When it comes to deckbuilding all five cards will make decks more often than they wont, but they dont fit into Cubes as easily and are more difficult to justify drafting as they tend to fit the framework of the average decks of their respective colors worse
While youll never get a 4/4 with double strike for your trouble, it can be a free spell, and you can cast it on opposing turns
The main downside of Wall of Roots and indeed any other wall is that they don't help out much or at all with your typical Overrun win conditions
The cards other ability is Protective Embrace, which grants other characters on the players battlefield the Ward status thereby forcing the opponent to either target other cards with attacks or overcome a Challenge to attack warded cards
Once you make endless tokens, cards like Hildibrand Manderville, Intangible Virtue, Invasion of Tolvada, and Akroma's Will help push you over the finish line
You can summon Chocobo tokens with effects like Sidequest: Raise A Chocobo, Chocobo Racetrack, and Gysahl Greens