Thundering Ceratok
Green owns trample the way red owns direct damage, but the keyword usually arrives bolted to a stat boost: an aura that also grows the creature, or an overrun effect that pumps the whole team at once. This one hands it out flat, no size attached. The body enters and every other creature you control gains trample for the turn, turning a green board that would otherwise trade evenly into one that spills damage over blockers it outsizes. The distinction from the pump-and-trample template matters, because trample only pushes through when an attacker's power exceeds the blocker's toughness: this grant does nothing to close that gap itself, so it wants a board of creatures already large enough that a single chump-blocker no longer buys the defender a full turn of safety. Assign lethal to the blocker, the rest carries over. The 4/5 rhino is a respectable top-end that already tramples on its own, but the reason to run it is the enters trigger, and that trigger fires once, on the turn it lands. That single window is what constrains it: deploy it into an empty board and you have a fine attacker with no crew to grant to. Deploy it after committing a swarm and it converts a developed board into a coordinated push. It quietly rewards sequencing the fatty last instead of first, the reverse of green's usual instinct to slam its biggest body the moment it can afford it.
