Stampeding Elk Herd
Trample is usually a permanent fixture, welded onto one creature for the life of the game. Here it becomes a team-wide swing bonus that only fires when your side of the board can muster eight total power: reach that count, declare attackers, and the whole squad tramples for the turn. The 5/5 body clears more than half the formidable threshold on its own, which tells you where it belongs, as the second or third fatty in a green deck already committed to going wide rather than as a card you build around. The payoff is specific: a board of attackers that would otherwise be chump-blocked into oblivion suddenly forces damage through the wall. Everything about the design hinges on the timing. The grant rides the attack trigger and expires as the turn ends, so it does nothing on defense and nothing on a turn you've dipped below the line, which stops a strong keyword from settling into the game permanently. That transience is exactly the point: it keeps the anthem effect honest and pins its value to the aggressive turns where trample actually converts to life loss. This is green stompy's answer to the clogged ground stall, not through removal or true evasion, but by turning accumulated raw power into damage the defender can't fully absorb.

