Quartzwood Crasher
Trample here is not just an evasion keyword; it is the numerator in a feedback loop. The token you create is sized to the excess damage that got through, which means the payoff scales with exactly the stat that made the payoff possible in the first place. Push a 6/6 through unblocked and you mint a 6/6 with trample, ready to join the swing next turn: two of them connecting deal twelve, and the trigger reads their combined damage to a single player, so one attack step mints a 12/12 larger than anything on your side. The design compounds because it stacks. Give a wide team trample and each successful combat feeds the next, until the board is a self-replicating pile of Dinosaurs. The clause that keeps this contained is that it fires only on combat damage dealt to a player, not to blockers or planeswalkers, so the loop demands connection rather than mere aggression: a body that trades into a wall generates nothing, and a chump-blocker shrinks the token to the damage that actually got through. That connection requirement is the whole tension. The card is dead weight the turn nobody breaks through and an avalanche the turn they do, which is why it wants the trample-matters shell around it rather than trying to carry alone. Winning a combat step buys you a second body for the next one, and the second body wins that one bigger.





