Garruk's Uprising
Green fatties have always drawn cards awkwardly, if at all: the color's card advantage historically came stapled to a creature body (Elvish Visionary, Regal Force) or hidden behind a hoop you had to jump through. What this enchantment does is fuse the two green virtues the color usually keeps apart, keying a persistent draw engine to the exact thing a green stompy deck is already trying to do, which is put big creatures on the board. The power-4 threshold is what earns the effect: it costs nothing to a deck built on beaters, but it quietly walls off the trigger from a go-wide swarm of small tokens, so the enchantment rewards the archetype it was designed for and refuses to just slot into anything green. The trample grant is the part that reveals its intent most clearly. Card draw that scales with your creatures is a value play; blanket trample is a closing mechanic. Handing both to the same three-mana enchantment tells you it was built to keep a stalled green board pressing damage through chump blockers while refilling your hand for the creatures those blockers died to. It is the rare green enchantment that answers the color's two chronic weaknesses (running out of gas, getting gummed up in the ground stall) with a single card, and it does so without asking you to change how you were already sequencing your threats.

Rules text
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Other printings
- Lorwyn Eclipsed Commander#109
- Foundations#220
- The List#M21-186
- Modern Horizons 3 Commander#229
- Wilds of Eldraine: Enchanting Tales#53
- Starter Commander Decks#185
- New Capenna Commander#292
- Forgotten Realms Commander#159









