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Moxonomy

Greenhilt Trainee

Creature — Elf Warrior3 generic manaGreen mana

The activation clause is the whole design problem in miniature: a creature whose power must reach 4 before it can hand out +4/+4, but whose own printed body is a 2/3. It cannot turn itself on. That gating is what separates it from the run of unconditional pump engines: you have to solve the power-4 threshold with something outside the card before the tap ability comes online. A counter, an Aura, an anthem, or simply another creature that shoves it past 3 power unlocks a repeatable combat trick that doubles as evasion math. And the threshold has to stay solved, because the +4/+4 it grants expires before its next untap step and the ability costs a tap: pumping the Trainee itself does nothing for next turn's activation, since it reverts to a 2/3 before it can swing again. The enabler has to be a standing source of power, not a one-shot buff. That is the honest reason it never anchored a deck on its own: it is a second-mover by design, a multiplier you add once a go-wide-and-tall board is already running and already keeping it switched on. The card that supplies the persistent power boost usually does the heavier lifting; the Trainee rewards setup rather than providing it.

Greenhilt Trainee (nph)
NPH · #112uncommon
Pricing
Normal: $0.17
Foil: $0.23
Oracle Text

Rules text

Tap: Target creature gets +4/+4 until end of turn. Activate only if this creature's power is 4 or greater.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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