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Trample is static ability that lets a creature deal excess combat damage to a defending player or planeswalker while attacking.

Ingame Description[]

If a creature with trample would deal enough combat damage to its blockers to destroy them, it deals the rest of its damage to the defending player.

Color Distribution[]

Trample can often be found on Green and Red creatures.

Skill Quest[]

You can play the skill quest "Group Blocking and Trample" to see how this game concept works.

Usually, an attacking creature will deal all its damage to the creature that blocked it. But a creature with trample can deal its excess damage to the defending player.

Comprehensive Rules[]

702.19. Trample

702.19a Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, “Combat Damage Step.”)

702.19b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking.

Example: A 2/2 creature that can block an additional creature blocks two attackers: a 1/1 with no abilities and a 3/3 with trample. The active player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample.
Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature’s controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker’s protection ability. The attacking creature’s controller can divide the rest of the damage as he or she chooses between the blocking creature and the defending player.

702.19c If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned, all its damage is assigned to the player or planeswalker it’s attacking.

702.19d If a creature with trample is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty.

702.19e Multiple instances of trample on the same creature are redundant.[1]

Trample Cardlist[]

83 results
Aetherstream Leopard.png Aetherstream Leopard 2Green (3)
Creature — Cat (2/3)
Trample

When Aetherstream Leopard enters the battlefield, you get Energy (an energy counter).
Whenever Aetherstream Leopard attacks, you may pay Energy. If you do, it gets +2/+0 until end of turn.

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Aetherwind Basker.png Aetherwind Basker 4GreenGreenGreen (7)
Creature — Lizard (7/7)
Trample

Whenever Aetherwind Basker enters the battlefield or attacks, you get Energy (an energy counter) for each creature you control.
Pay Energy: Aetherwind Basker gets +1/+1 until end of turn.

AERM.png
Akoum Stonewaker.png Akoum Stonewaker 1Red (2)
Creature — Human Shaman (2/1)
Landfall — Whenever a land enters the battlefield under your control, you may pay 2Red. If you do, create a 3/1 red Elemental creature token with trample and haste. Exile that token at the beginning of the next end step.
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Arborback Stomper.png Arborback Stomper 3GreenGreen (5)
Creature — Beast (5/4)
Trample

When Arborback Stomper enters the battlefield, you gain 5 life.

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Arlinn, Embraced by the Moon.png Arlinn, Embraced by the Moon (4)
Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn.

−1: Arlinn, Embraced by the Moon deals 3 damage to target creature or player. Transform Arlinn, Embraced by the Moon.
−6: You get an emblem with "Creatures you control have haste and ‘Tap: This creature deals damage equal to its power to target creature or player.'"

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Backwoods Survivalists.png Backwoods Survivalists 3Green (4)
Creature — Human Warrior (4/3)
Delirium — Backwoods Survivalists gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
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Baloth Pup.png Baloth Pup 1Green (2)
Creature — Beast (3/1)
Baloth Pup has trample as long as it has a +1/+1 counter on it.
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Brute Strength.png Brute Strength 1Red (2)
Instant
Target creature gets +3/+1 and gains trample until end of turn.
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Built to Smash.png Built to Smash Red (1)
Instant
Target attacking creature gets +3/+3 until end of turn. If it's an artifact creature, it gains trample until end of turn.
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Call of the Full Moon.png Call of the Full Moon 1Red (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+2 and has trample. (It can deal excess combat damage to defending player or planeswalker while attacking.)
At the beginning of each upkeep, if a player cast two or more spells last turn, sacrifice Call of the Full Moon.

ORIU.png
Cartouche of Strength.png Cartouche of Strength 2Green (3)
Enchantment — Aura Cartouche
Enchant creature you control

When Cartouche of Strength enters the battlefield, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +1/+1 and has trample.

