Craterhoof Behemoth
The number that wins the game. Green has always had ways to flood the board with bodies, but it spent a long time without a clean way to convert that board into lethal in a single turn. This is the answer the color was missing: a finisher whose entire job is to take a wide, stalled position and end it on the spot. The pump scales with creature count, so the more the deck has done before it arrives, the larger the swing; haste means it does not wait a turn for the math to matter, and trample means chump blockers do not save anyone. What it asks for is the buildup, because eight mana off three green pips is steep, and on an empty board it is a 5/5 doing very little. That tension is the whole design: it is not a value card or a midgame play, it is a payoff that demands you already be ahead on the battlefield, then makes "ahead" mean "dead." Tutor it, reanimate it, ramp into it, blink it for a second trigger; every green combo engine built around generating creatures or mana eventually points at the same convert button. It is less a card than a victory condition that other cards are designed to reach.

Rules text
Format Status
More formatsFewer formats
Other printings
- Tarkir: Dragonstorm Promos#138p
- Tarkir: Dragonstorm#138
- Tarkir: Dragonstorm#404
- Tarkir: Dragonstorm Promos#138s
- Tarkir: Dragonstorm#414
- Tarkir: Dragonstorm#346
- Innistrad Remastered#480
- Secret Lair Drop#375












