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Rules guide · Sorcery

OverrunHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Foundations· November 15, 2024
Carte Magic Overrun

Overrun is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)

Complete guide

Overrun is a classic green finisher that turns a small army into a lethal force. By providing a significant power boost and the trample ability, it ensures that your opponent cannot simply block their way out of a loss.

What It Does

Overrun is a sorcery that grants every creature you control at the moment of resolution a +3/+3 bonus and the trample keyword until the end of the turn. This turns even the smallest tokens into major threats that can punch through blockers to deal direct damage to your opponent.

Step-by-Step Resolution

When you cast Overrun, it goes on the stack. Once it resolves, the game checks which creatures you currently control. Every creature on your board at that exact moment receives the +3/+3 buff and trample. Crucially, this effect creates a static change to those specific creatures that lasts until the cleanup step.

Common Mistakes

The most frequent error is assuming Overrun affects creatures that enter the battlefield later in the turn. Because it is a sorcery and not a continuous effect from an enchantment, it only 'snapshots' the creatures you have during resolution. If you play a creature after Overrun has resolved, that new creature will not have the bonus power or trample.

When to Play It

You should play Overrun during your pre-combat main phase. This ensures your creatures are buffed before you declare attackers. Since it costs five mana, including three green pips, it is best utilized in mono-green or heavy-green decks that can reliably generate the required mana and have multiple creatures ready to strike.

Interaction examples

The Finishing Blow

If you control three 1/1 tokens and cast Overrun, they each become 4/4 creatures with trample. When you attack, your opponent must be able to block 12 total damage; even if they block with a 1/1 creature, 3 damage from that attacker will still 'trample' through to their life total.

Drawing Power

If you have a 2/2 creature and cast Overrun, it becomes a 5/5. If you then cast Rishkar's Expertise, you will draw five cards because the creature's power was increased before the Expertise checked for the greatest power among your creatures.

Ramping into the Win

On turn four, you can cast Skyshroud Claim to pull two Forest cards from your library onto the battlefield. This sets up your mana base perfectly so that on turn five, you have the three green mana required to cast Overrun and win the game with your buffed creatures.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Overrun

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Overrun affects only creatures you control at the time it resolves. It won't affect creatures that come under your control later in the turn.

    No other card is named in this ruling.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduelpremodernpredh
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