Street Riot
The asymmetry runs the opposite direction from the team-pump anthems most decks reach for. Pay five mana and the board gets nothing on defense: no toughness to survive a swing back, no static buff that holds the line. The bonus lives entirely on your turn, so this is not a stabilizer or a board-state insurance policy. It is a closing instrument, an enchantment built to convert a developed board into reach. The trample clause is the actual point: a go-wide deck's problem is rarely raw power but the chump block, and this answers that directly by forcing every blocker to eat its full share of damage. The +1/+0 is almost incidental next to "and have trample," which turns a stalled ground swarm into lethal math. Because it stays on the battlefield rather than resolving once, it reissues the overrun every combat, so a deck that floods the board and then runs out of gas keeps threatening to punch through without spending another card. The cost is the catch. Five mana is a steep ask for an effect that does nothing until you already have creatures worth pushing through, and it is a blank draw with no board to point it at. It is built for one job, played by decks that have already committed to the only plan that justifies it.
