Humbler of Mortals
Trample is the keyword the constellation mechanic rarely handed out: most enchantment-matters payoffs of this era dealt in counters or card advantage, the slow accumulation that rewards a board already ahead. This one converts a wide enchantress board into a clock. A single constellation trigger gives the whole team trample for the turn, which means the value engine and the finisher are the same ability: every enchantment entering doubles as a combat unlock, even though one trigger is all the team needs. A green enchantment deck tends to flood the board with auras and token-makers and then stall against a row of chump blockers; this turns that traffic jam into lethal. The 5/5 body for six is deliberately unexciting on its own: the card is priced as a payoff for a deck already churning permanents, not as a standalone threat. The sharp part is sequencing. Because constellation cares about an enchantment entering rather than resolving, an enchantment token created mid-turn or a blinked enchantment arms the team just as well as a hardcast spell. And because trample carries until end of turn, dropping any enchantment in the first main phase locks the keyword across every attacker before combat: commit your permanents first, then declare the alpha strike with the team already swinging through blockers. The contract is the one constellation was built to write: be the deck that lands enchantments, and your damage stops getting eaten by chump blockers.