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Chorus of Might.png Chorus of Might 3Green (4)
Instant
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample.
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Cinder Hellion.png Cinder Hellion 4Red (5)
Creature — Hellion (4/4)
Trample

When Cinder Hellion enters the battlefield, it deals 2 damage to target opponent.

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Decimator of the Provinces.png Decimator of the Provinces 10 (10)
Creature — Eldrazi Boar (7/7)
Emerge 6GreenGreenGreen (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.)

When you cast Decimator of the Provinces, creatures you control get +2/+2 and gain trample until end of turn.
Trample, haste

EMNM.png
Distemper of the Blood.png Distemper of the Blood 1Red (2)
Sorcery
Target creature gets +2/+2 and gains trample until end of turn.

Madness Red (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

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Dronepack Kindred.png Dronepack Kindred (5)
Creature — Eldrazi Werewolf (5/7)
Trample

1: Dronepack Kindred gets +1/+0 until end of turn.

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Eldrazi Devastator.png Eldrazi Devastator 8 (8)
Creature — Eldrazi (8/9)
Trample
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Embermaw Hellion.png Embermaw Hellion 3RedRed (5)
Creature — Hellion (4/5)
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)

If another red source you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.

ORIR.png
Embodiment of Fury.png Embodiment of Fury 3Red (4)
Creature — Elemental (4/3)
Trample

Land creatures you control have trample.
Landfall — Whenever a land enters the battlefield under your control, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.

OGWU.png
Empyreal Voyager.png Empyreal Voyager 1GreenBlue (3)
Creature — Vedalken Scout (2/3)
Flying, trample

Whenever Empyreal Voyager deals combat damage to a player, you get that many Energy (energy counters).

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Engineered Might.png Engineered Might 3GreenWhite (5)
Sorcery
Choose one —

• Target creature gets +5/+5 and gains trample until end of turn.
• Creatures you control get +2/+2 and gain vigilance until end of turn.

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Enraged Giant.png Enraged Giant 5Red (6)
Creature — Giant (4/4)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for 1.)

Trample, haste

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Equestrian Skill.png Equestrian Skill 3Green (4)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+3.
As long as enchanted creature is a Human, it has trample.

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Flaring Flame-Kin.png Flaring Flame-Kin 2Red (3)
Creature — Elemental Warrior (2/2)
As long as Flaring Flame-Kin is enchanted, it gets +2/+2, has trample, and has "Red: Flaring Flame-Kin gets +1/+0 until end of turn."
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Fleetwheel Cruiser.png Fleetwheel Cruiser 4 (4)
Artifact — Vehicle (5/3)
Trample, haste

When Fleetwheel Cruiser enters the battlefield, it becomes an artifact creature until end of turn.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

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Furyblade Vampire.png Furyblade Vampire 1Red (2)
Creature — Vampire Berserker (1/2)
Trample

At the beginning of combat on your turn, you may discard a card. If you do, Furyblade Vampire gets +3/+0 until end of turn.

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Grove Rumbler.png Grove Rumbler 2RedGreen (4)
Creature — Elemental (3/3)
Trample

Landfall — Whenever a land enters the battlefield under your control, Grove Rumbler gets +2/+2 until end of turn.

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Hanweir, the Writhing Township.png Hanweir, the Writhing Township (3)
Legendary Creature — Eldrazi Ooze (7/4)
Trample, haste

Whenever Hanweir, the Writhing Township attacks, create two 3/2 colorless Eldrazi Horror creature tokens that are tapped and attacking.

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Hanweir, the Writhing Township.png Hanweir, the Writhing Township (3)
Legendary Creature — Eldrazi Ooze (7/4)
Trample, haste

Whenever Hanweir, the Writhing Township attacks, put two 3/2 colorless Eldrazi Horror creature tokens onto the battlefield tapped and attacking.

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Haunted Cloak.png Haunted Cloak 3 (3)
Artifact — Equipment
Equipped creature has vigilance, trample, and haste.

