Jumbo Imp is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Flying As this creature enters, roll a six-sided die. This creature enters with a number of +1/+1 counters on it equal to the result. At the beginning of your upkeep, roll a six-sided die and put a number of +1/+1 counters on this creature equal to the result. At the beginning of your end step, roll a six-sided die and remove a number of +1/+1 counters from this creature equal to the result.
Complete guide
Jumbo Imp is a volatile flyer that grows and shrinks with every roll of the dice. Its power and toughness are entirely dependent on chance, making it a high-risk, high-reward threat on the battlefield. Whether it becomes a massive behemoth or withers away depends on your luck during each phase of your turn.
Variable Size and Entry
Jumbo Imp does not have a base power or toughness defined by numbers; instead, it relies on +1/+1 counters. As it enters the battlefield, you roll a six-sided die to determine its starting size. This is a replacement effect, meaning it never exists on the battlefield as a 0/0; it arrives already buffed by the result of your roll.
The Lifecycle of an Imp
The creature's size changes twice every turn cycle. During your upkeep, a triggered ability goes on the stack that adds counters based on a die roll. Conversely, during your end step, another triggered ability forces you to roll and remove that many counters. If you roll high during your upkeep but low at your end step, the Imp will steadily grow over time.
Managing Zero Counters
A common mistake is forgetting that Jumbo Imp dies if its toughness reaches zero. If the end step roll results in removing more counters than the Imp currently has, all counters are removed. Since its printed power and toughness are 0/0, it will be put into the graveyard as a state-based action immediately after the ability finishes resolving.
Strategic Timing
Because the Imp shrinks at the end of your turn, it is often at its weakest during your opponent's turn. It is best used in aggressive strategies where you can capitalize on its potentially large size during your combat phase before the end-step reduction occurs.
Interaction examples
If Roaming Throne enters naming 'Imp', it will affect Jumbo Imp's triggered abilities. During your upkeep, the 'add counters' ability triggers twice, allowing you to roll two dice and add the sum. However, during your end step, the 'remove counters' ability also triggers twice, which could significantly drain the Imp's power.
If you control both, they do not interact directly via abilities, but they represent two different types of value. While Solemn Simulacrum provides a guaranteed land and card draw, Jumbo Imp acts as your primary attacker. If Jumbo Imp dies due to a poor end-step roll, it does not trigger the draw ability of the Simulacrum; only the Simulacrum provides a benefit upon its own death.
You cast Jumbo Imp for three mana. As it resolves, you roll a 4. The Imp enters the battlefield with four +1/+1 counters. It is now a 4/4 flyer. At the start of your next turn's upkeep, you roll a 2 and add two counters, making it a 6/6. At your end step, you roll a 3 and remove three counters, leaving it as a 3/3.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Jumbo Imp
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Jumbo Imp
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum