Might of the Meek
A trample-granter that replaces itself is a strangely disciplined thing to hand red, because red's version of card advantage almost never arrives without a cost. Here the trick pays for its own slot: whatever combat math it enables, the draw pulls you back to even. That replacement clause is what turns a marginal keyword-grant into something worth running, since even a modest use (pushing a couple of points past a wall) still nets a card rather than a pure tempo spend. The conditional +1/+0 is the tribal rider, live only if you control a Mouse, which means the ceiling belongs to a specific creature-type build while the floor is a cantripping trample enabler any red deck can cast. The design logic is familiar dressed for aggression: give a color a cheap combat effect it wants anyway, then staple a card underneath so the cost of holding it up vanishes. Trample matters most against chump blockers and gang blocks, where shoving damage past a wall is the difference between a stalled board and a lethal turn, and instant speed lets you sandbag it as a bluff until blocks are declared. The one demand it makes is target discipline: because it needs a legal creature to resolve, a removal spell aimed at the target in response fizzles the whole thing, draw included. Cast on a quiet board at a lone attacker just to dig, it still cycles, and that back-half draw is the flexibility a pure pump spell never earns.