Equip 1

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Honored Hydra.png Honored Hydra 5Green (6)
Creature — Snake Hydra (6/6)
Trample

Embalm 3Green (3Green, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Snake Hydra with no mana cost. Embalm only as a sorcery.)

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Howlpack Resurgence.png Howlpack Resurgence 2Green (3)
Enchantment
Flash (You may cast this spell any time you could cast an instant.)

Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.

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Impetuous Devils.png Impetuous Devils 2RedRed (4)
Creature — Devil (6/1)
Trample, haste

When Impetuous Devils attacks, up to one target creature defending player controls blocks it this combat if able.
At the beginning of the end step, sacrifice Impetuous Devils.

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Infuse with the Elements.png Infuse with the Elements 3Green (4)
Instant
Converge — Put X +1/+1 counters on target creature, where X is the number of colors of mana spent to cast Infuse with the Elements. That creature gains trample until end of turn.
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Intrepid Provisioner.png Intrepid Provisioner 3Green (4)
Creature — Human Scout (3/3)
Trample

When Intrepid Provisioner enters the battlefield, another target Human you control gets +2/+2 until end of turn.

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Invigorated Rampage.png Invigorated Rampage 1Red (2)
Instant
Choose one —

• Target creature gets +4/+0 and gains trample until end of turn.
• Two target creatures each get +2/+0 and gain trample until end of turn.

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It That Rides as One.png It That Rides as One (2)
Creature — Eldrazi Horror (4/4)
First strike, trample, lifelink
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Khenra Charioteer.png Khenra Charioteer 1RedGreen (3)
Creature — Jackal Warrior (3/3)
Trample

Other creatures you control have trample.

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Kird Chieftain.png Kird Chieftain 3Red (4)
Creature — Ape (3/3)
Kird Chieftain gets +1/+1 as long as you control a Forest.

4Green: Target creature gets +2/+2 and gains trample until end of turn. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

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Larger Than Life.png Larger Than Life 1Green (2)
Sorcery
Target creature gets +4/+4 and gains trample until end of turn.
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Lifecraft Cavalry.png Lifecraft Cavalry 4Green (5)
Creature — Elf Warrior (4/4)
Trample

Revolt — Lifecraft Cavalry enters the battlefield with two +1/+1 counters on it if a permanent you controlled left the battlefield this turn.

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Makindi Sliderunner.png Makindi Sliderunner 1Red (2)
Creature — Beast (2/1)
Trample

Landfall — Whenever a land enters the battlefield under your control, Makindi Sliderunner gets +1/+1 until end of turn.

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Mina and Denn, Wildborn.png Mina and Denn, Wildborn 2RedGreen (4)
Legendary Creature — Elf Ally (4/4)
You may play an additional land on each of your turns.

RedGreen, Return a land you control to its owner's hand: Target creature gains trample until end of turn.

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Mindwrack Demon.png Mindwrack Demon 2BlackBlack (4)
Creature — Demon (4/5)
Flying, trample

When Mindwrack Demon enters the battlefield, put the top four cards of your library into your graveyard.
Delirium — At the beginning of your upkeep, you lose 4 life unless there are four or more card types among cards in your graveyard.

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Nature's Way.png Nature's Way 1Green (2)
Sorcery
Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.
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Neck Breaker.png Neck Breaker (3)
Creature — Werewolf (4/3)
Attacking creatures you control get +1/+0 and have trample.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Neck Breaker.

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Nef-Crop Entangler.png Nef-Crop Entangler 1Red (2)
Creature — Human Warrior (2/1)
Trample

You may exert Nef-Crop Entangler as it attacks. When you do, it gets +1/+2 until end of turn. (An exerted creature won't untap during your next untap step.)

