Stonehoof Chieftain 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.
Official card text
Trample, indestructible Whenever another creature you control attacks, it gains trample and indestructible until end of turn.
Complete guide
Stonehoof Chieftain is a powerhouse that ensures your army is both unstoppable and unkillable during the combat phase. As a high-cost Centaur Warrior, it provides a massive static presence while granting its own powerful keywords to every other attacking creature you control. This makes it an ideal finisher for green decks looking to overwhelm opponents without fear of losing their board to blockers.
Invincible Offense
Stonehoof Chieftain possesses two key keywords: Trample and Indestructible. While it is difficult to remove itself, its true strength lies in its triggered ability. Whenever another creature you control is declared as an attacker, that creature gains those same two keywords until the end of the turn, ensuring they can punch through damage and survive any combat encounter.
Step-by-Step Resolution
First, you enter the beginning of combat step. Next, you move to the declare attackers step and choose which creatures will attack. For every creature other than Stonehoof Chieftain that you tap and declare as an attacker, a separate triggered ability goes on the stack. As these triggers resolve, each attacking creature gains trample and indestructible. Only after these triggers resolve do your opponents get the chance to declare blockers.
Common Mistakes to Avoid
A common error is thinking Stonehoof Chieftain protects creatures from spells played earlier in the turn. The indestructible keyword is only granted when the creature attacks; it does not protect them during your main phase. Additionally, remember that if Stonehoof Chieftain is removed from the battlefield before you declare attackers, its ability will not trigger, and your other creatures will not receive the buffs.
Strategic Timing
Since this card costs eight mana, it is best utilized in decks that can ramp quickly or cheat creatures into play. It is most effective when you already have a wide board state, as it turns small utility creatures into lethal threats that the opponent cannot simply trade with in combat.
Interaction examples
You have several Plant tokens created by Avenger of Zendikar. When you move to combat and attack with the Plants and the Stonehoof Chieftain, the Chieftain's ability triggers for each Plant. Even though the Plants might be small, they now have indestructible and trample, meaning they will survive any blockers and any excess damage from their power (if boosted by landfall) will go straight to the opponent.
If Craterhoof Behemoth enters the battlefield, your creatures get a massive power boost and trample. When you subsequently attack with both, Stonehoof Chieftain triggers for the Behemoth. The Behemoth gains indestructible and a redundant instance of trample. This ensures your massive Behemoth cannot be destroyed by 'deathtouch' blockers or combat damage while it delivers the finishing blow.
If Stonehoof Chieftain attacks alone, its triggered ability does not fire because it only targets 'another' creature. However, the Chieftain still benefits from its own printed trample and indestructible, making it a safe 8/8 attacker that must be dealt with via exile or sacrifice effects rather than damage.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Stonehoof Chieftain
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Stonehoof Chieftain
No archived Top 8 deck with this card yet.



Avenger of Zendikar
Craterhoof Behemoth