dice and already attacking, so the card scales from a passive engine into a repeatable pump into a finisher, each level earned at sorcery speed. That is the value the Class frame buys, letting a one-drop grow into a game-long mana sink rather than sitting idle after it resolves. It is the go-wide, roll-the-dice deck's spine rather than a splashy standalone play.
