Crash Through
Granting trample to your whole team for a single red mana would be a marginal effect on its own; the cantrip is what turns it into something a deck actually wants to run. Pay one mana, push your attackers through chump blockers, and replace the card in hand: the spell costs you nothing in card economy, which is exactly what makes it a credible inclusion in aggressive red builds that lean on prowess and spell-count payoffs rather than the trample line itself. The trample clause matters mainly as insurance against a token wall or a single oversized blocker, but most of the time the spell gets cast for the draw and the storm-style "I cast a spell this turn" bookkeeping, with the keyword grant as a free rider. It belongs to the small family of one-mana red cantrips that exist to feed a critical mass of cheap spells while doing a sliver of board-relevant work: enough utility to justify the slot, cheap enough not to disrupt the curve. The honest read is that the trample is the flavor and the cantrip is the function.






