Run Amok
Two untapped lands and this in hand rewrite the attack step into a bluff: every block the defender considers becomes a potential two-for-one, since the creature they trade into can suddenly punch through and survive. That pressure is the whole point of restricting the buff to an attacking creature. You cannot hold Run Amok back as a Giant Growth surprise on defense, so it commits fully to the offensive plan it was built for. The +3/+3 jump is enough to push a midsize attacker past most blockers and into lethal range, and the trample rider turns a chump-block into a wasted turn for the defender. The comparison to the Giant Growth lineage is instructive precisely because the stat line is identical: same +3/+3 boost, one more mana. What the extra cost buys is trample and nothing else, which tells you exactly how red prices the ability to make combat math inescapable. The older card gives you a flexible pump at any time; this one narrows the window to the attack and spends the difference on removing the defender's out. It is a pump spell that refuses to be defensive, and every line of its text is bent toward closing a game rather than saving one.




