Territorial Gorger

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

Fleetwheel Cruiser

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.)

Ovalchase Dragster

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.)

Verdurous Gearhulk

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

Peema Outrider

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.)

Arborback Stomper

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

Verdurous Gearhulk

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

Verdurous Gearhulk

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

Arborback Stomper

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

Fleetwheel Cruiser

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.)

Riparian Tiger

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

Empyreal Voyager

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

Territorial Gorger

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

Oran-Rief Hydra

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.

Regal Behemoth

Trample
When Regal Behemoth enters the battlefield, you become the monarch.
Whenever you tap a land for mana while you’re the monarch, add an additional one mana of any color.

Ill-Tempered Cyclops

Trample
: Monstrosity 3. (If this creature isn’t monstrous, put three +1/+1 counters on it and it becomes monstrous.)

Menagerie Liberator

Trample
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)

Hanweir, the Writhing Township

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

Impetuous Devils

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.

Hanweir, the Writhing Township

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

Furyblade Vampire

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.

Decimator of the Provinces

Emerge (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 this spell, creatures you control get +2/+2 and gain trample until end of turn.
Trample, haste

Emrakul, the Promised End

This spell costs less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during that player’s next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants

Stromkirk Occultist

Trample
Whenever Stromkirk Occultist deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)