Awaken the Bear
Trample explains why this pump costs three rather than one. A flat +3/+3 alone rarely resolves a combat cleanly: the defender chumps, the extra size is wasted, and green has always known this. Stitching trample onto the buff turns a stalled attacker into likely damage past a blocker, converting a mid-combat stalemate into a chunk of life gone. That keyword is the difference between this and the one-mana ambush end of the green-trick lineage, which trades cheapness for a smaller, blockable swing. At three, this is the deliberate version of the effect: you are spending a full turn's development to land a defining hit or to break a combat the opponent believed they had won. The design is intentionally unglamorous, a workhorse instant in a class green has reprinted in some form since the game's earliest sets. Its appeal is exactly its honesty: no rider, no conditional, no surprise beyond the size of the number and the trample stapled to it. What you see is what resolves, at instant speed, when the opponent has already committed blockers and can no longer respond to the math.

