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Rules guide · Enchantment

Warrior's ResolveHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Final Fantasy Commander· December 5, 2025
Carte Magic Warrior's Resolve

Warrior's Resolve is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

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.

Complete guide

Warrior's Resolve is a versatile white enchantment that rewards aggressive strategies by turning your smaller units into seasoned veterans. It grants your army the training keyword and provides consistent card draw if you manage to land those counters during combat. This card is perfect for decks that want to scale their power while maintaining a full hand.

How Training Works

While Warrior's Resolve is on the battlefield, every creature you control gains training. This is a triggered ability that checks the power of your attacking creatures at the moment they are declared as attackers. For training to trigger, you must attack with at least two creatures: the one with the training ability and another creature that has a higher power.

Resolving the End Step Trigger

The final ability of Warrior's Resolve uses an 'intervening if' clause. At the start of your end step, the game checks if you control a creature that meets two criteria: it must have a +1/+1 counter on it, and it must have attacked this turn. If you do not meet both conditions at the exact moment the end step begins, the ability will not trigger at all. However, the creature does not need to have had the counter during the attack; it only needs to have it by the time the end step starts.

Timing and Power Checks

A common mistake is trying to buff a creature's power after attackers are already declared to try and trigger training. Training only checks the power comparison once, at the moment attackers are declared. If the creature with training has equal or greater power than all other attackers at that instant, training does not trigger. Once triggered, the ability is independent; even if the larger creature is removed from combat or its power is reduced, the +1/+1 counter will still be placed.

Strategic Deployment

You should play Warrior's Resolve when you have a board state featuring creatures of varying power levels. Since it relies on attacking, it is most effective in decks that can bypass blockers or protect their smaller creatures as they grow. It serves as both a growth engine and a source of card advantage to keep your pressure consistent throughout the game.

Interaction examples

Bypassing Taxes to Train

If your opponent controls Ghostly Prison, you must pay {2} for each creature you want to attack with. If you pay {4} to attack with a 1/1 and a 3/3, Warrior's Resolve gives both training. The 1/1's training triggers because it attacked alongside a creature with greater power. Even though Ghostly Prison made attacking expensive, the training trigger resolves normally, and you'll likely draw a card at the end step if the 1/1 survived with its counter.

Fueling the Tithe

In a multiplayer game, you attack with a 2/2 and a 4/4 while Warrior's Resolve is out. The 2/2 gains a +1/+1 counter from training. At your end step, Warrior's Resolve triggers and you draw a card. If an opponent also had a Smothering Tithe, your draw would trigger their ability, forcing you to pay {2} or allow them to create a Treasure. This highlights how your offensive card draw can interact with your opponents' taxing effects.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Warrior's Resolve

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    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.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    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.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    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.

    No other card is named in this ruling.

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