Setessan Training
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.

