Siege Behemoth
Trample for one creature is a keyword; this is trample for your entire board, scaled to however wide you can go. The wording is what makes it more than a fat green beater. Instead of granting trample (which only spills excess damage past a blocker), it lets each of your creatures assign combat damage as though unblocked: a blocked attacker still deals its full power to the defending player, and the chump block absorbs nothing it was meant to. Defenders can still declare blocks, but those blocks stop being a way to survive; they become pure decoration. On a stalled, overgrown board, that single combat step is usually lethal, and the punishment lands hardest on the opponent who did the defensive math everyone is trained to do. The card is dangerous in its own right too: a 7/4 that funnels its own seven straight to the face is a fast clock, and the hexproof means the swing cannot be unwound by targeting the attacker in response. The threat that announces "all your blocks are meaningless this turn" cannot be answered with spot removal once it has resolved. The green-heavy cost and the go-wide payoff mark its home clearly enough: this rewards the most basic green plan with a haymaker, converting a token swarm or a stack of small bodies into one fatal alpha strike rather than a slow grind through chump after chump.

