Moonshaker Cavalry
The mass-Overrun effect, rebuilt around evasion instead of trample. Craterhoof Behemoth and Overwhelming Stampede solve the go-wide finish the same way: pump the team and push the excess through the ground with trample, which does defeat chump blocking but still lets a defender's own creatures soak damage and, more importantly, still lets flyers and reach hold the fort. This one throws the whole problem out. Granting the entire board flying means a ground-clogged stall becomes irrelevant; the alpha strike goes over everything a defender has, answered only by the flyers and reach most boards do not keep in reserve against white. The +X/+X scales identically to its trample cousins (the count includes the 6/6 that carries it, exactly as Craterhoof's own trigger counts itself), so the difference is not the math but the delivery: this is the wide-board payoff that no longer cares what shape the opposing battlefield takes on the ground. The tension is the price. Eight mana, triple-white, no haste, no protection; a removal spell in response to the trigger still leaves you the pump on the rest of the team, one attacker short. It is not an engine and it is not built to grind. It is the top of a curve that has already committed to going wide, a payoff a token or aggressive white shell holds until the creature count is high enough to convert a modest board into a squadron that ends the game the turn it lands.





