Colossal Dreadmaw
The deliberate vanilla-with-trample baseline, and the joke that everyone gets to make about a green six-drop dinosaur. Six mana for a 6/6 that tramples is the rate green has used for decades as a yardstick: not a card to build around, a card to measure other cards against. It does exactly what it costs and nothing more, which is precisely the point. Wizards reprints this kind of body across sets as a tonal control, a "fair" green fatty that anchors an aggressive ramp shell and gives newer players something legible to slam on a clear board. Trample is the one word that lifts it above pure filler: it punishes chump blocks and refuses to be walled by a single small creature, so the 6 power keeps connecting even into a developed board. The card has since become fan shorthand for the honest big creature, the Dinosaur that turns up whenever a set needs a green common to do an uncomplicated job. That is its identity: a clean French-vanilla statement of what green's mana buys when the curve peaks, useful exactly in the rooms where raw size still ends games and ignorable everywhere the format has moved past stompy.

Rules text
Format Status
More formatsFewer formats
Other printings
- Foundations Jumpstart#646
- Mystery Booster 2#67
- Secret Lair Drop#740
- Secret Lair Drop#740★
- Jumpstart 2022#640
- Core Set 2021#176
- Core Set 2019#172
- Masters 25#163










