First printed in Final Fantasy Commander (2025)
Enchantment
Creatures you control have training. (Whenever a creature you control attacks with another creature with greater power, put a +1/+1 counter on the creature with lesser power.)
At the beginning of your end step, if you control a creature with a +1/+1 counter on it that attacked this turn, draw a card.
- Illustrated by
- Winona Nelson
Legality
- Legal in
- Legacy, Vintage, Commander, Duel Commander, Tiny Leaders, Oathbreaker
- Not legal in
- Standard, Pioneer, Modern, Pauper, Future Standard, Historic, Timeless, Alchemy, Penny Dreadful, Premodern, Old School 93/94, Gladiator, Pauper Commander, PreDH, Brawl, Standard Brawl, Competitive Brawl
Rulings (3)
- A creature's training ability triggers only when both that creature and a creature with greater power are declared as attackers. Increasing a creature's power after attackers are declared won't cause a training ability to trigger.
- Once a creature's training ability has triggered, destroying the other attacking creature or reducing its power won't stop the creature with training from getting a +1/+1 counter.
- Warrior's Resolve's last ability checks at the moment it would trigger to see if any creatures you currently control with one or more +1/+1 counters on them attacked this turn. If none did, the ability won't trigger at all. It doesn't matter if the creatures had +1/+1 counters on them when they attacked.
Prices
MTGO price: 0.82 TIX, the cheapest non-foil print (average sell price on GoatBots, 30 Oct 2026).