(Earthshaking SiEarthshaking Si | Art by Sinchuen Chen)
Trampled Underhoof
Greetings sleuths, saboteurs, skulkers! Welcome to another installment of Evasive Maneuvers, where we examine keywords and strategies that help get our creatures through during combat. This week there'll be no sleuthing, sabotaging, or skulking about. It's trample time.
First introduced in Alpha, trample is evergreen, meaning it's likely to be found in any set or product. Interestingly, trample did take a hiatus starting in Sixth Edition, as Wizards of the Coast thought it was a bit too confusing, instead temporarily replacing it with the cadre of Lone WolfLone Wolf, Pride of LionsPride of Lions, and Thorn ElementalThorn Elemental.
Not surprisingly, these creatures created a bit more confusion than the original trample, so by Ninth Edition, trample returned for good!
Trample is a static ability that modifies combat damage, so that if enough combat damage is assigned to destroy the blocking creature(s), excess damage can 'trample over' to the defending player (or planeswalker). Since Dominaria, trample states that the attacking creature "can deal excess combat damage to the player or planeswalker it's attacking."
"Power does what it wants..."
Trample rewards power. Higher power translates to not only bigger potential for removing an opponent's blocker, but more damage that gets through. As a keyword, trample can almost single-handedly negate the effectiveness of 'chump blockers' — creatures who typically pale in comparison with their power and toughness, but will valiantly negate any incoming damage as a blocker.
Let's start by looking at the color identity distribution of Commander-legal cards that have or grant trample:
Unsurprisingly, the evasive keyword that emphasizes 'smash' is found predominately in the Gruul colors — the very guild whose 'charm' (Gruul CharmGruul Charm) a rock tied to a stick that could graciously be called a "hammer", and whose the guild leader's flavor text being about as subtle as a rack of spare ribs doused in two-million Scoville units of Carolina Reaper sauce.
In terms of evasive viability, trample is extremely viable so long as you have enough power. Let's look at the power and toughness of the top commanders and top 100 creatures, as scraped by EDHREC, and see what we're up against:
As I stated in the Flanking installment, central tendencies can be helpful, but they sometimes SwampSwamp out meaningful variation or nuances. For our purposes, we're primarily interested in the toughness of popular commanders and creatures to see how much of our trampling might be negated. It's noteworthy that most of the popular commanders huddle around ~4 toughness, suggesting that we want at least 5 power or more if we think our opponents might use their commanders as blockers when push comes to shove.
The Top 100 creatures are even punier, falling around ~2 toughness. This may seem like a good thing for trample — and indeed it is — but remember that popular creatures tend to be generic ones that help to round out the early game, such as cards that ramp (e.g. Sakura-Tribe ElderSakura-Tribe Elder) or that provide some generic utility (e.g. Baleful StrixBaleful Strix). For trample to be most effective, it behooves us to lean into power, hard, so that, like the Juggernaut, nothing can can stop us!
"I like smashing them..."
As of now (12/5/2020) and after the release of Commander Legends, there are 59 commanders that innately have trample, and another 25 commanders that can either obtain or grant trample to other creatures (for a total of 84). With nearly 85 trample-themed commanders to choose from, there seems like quite a few options. For me, there's only one option: the O.G., Hagrid-headed, gnarly, axe-wielding, cape-wearing centaur himself: Stonebrow, Krosan HeroStonebrow, Krosan Hero.
Yes, you have your Zilortha, Strength IncarnateZilortha, Strength Incarnate, or your keyword spreaders like Akroma, Vision of IxidorAkroma, Vision of Ixidor or Odric, Lunarch MarshalOdric, Lunarch Marshal, but none are so thematic as Ole' Stonebrow. Toss a flannel on this guy, and you'll have Paul Bunyan rolling in his grave in fear, entire forests trembling, and every diner north or west of the Rockies begging he stops by to drop serious coin on their Lumberjack Slam. Stonebrow, Krosan HeroStonebrow, Krosan Hero's strength comes from his simple design: play creatures with trample (or give creatures trample), and you get an anthem. No smoke and mirrors, no frills, no nonsense.