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Ondu Champion.png Ondu Champion 2RedRed (4)
Creature — Minotaur Warrior Ally (4/3)
Rally — Whenever Ondu Champion or another Ally enters the battlefield under your control, creatures you control gain trample until end of turn.
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Oran-Rief Hydra.png Oran-Rief Hydra 4GreenGreen (6)
Creature — Hydra (5/5)
Trample

Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on Oran-Rief Hydra. If that land is a Forest, put two +1/+1 counters on Oran-Rief Hydra instead.

BFZR.png
Ovalchase Dragster.png Ovalchase Dragster 4 (4)
Artifact — Vehicle (6/1)
Trample, haste

Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)

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Peema Outrider.png Peema Outrider 2GreenGreen (4)
Creature — Elf Artificer (3/3)
Trample

Fabricate 1 (When this creature enters the battlefield, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)

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Plated Crusher.png Plated Crusher 4GreenGreenGreen (7)
Creature — Beast (7/6)
Trample, hexproof
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Pyre Hound.png Pyre Hound 3Red (4)
Creature — Elemental Hound (2/3)
Trample

Whenever you cast an instant or sorcery spell, put a +1/+1 counter on Pyre Hound.

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Reality Smasher.png Reality Smasher 4Mana C.png (5)
Creature — Eldrazi (5/5)
(Mana C.png represents colorless mana.)

Trample, haste
Whenever Reality Smasher becomes the target of a spell an opponent controls, counter that spell unless its controller discards a card.

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Relentless Hunter.png Relentless Hunter 1RedGreen (3)
Creature — Human Warrior (3/3)
1RedGreen: Relentless Hunter gets +1/+1 and gains trample until end of turn.
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Renegade Freighter.png Renegade Freighter 3 (3)
Artifact — Vehicle (4/3)
Whenever Renegade Freighter attacks, it gets +1/+1 and gains trample until end of turn.

Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

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Rhonas the Indomitable.png Rhonas the Indomitable 2Green (3)
Legendary Creature — God (5/5)
Deathtouch, indestructible

Rhonas the Indomitable can't attack or block unless you control another creature with power 4 or greater.
2Green: Another target creature gets +2/+0 and gains trample until end of turn.

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Rhonas's Monument.png Rhonas's Monument 3 (3)
Legendary Artifact
Green creature spells you cast cost 1 less to cast.

Whenever you cast a creature spell, target creature you control gets +2/+2 and gains trample until end of turn.

AKHU.png
Rhox Maulers.png Rhox Maulers 4Green (5)
Creature — Rhino Soldier (4/4)
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)

Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)

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Ride Down.png Ride Down RedWhite (2)
Instant
Destroy target blocking creature. Creatures that were blocked by that creature this combat gain trample until end of turn.
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Riparian Tiger.png Riparian Tiger 3GreenGreen (5)
Creature — Cat (4/4)
Trample

When Riparian Tiger enters the battlefield, you get EnergyEnergy (two energy counters).
Whenever Riparian Tiger attacks, you may pay EnergyEnergy. If you do, it gets +2/+2 until end of turn.

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Rush of Adrenaline.png Rush of Adrenaline Red (1)
Instant
Target creature gets +2/+1 and gains trample until end of turn.
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Salivating Gremlins.png Salivating Gremlins 2Red (3)
Creature — Gremlin (2/3)
Whenever an artifact enters the battlefield under your control, Salivating Gremlins gets +2/+0 and gains trample until end of turn.
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Savage Alliance.png Savage Alliance 2Red (3)
Instant
Escalate 1 (Pay this cost for each mode chosen beyond the first.)

Choose one or more —
• Creatures target player controls gain trample until end of turn.
• Savage Alliance deals 2 damage to target creature.
• Savage Alliance deals 1 damage to each creature target opponent controls.

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Scrapyard Mongrel.png Scrapyard Mongrel 3Red (4)
Creature — Hound (3/3)
As long as you control an artifact, Scrapyard Mongrel gets +2/+0 and has trample. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)
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Silverfur Partisan.png Silverfur Partisan 2Green (3)
Creature — Wolf Warrior (2/2)
Trample

Whenever a Wolf or Werewolf you control becomes the target of an instant or sorcery spell, create a 2/2 green Wolf creature token.

