Full Steam Ahead
Overrun with a rider clause, and that rider is where the interest lives. The green team-pump-and-trample closer is a fixture of the color: line up a wide board, cast it, swing for lethal past the blockers. What distinguishes this one is an anti-gang-block provision. The classic problem with an alpha strike is that a defender teams up cheap creatures on your biggest threats, letting two or three chumps gang-block a single fatty to trade for it and blunt the swing. Restricting each of your creatures to being blocked by no more than one creature dismantles that math: every attacker now faces at most one blocker, so a lone small defender can no longer be reinforced to bring down a large one. Combined with the +2/+2 and trample, the effect turns a clogged ground into a body count, forcing damage through wherever the opponent lacks a same-size answer. The sorcery timing is the honest cost: this cannot be held up for an ambush the way an instant-speed pump can, so the opponent knows the tapped-out attacker has no combat trick in hand and can plan the block accordingly. It sits alongside effects like Overrun and Overwhelming Stampede as the payoff a go-wide green deck builds toward, distinguished by how thoroughly it revokes the defender's ability to gum up the attack by stacking chumps on your best creatures.
