Recruitment Drive
A fixed two-Soldier or two-Knight payout would have been an unremarkable white common, so the d20 does the design work here: it splits the outcome into a band you mostly want (10 through 19, two 2/2 Knights) with a cheaper floor below it (1 through 9, two 1/1 Soldiers) and a jackpot above (a natural 20 for three Knights). This is the standard shape of the twenty-sided-die mechanic: pin the median result at the rate the card is actually costed for, then use the tails to add variance without moving the expected value much. In practice that means it leans hard on anything that lets you reroll or add to the roll, because the payout curve is steep at the 10 and 20 thresholds, so a single point of modification is worth real board presence. Absent those tricks, it is a plain go-wide anthem enabler: two bodies most of the time, occasionally three, occasionally smaller. The Knights and Soldiers are generic enough to feed tribal payoffs in either direction, which is the quiet utility, but the card's identity is the roll, not the tokens.