In fact, let's take a look at the average Stonebrow deck to get some ideas:
Average Stonebrow, Krosan Hero deck
View on ArchidektCommander (1)
- 1 Stonebrow, Krosan HeroStonebrow, Krosan Hero
Creatures (35)
- 1 Archetype of AggressionArchetype of Aggression
- 1 Beast WhispererBeast Whisperer
- 1 Boartusk LiegeBoartusk Liege
- 1 BorborygmosBorborygmos
- 1 BrawnBrawn
- 1 Deus of CalamityDeus of Calamity
- 1 Elvish MysticElvish Mystic
- 1 End-Raze ForerunnersEnd-Raze Forerunners
- 1 Garruk's HordeGarruk's Horde
- 1 Garruk's PackleaderGarruk's Packleader
- 1 Ghalta, Primal HungerGhalta, Primal Hunger
- 1 Giant AdephageGiant Adephage
- 1 Goreclaw, Terror of Qal SismaGoreclaw, Terror of Qal Sisma
- 1 Gruul SpellbreakerGruul Spellbreaker
- 1 Hornbash MentorHornbash Mentor
- 1 Ilharg, the Raze-BoarIlharg, the Raze-Boar
- 1 Khenra CharioteerKhenra Charioteer
- 1 Llanowar ElvesLlanowar Elves
- 1 Managorger HydraManagorger Hydra
- 1 Moldgraf MonstrosityMoldgraf Monstrosity
- 1 Moraug, Fury of AkoumMoraug, Fury of Akoum
- 1 Mwonvuli Beast TrackerMwonvuli Beast Tracker
- 1 Neheb, Dreadhorde ChampionNeheb, Dreadhorde Champion
- 1 Ogre BattledriverOgre Battledriver
- 1 Polis CrusherPolis Crusher
- 1 Proud WildbonderProud Wildbonder
- 1 Quartzwood CrasherQuartzwood Crasher
- 1 Rampaging BalothsRampaging Baloths
- 1 Ruric Thar, the UnbowedRuric Thar, the Unbowed
- 1 Sakura-Tribe ElderSakura-Tribe Elder
- 1 Soul of the HarvestSoul of the Harvest
- 1 SpawnwritheSpawnwrithe
- 1 Thunderfoot BalothThunderfoot Baloth
- 1 Titanoth RexTitanoth Rex
- 1 Zhur-Taa DruidZhur-Taa Druid
Instants (5)
- 1 Beast WithinBeast Within
- 1 Destructive RevelryDestructive Revelry
- 1 Ram ThroughRam Through
- 1 Return of the WildspeakerReturn of the Wildspeaker
- 1 Signal the ClansSignal the Clans
Sorceries (10)
- 1 CultivateCultivate
- 1 DecimateDecimate
- 1 FarseekFarseek
- 1 HarmonizeHarmonize
- 1 Hull BreachHull Breach
- 1 Kodama's ReachKodama's Reach
- 1 Overwhelming StampedeOverwhelming Stampede
- 1 Rampant GrowthRampant Growth
- 1 Rishkar's ExpertiseRishkar's Expertise
- 1 Shamanic RevelationShamanic Revelation
Artifacts (6)
- 1 Arcane SignetArcane Signet
- 1 Gruul SignetGruul Signet
- 1 Gruul War PlowGruul War Plow
- 1 Lifecrafter's BestiaryLifecrafter's Bestiary
- 1 Rhonas's MonumentRhonas's Monument
- 1 Sol RingSol Ring
Enchantments (7)
- 1 Berserkers' OnslaughtBerserkers' Onslaught
- 1 Colossal MajestyColossal Majesty
- 1 Elemental BondElemental Bond
- 1 Fires of YavimayaFires of Yavimaya
- 1 Garruk's UprisingGarruk's Uprising
- 1 Guardian ProjectGuardian Project
- 1 Rhythm of the WildRhythm of the Wild
Planeswalkers (1)
- 1 Domri, Anarch of BolasDomri, Anarch of Bolas
Lands (35)
- 1 Cinder GladeCinder Glade
- 1 Command TowerCommand Tower
- 1 Cragcrown PathwayCragcrown Pathway
- 1 Evolving WildsEvolving Wilds
- 15 ForestForest
- 1 Gruul TurfGruul Turf
- 1 Kessig Wolf RunKessig Wolf Run
- 8 MountainMountain
- 1 Rootbound CragRootbound Crag
- 1 Rugged HighlandsRugged Highlands
- 1 Skarrg, the Rage PitsSkarrg, the Rage Pits
- 1 Stomping GroundStomping Ground
- 1 Temple of AbandonTemple of Abandon
- 1 Terramorphic ExpanseTerramorphic Expanse
With 70% of the deck either lands or creatures, the rest of the deck leaves us with more ramp, interaction, removal, and more pump-effects. With almost 70% of the creatures innately having trample (25% of the whole deck) and the rest either helping us with ramp (e.g. Sakura-Tribe ElderSakura-Tribe Elder) or draw (e.g. Beast WhispererBeast Whisperer), I like where this is at, especially since we have additional ways of granting creatures trample (e.g. BrawnBrawn, Archetype of AggressionArchetype of Aggression).
