Ride Down
The cleverest part of this card is what it does to the chump block, the single most reliable defensive maneuver in the game. A defender throws a token or a spare body in front of your beater to eat the damage; this answers that exact play by killing the blocker and then handing trample to everything it was blocking, so the damage that would have been absorbed punches straight through to the player. It collapses a two-card investment (the attack plus a separate removal spell) into a single instant that resolves mid-combat, after blocks are declared, when the opponent has already committed. Cast it before damage and the trample assignment happens with the blocker already gone, so there is nothing left to soak the overflow; that sequencing is what makes the effect land rather than fizzle. The flip side is that it does literally nothing outside of combat. There is no blocker to destroy in a vacuum, no value to bank, no reactive answer to a creature on an empty board; it demands an attack in progress and a block to have happened. That narrowness is the price of the rate, and it makes the card a precise instrument rather than a general-purpose removal spell: an aggressive deck's punishment for daring to put a body in the way.



