Craterhoof Behemoth gives creature-heavy decks a way to convert board presence into a decisive attack. When it enters, your creatures gain trample and get +X/+X until end of turn, with X equal to the number of creatures you control as the trigger resolves. A collection of modest creatures can suddenly represent far more damage than their printed power suggests.
Avenger of Zendikar supplies a particularly useful setup by creating a large group of Plant tokens. Even before landfall counters build them up, those Plants increase Craterhoof’s boost and provide bodies that can carry it into combat. Elf decks can use mana creatures in a similar way: creatures that helped produce the eight mana become part of the finishing attack once they are available to attack.
Finale of Devastation can find Craterhoof directly from the library or graveyard. If Finale’s X is at least ten, it also gives your creatures haste and another large power boost. That matters because Craterhoof has haste itself but does not grant haste to the rest of the team. Newly created tokens otherwise need another source of haste before they can join the attack.
Count available attackers, remaining blockers, and potential responses before committing. Tapped creatures and creatures unable to attack can increase the boost without contributing damage themselves. Removal before the entry trigger resolves can reduce the creature count, while fog effects or other combat interaction can still stop the finish. Craterhoof is at its best in decks that naturally build a wide board and can protect the turn when that board becomes lethal.






