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Setessan Training

Enchantment — Aura1 generic manaGreen mana

The old problem with pump auras is the two-for-one they hand your opponent: spend a card and mana to buff a creature, then watch a single removal spell answer both at once. This design pays down that risk up front by drawing a card the moment it enters, so the Aura has already replaced itself before combat math even begins. What's left is a cheap combat modifier that's honest about what it's buying: a modest power bump and trample, the keyword that stops an overloaded blocker from wasting the whole attack. Trample is the load-bearing half here, converting the +1/+0 from a rounding error into a threat that punishes an opponent for throwing an undersized blocker in the way: assign lethal to the blocker, and the rest carries over to their face. It rewards decks already committed to fielding a creature the opponent must respect, then leaning on the aura to draw into the next one so the enchant-a-creature plan doesn't bleed cards every time a burn spell or a bounce effect gets pointed at the enchanted body. The replacement draw is what makes it a reasonable inclusion rather than a trap. It is not flashy, but it addresses the specific structural flaw that made cheap auras a liability for most of the game's history.

Setessan Training (thb)
THB · #201common
Pricing
Normal: $0.25
Foil: $0.23
Oracle Text

Rules text

Enchant creature you control When this Aura enters, draw a card. Enchanted creature gets +1/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Legalities

Format Status

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

Other printings

1 set
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