Rouse the Mob
Strive answers a real tension in combat tricks: a one-mana pump is fine on turn two and dead on turn ten, because by then you have a wide board and one buff helps one attacker. This spell scales with the board it finds. As a single-target trick it is serviceable, but each extra creature costs a full , a steep enough premium that the scaling never comes free; you pay roughly the cost of a separate spell for every additional attacker, all delivered at instant speed in one flash. The trample rider is what turns the math lethal rather than merely cosmetic: spreading +2/+0 across several attackers into a clogged board often does nothing if the blocks line up, but trample means each pumped attacker pushes damage through whatever is in front of it. That converts a stalled ground into a sudden alpha strike the defending player cannot block their way out of. The result is a card whose ceiling lives entirely in the go-wide deck and whose floor is honest about being a single-creature trick when that is all the board supports. It is the strive template at its most aggressive: a finisher that masquerades as a cheap combat trick until the mana is there to fan it across the team.
