Today's ruleset is a high level favorite that hearkens back to the earliest days of Splinterlands, before the Trample ability was nerfed into its current form.
I like to think of Stampede as a sort of designer ruleset. Like a fine wine, it can only be appreciated by true Splinterlands snobs for whom the delight of beating the pants off their opponent is greater even than the desire to win consistently. Oftentimes if you wish to trigger the characteristic infinite Trample of the ruleset, you must take even greater risks by going out of your way to use specific monsters with the Trample ability. But I'm here to tell you that it's worth it when you see your Exploding Dwarf mowing down an entire team in a few blinks of an eye or your Silvershield Knight doing all the work and then laughing arrogantly in your imagination. The thrill of infinite Trample is sweet, and you'll be absolutely tickled and assured victory if you can make it happen.
There aren't a huge number of cards out there with the Trample ability, and even fewer at low levels. In fact, there isn't a single level 1 card in the game with the Trample ability, so in most cases, Novice and Bronze League players need not apply for Stampede. Below is a list of every card with Trample and the level at which it is gained.
As you can see from the list above, your best chances of hitting the money in Stampede are playing with the Fire Splinter, which contains four Trample cards, compared to two at most from any other Splinter. I like to use a combination of 2 or 3 of the Fire Trample cards when making teams in the Stampede Ruleset for the best chances to hit the Trample jackpot.
First, the Exploding Dwarf (only possible at Diamond and Champion), which requires some delicate planning to ensure that he is not destroyed immediately by some quicker monster on the enemy's team. Usually a double speed buff works for this, some combination of slowing the enemy (like with Creeping Ooze) and speeding up your own (like Swiftness in the Flame Imp). Alternately, you can call on a monster with Taunt, and it just so happens that Magnor (another Fire Trampler) also has the Taunt ability even at level 1. If you are diverting attacks away from your Exploding Dwarf with Magnor's Taunt, then make sure to keep Blast in mind by placing him far enough away to keep the Dwarf safe from Yodin Zaku and the many blasters of the Fire Splinter. Chances are your opponent will be using Fire as well in a Stampede battle, because who doesn't love to obliterate and humiliate their enemy with infinite Trample?
You'll probably want to use the Giant Roc in second position if the mana cap allows it. The big bird can be a bit pricey for a Reach attacker, but in this case it's usually worth it because of Trample. Your goal is of course for your Exploding Dwarf to do most of the trampling, but there are many times that a Retaliate or Thorns will kill him during a TIP (Trample In Progress). With the Giant Roc, then Magnor, you should be ready for this, o Trample master.
Remember that I'm not giving you advice here on how to win Stampede battles, only how to Stampede. If you want the best chance of winning, play a smart game and treat the match as though the ruleset is Standard. Chances are your opponent's plans to infinite Trample you will be thwarted. If you are going for the Trample holy grail of successfully Stampeding, then you'll want to strategically aim each buff and debuff toward that goal.
I like to focus strongly on Speed related buffs (Slow and Swiftness). You can also assume that if your opponent is playing the Trample game, they'll be strong in Melee attacks, so you can't go wrong with Demoralize. This makes the Molten Ogre a good choice during most high mana Stampede battles. I also very much like the Blind ability, which reduces the enemy's chance to land hits with Melee and Ranged attacks. If you can keep a Trample or Blast from happening by being missed, then you have averted more than one attack and probably saved the battle.
Here are some cards I find myself playing often in the Stampede ruleset. These aren't only cards with Trample (there aren't enough), but cards that support the Trample monsters in various ways. I'm not claiming that these are the best choices to win; they're just the ones that help me do the most infinite trampling. If you have good ones to add, please share them in the comments below to benefit the rest of the class.
Hopefully this little strategy guide has given you some useful tips when it comes to the infinite trampling of the Stampede ruleset! If you can pull this thing off, you'll see why I think it's one of the greatest accomplishments in Splinterlands!
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