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Moxonomy

Training Regimen

Enchantment3 generic manaGreen mana

The ordering on the card is the tell: the trample rider reads on every creature already carrying counters, and the precombat trigger is the pump that keeps feeding that pool. Together they form a static engine that widens the more you commit to it. Each combat-step counter both grows a body and switches on trample for it, so a ground stall of blockable creatures becomes a wall of damage that leaks through chump blocks. The trigger resolves before attackers are declared, so casting this in your main phase still nets a counter and a trample enabler that same turn; it does not sit dead the turn it lands, though it needs a target on the board to point at. What pays for the four-mana price is the passivity: the counter placement is a fixed trigger you cannot hold up or bluff with, and the trample clause is inert until creatures wearing counters give it something to apply to. That makes this a build-around rather than a splash: the trample text does nothing until a counters shell turns it on, and the counter distribution overlaps with the many cheaper ways green already hands out +1/+1 counters. Where it earns its slot is welding both halves into one permanent that keeps working without further input, taxing neither your mana nor your attention once it resolves.

Training Regimen (msh)
MSH · #192uncommon
Pricing
Normal: $0.25
Foil: $0.37
Oracle Text

Rules text

Creatures you control with +1/+1 counters on them have trample. At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
Legalities

Format Status

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