Thrash of Raptors
Trample turns out to be the load-bearing keyword here, not the +2/+0. A vanilla 3/3 for four sits below the aggressive-red curve, but the conditional promotes it into a five-power beater the instant a second Dinosaur shares the battlefield, and the trample is what keeps that body from being chump-blocked into irrelevance. A five-power trampler pushes damage through a single blocker every combat; the same power without trample stalls behind one token and hands the tempo back. That gap between five power that connects and five power that gets absorbed is what makes this a closer rather than a wall of stats. The pricing model is honest about what it asks for: pay the off-rate up front, then let board density do the correction. Run too few Dinosaurs and you have paid a premium for a plain 3/3; keep a second one reliably in play and you have a four-mana threat that overperforms its slot. This is the workhorse-common school of tribal design, where the payoff is not a splashy trigger but a stat correction that makes the whole curve aggressive enough for the real payoffs to land. A tribe needs bodies like this in bulk to function: not the card you build toward, but the beater that carries the tempo while you assemble the pieces that win.