While I'm all for playing creatures and turning them perpendicular, what if we can tinker with Ole' Stonebrow just a tad to make some of the damage more...surprising?
Belle of the Ball LightningBall Lightning
Years ago, our very own Quinn Miller wrote an amazing article on Saskia, the UnyieldingSaskia, the Unyielding leading a list themed around Ball LightningBall Lightning. As an eager reader, I loved the idea and brewed a version I could right away with what cards I had laying around and with budgetary constraints. The budget, it turns out, did me in. Outside of landing a lucky Chromatic LanternChromatic Lantern, I didn't have the finances for a good-enough mana-base to be able to effectively cast most of the awesome GroundbreakerGroundbreaker-type cards.
In keeping with the theme while also acknowledging these constraints, why not try out a Ball LightningBall Lightning sub-theme in Stonebrow, Krosan HeroStonebrow, Krosan Hero? Nearly all the Ball LightningBall Lightning variants come with some distinct advantages:
- They are predominately found in red followed by green.
- They value power above all else.
- Most have trample innately, which means they get buffed further with Stonebrow, Krosan HeroStonebrow, Krosan Hero (often to 8/3).
- They are efficient mana-wise.
- They come barreling out of nowhere.
Point number five is particularly noteworthy, as it allows us to get in some extra damage without telegraphing it. It makes opponents that are unfamiliar with our strategy prone to blowouts, and those that are familiar with it have to keep guessing whether we can barrel out a Ball LightningBall Lightning out of nowhere.
Furthermore, it makes the Ball LightningBall Lightning et al. more like efficient sorceries than creatures. While Wizards has yet to print trample on an instant or sorcery, they teased us with the silver-bordered Super-Duper Death Ray. The mad lads actually printed (functionally) the same card in Flame SpillFlame Spill. Until the day we actually get trample on instants or sorceries, Ball LightningBall Lightning might just be our second-best bet.
Slingin' Spheres
We'll run a nice package of cards that synergize with our Ball LightningBall Lightning effects while trying to keep to under $20 for our splashier cards:
- Double Up: Flameshadow ConjuringFlameshadow Conjuring and Bramble SovereignBramble Sovereign allow us to double-up on our blitzing buddies. Rite of the Raging StormRite of the Raging Storm gives us (and everyone else!) a repeatable lightning pal if it sticks.
- Draw: Elemental BondElemental Bond, Garruk's UprisingGarruk's Uprising, Beast WhispererBeast Whisperer, Soul of the HarvestSoul of the Harvest, and Guardian ProjectGuardian Project help us draw with Ball LightningBall Lightning on the way in, while Return of the WildspeakerReturn of the Wildspeaker, Life's LegacyLife's Legacy, and Greater GoodGreater Good can draw us further on their way out.
- Damage: Terror of the PeaksTerror of the Peaks, Warstorm SurgeWarstorm Surge, and Where Ancients TreadWhere Ancients Tread help fling damage when our Ball LightningBall Lightnings enter the battlefield.
- Recursion: Finally, Feldon of the Third PathFeldon of the Third Path, PaleolothPaleoloth, Underworld BreachUnderworld Breach, and Mimic VatMimic Vat can bring back our Ball LightningBall Lightning after they've struck, as well as any other creatures that may have been removed.
With an onslaught of Ball LightningBall Lightnings, our opponents are likely to feel like poor Justin, where no amount of the mnemonics (see: the five "D's" of Dodgeball) could save him.