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Tajuru Pathwarden.png Tajuru Pathwarden 4Green (5)
Creature — Elf Warrior Ally (5/4)
Vigilance, trample
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Territorial Gorger.png Territorial Gorger 3Red (4)
Creature — Gremlin (2/2)
Trample

Whenever you get one or more Energy (energy counters), Territorial Gorger gets +2/+2 until end of turn.

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Timber Shredder.png Timber Shredder (2)
Creature — Werewolf (4/2)
Trample

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Timber Shredder.

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Ulrich's Kindred.png Ulrich's Kindred 2Red (3)
Creature — Wolf (3/2)
Trample

3Green: Target attacking Wolf or Werewolf gains indestructible until end of turn.

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Untethered Express.png Untethered Express 4 (4)
Artifact — Vehicle (4/4)
Trample

Whenever Untethered Express attacks, put a +1/+1 counter on it.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)

AERU.png
Verdurous Gearhulk.png Verdurous Gearhulk 3GreenGreen (5)
Artifact Creature — Construct (4/4)
Trample

When Verdurous Gearhulk enters the battlefield, distribute four +1/+1 counters among any number of target creatures you control.

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Vestige of Emrakul.png Vestige of Emrakul 3Red (4)
Creature — Eldrazi Drone (3/4)
Devoid (This card has no color.)

Trample

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Veteran Warleader.png Veteran Warleader 1GreenWhite (3)
Creature — Human Soldier Ally (*/*)
Veteran Warleader's power and toughness are each equal to the number of creatures you control.

Tap another untapped Ally you control: Veteran Warleader gains your choice of first strike, vigilance, or trample until end of turn.

BFZR.png
Vildin-Pack Outcast.png Vildin-Pack Outcast 4Red (5)
Creature — Werewolf Horror (4/4)
Trample

Red: Vildin-Pack Outcast gets +1/-1 until end of turn.
5RedRed: Transform Vildin-Pack Outcast.

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Vile Aggregate.png Vile Aggregate 2Red (3)
Creature — Eldrazi Drone (*/5)
Devoid (This card has no color.)

Vile Aggregate's power is equal to the number of colorless creatures you control.
Trample
Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)

BFZU.png
Voltaic Brawler.png Voltaic Brawler RedGreen (2)
Creature — Human Warrior (3/2)
When Voltaic Brawler enters the battlefield, you get EnergyEnergy (two energy counters).

Whenever Voltaic Brawler attacks, you may pay Energy. If you do, it gets +1/+1 and gains trample until end of turn.

KLDU.png
Walker of the Wastes.png Walker of the Wastes 4Mana C.png (5)
Creature — Eldrazi (4/4)
(Mana C.png represents colorless mana.)

Trample
Walker of the Wastes gets +1/+1 for each land you control named Wastes.

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Waxing Moon.png Waxing Moon 1Green (2)
Instant
Transform up to one target Werewolf you control. Creatures you control gain trample until end of turn.
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Werewolf of Ancient Hunger.png Werewolf of Ancient Hunger (5)
Creature — Werewolf (*/*)
Vigilance, trample

Werewolf of Ancient Hunger's power and toughness are each equal to the total number of cards in all players' hands.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf of Ancient Hunger.

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Wildsize.png Wildsize 2Green (3)
Instant
Target creature gets +2/+2 and gains trample until end of turn.

Draw a card.

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Woodland Wanderer.png Woodland Wanderer 3Green (4)
Creature — Elemental (2/2)
Vigilance, trample

Converge — Woodland Wanderer enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.

BFZR.png
Yavimaya Wurm.png Yavimaya Wurm 4GreenGreen (6)
Creature — Wurm (6/4)
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)
DC.png

References[]

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