I think Craterhoof has a much higher chance of immediately ending the game, while being much worse in a losing position. Giving Vigilance, Trample, and a fixed buff makes End-Raze Forerunners really powerful in any deck that can cast it or cheat it into play. If you cast this with another creature in play and a tapped out opponent, you are very likely go from losing to winning or from any decent position to signing the match slip. The card isn't terrible even without any other creatures. On the other hand, Craterhoof will DEFINITELY end the game upon hitting in the battlefield if you have 3 other creatures in play and your opponent has no response. But without anything else in play, it's a sad, wimpy 5/5 for 8 as soon as you pass the turn.
So, if board stalls, few wraths, and lots of tokens are hallmarks of your environment... well, actually, they would probably both be GRBS then. But the closer you are to that environment, the better Craterhoof gets, and if you really have to work to maintain a board state, Forerunners have a significant edge.
So, if board stalls, few wraths, and lots of tokens are hallmarks of your environment... well, actually, they would probably both be GRBS then. But the closer you are to that environment, the better Craterhoof gets, and if you really have to work to maintain a board state, Forerunners have a significant edge.