Putting it all together, here's our list:
Stonebrow: The Original Baller
View on ArchidektCommander (1)
- 1 Stonebrow, Krosan HeroStonebrow, Krosan Hero
Creatures (31)
- 1 Ball LightningBall Lightning
- 1 Beast WhispererBeast Whisperer
- 1 Blistering FirecatBlistering Firecat
- 1 Boartusk LiegeBoartusk Liege
- 1 Bramble SovereignBramble Sovereign
- 1 Elder GargarothElder Gargaroth
- 1 Feldon of the Third PathFeldon of the Third Path
- 1 Garruk's PackleaderGarruk's Packleader
- 1 Ghalta, Primal HungerGhalta, Primal Hunger
- 1 Goreclaw, Terror of Qal SismaGoreclaw, Terror of Qal Sisma
- 1 GroundbreakerGroundbreaker
- 1 Hellspark ElementalHellspark Elemental
- 1 Ilharg, the Raze-BoarIlharg, the Raze-Boar
- 1 Ilysian CaryatidIlysian Caryatid
- 1 Impetuous DevilsImpetuous Devils
- 1 Lightning SerpentLightning Serpent
- 1 Neheb, Dreadhorde ChampionNeheb, Dreadhorde Champion
- 1 Ogre BattledriverOgre Battledriver
- 1 PaleolothPaleoloth
- 1 Proud WildbonderProud Wildbonder
- 1 Quartzwood CrasherQuartzwood Crasher
- 1 Shatterskull ChargerShatterskull Charger
- 1 SkizzikSkizzik
- 1 Somberwald SageSomberwald Sage
- 1 Soul of the HarvestSoul of the Harvest
- 1 Spark ElementalSpark Elemental
- 1 Terror of the PeaksTerror of the Peaks
- 1 Thunderfoot BalothThunderfoot Baloth
- 1 Viashino SandsprinterViashino Sandsprinter
- 1 Xenagos, God of RevelsXenagos, God of Revels
- 1 Yavimaya AntsYavimaya Ants
Enchantments (10)
- 1 Elemental BondElemental Bond
- 1 Flameshadow ConjuringFlameshadow Conjuring
- 1 Garruk's UprisingGarruk's Uprising
- 1 Greater GoodGreater Good
- 1 Guardian ProjectGuardian Project
- 1 Rhythm of the WildRhythm of the Wild
- 1 Rite of the Raging StormRite of the Raging Storm
- 1 Underworld BreachUnderworld Breach
- 1 Warstorm SurgeWarstorm Surge
- 1 Where Ancients TreadWhere Ancients Tread
Sorceries (9)
- 1 CultivateCultivate
- 1 FarseekFarseek
- 1 HarmonizeHarmonize
- 1 Kodama's ReachKodama's Reach
- 1 Life's LegacyLife's Legacy
- 1 Migration PathMigration Path
- 1 Rampant GrowthRampant Growth
- 1 Skyshroud ClaimSkyshroud Claim
- 1 Three VisitsThree Visits
Instants (7)
- 1 Beast WithinBeast Within
- 1 Chaos WarpChaos Warp
- 1 Heroic InterventionHeroic Intervention
- 1 Krosan GripKrosan Grip
- 1 Nature's ClaimNature's Claim
- 1 Ram ThroughRam Through
- 1 Return of the WildspeakerReturn of the Wildspeaker
Artifacts (3)
- 1 Mimic VatMimic Vat
- 1 Rhonas's MonumentRhonas's Monument
- 1 Sol RingSol Ring
MDFCs (3)
- 1 Kazuul's FuryKazuul's Fury
- 1 Valakut AwakeningValakut Awakening
- 1 Turntimber SymbiosisTurntimber Symbiosis
Lands (36)
- 1 Bonders' EnclaveBonders' Enclave
- 1 Cinder GladeCinder Glade
- 1 Command TowerCommand Tower
- 1 Cragcrown PathwayCragcrown Pathway
- 1 Fabled PassageFabled Passage
- 1 Fire-Lit ThicketFire-Lit Thicket
- 13 ForestForest
- 1 Game TrailGame Trail
- 1 Karplusan ForestKarplusan Forest
- 1 Kessig Wolf RunKessig Wolf Run
- 10 MountainMountain
- 1 Rootbound CragRootbound Crag
- 1 Skarrg, the Rage PitsSkarrg, the Rage Pits
- 1 Spire GardenSpire Garden
- 1 Stomping GroundStomping Ground
What I enjoy about this list is that it retains a stompy, power-matters design, but it also has some neat interactions and layering of triggers to keep things interesting. There's also a lot of room for tinkering, as extra combat effects (e.g. Moraug, Fury of AkoumMoraug, Fury of Akoum) work wondrously with Stonebrow Krosan HeroStonebrow Krosan Hero, since the +2/+2 buffs stack with each successive combat, as well as upgrades with bombs like Pathbreaker IbexPathbreaker Ibex and The Great HengeThe Great Henge.
Conclusion
Trample is a classic keyword that just screams 'smash' more than The Incredible Hulk, himself. As a form of evasion that rewards you for simply getting bigger and thus dealing more damage, it forces uncomfortable blocking decisions for your opponents, often having them dip out faster than Kevin O'Leary after a bad pitch.
What do y'all think? Do you enjoy trample's 'life total, meet fist' approach, or do you prefer something subtler? Sound off in the comments below!
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