Primal Frenzy
Trample on a stick, sold for a single green mana and nothing else. The economics are brutal: an Aura that grants one keyword competes against pump spells, equipment, and creatures that arrive with trample already stapled on, and it loses on card economy every time. You spend a card and a turn to enchant a creature, and any removal spell two-for-ones you in response. That math is why Auras this thin almost never survive contact with constructed play; Rancor sidestepped it by returning to hand on death, but a plain enchant-creature aura has no such insurance. The one wrinkle worth naming is what trample actually does: it converts a fat, evasionless body from "stalled behind chump blockers" to "lethal," forcing excess combat damage through the smallest defender a board can muster. Against a wall of one-toughness tokens, that is the difference between a turn wasted and a game ended. But one green mana never makes that proposition worth a whole card when you could hold up Vines of Vastwood and get a pump and protection in the same slot. Functionally, this is a common-rarity answer to green's chronic shortage of cheap trample sources, a role it fills and then vanishes from. The flavor reaches further than the rate does: trample as the raw forward motion of green's largest creatures, the keyword that best embodies the color's refusal to be held up by smaller things.
