Barge In
The pump half is the ordinary part: +2/+2 for one red mana is the going rate for a combat trick, priced so a wide attacker survives a block or pushes through the last few points. The trample rider is where the card's real intent lives, and it comes with a creature-type gate that quietly tells you what deck it was built for. Trample on every attacking non-Human means the effect scales with a board full of Knights, Beasts, Faeries, Goblins, or anything else that isn't a person, converting a chump-block wall into a damage funnel across the whole team. That restriction is doing double duty: it flavors the card toward the monstrous side of a folklore world, and it mechanically rewards a nonhuman aggro shell over a generic red beatdown pile. Cast it mid-combat, after blocks are declared, and it turns a stalled swing into lethal by both fattening one creature and forcing every other attacker's damage past the blockers assigned to it. On a single Human it's a plain trick and nothing more; the ceiling only opens up when the attack is built around things that aren't people.
