Training Grounds

Training Grounds


Activated abilities of creatures you control cost up to less to activate. This effect can't be reduced to less than one mana.

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Have (2) Azdranax , metalmagic
Want (6) brownwaterboys , hjalmaar , BreauxCPA , ActualBird , Gaous , DivineVinxx

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Rare

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Training Grounds occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Training Grounds Discussion

CaptSillva on Thrasios

3 days ago

Burnished Hart seems like an odd choice for a deck with green in it. Especially since there are still decent options like Sakura-Tribe Elder.

You could also consider Training Grounds and/or Biomancer's Familiar to go along with Thrasios. You also have Cancel on this list, but it should likely be Force of Negation, Disallow, or Whirlwind Denial.

The win con also seems to be Lab Maniac, but there are other cards that have this effect such as Jace, Wielder of Mysteries and Thassa's Oracle. Both could be worth considering.

Magicaids on Alternate Win-Cons Kenrith

3 days ago

with Kenrith there is a card that is not a win con but acts like one with him in play it is. but that is up to you i know that you want as many alt-win cons as you can. but a fun idea as well is Tainted Remedy. The best way to set it up is to use ether Training Grounds Heartstone or Biomancer's Familiar. then you need to have Composite Golem ether in the graveyard or in play and you will have infinite mana of every color but black by just reanimate him with kenrith and do it over and over and then with any card with a death trigger that pings for 1 or you give any player five life with tainted remedy out it will kill them by draining 5 life from them and not you. as well ask help with other stuff. overall you if have any question about anything just ask i may not have explained it very well. i love the deck and am staring to put and alt-win con deck together as well +1 from me and keep up the good work love it

Suns_Champion on Eldrazis Fhtagn

2 weeks ago

Cool deck, +1!


  • Training Grounds / Heartstone to make her activation cost 1 mana, freeing up more mana to draw cards.
  • Ancient Tomb if your mana base can handle it, it's great ramp.
  • Avaricious Dragon seems interesting, because you can draw extra cards, suspend your whole hand, then have nothing to discard.
  • You might want some more ramp in general, seems pretty low, even with her cheating stuff out.

Cut Suggestions:

Good luck!

Silverdrake on Simic Bioengineering

3 weeks ago

May I offer a different and far less complicated win condition that still uses the infinite counters combo your deck is built around? Here's an example game:
Turn one you play an island and Training Grounds .
Turn two you play a forest, Paradise Mantle , and Gyre Sage .
Turn three you plan an island, Gilder Bairn , (Trigger evolve on gyre sage) and use Gyre Sage to equip Paradise Mantle to the Bairn.
Turn four you play an island, use the combo to put infinite counters on Gyre Sage, tap Gyre Sage for 100000000000000 green, tap your three islands for UUU, and cast Blue Sun's Zenith for X=100000000000000 targetting your opponent. Assuming they don't have any tricky business, they draw from an empty library and lose the game. You could run Pact of Negation to protect yourself when you're going off, and Force of Negation as backup to counter removal spells they play on their turn when you aren't ready to go off yet. If you wanted to splash a color, you could try adding a bit of white for Teferi, Time Raveler to stop your opponents from interfering with you, or even Dovin's Veto for the same reason. Steelshaper's Gift can tutor for the mantle, and Idyllic Tutor can tutor for the grounds. If you run Idyllic, you could also run a package of useful enchantments like 2x Detention Sphere , 1x Privileged Position , 1x Spreading Seas , 1x Search for Azcanta  Flip.

I know that's a lot of recommendations, and I don't expect (or even recommend!) that you follow every single one. Blue Sun's Zenith would be my primary recomendation, "Free" countermagic like Pact and Force would be my next biggest recommendation.

robbychama on The Hottest Mixtape in Dominaria

3 weeks ago

Hey, nice deck. I'd recommend cutting Zombie Infestation cause I think the cost, especially the discard, is too much for the effect it does. I would also cut Nightscape Familiar because there aren't enough blue and red spells in the deck to make it worth it, and a lot of the mana is spent on abilities and not spells. Some cards you can consider adding are:

Chaos Warp can be an answer to almost any troubling permanent.

Galecaster Colossus -- Mairsil can use this ability without haste, and it's a decent card to play on its own which is rare for the deck.

Mirage Mirror can serve as something to let Mairsil activate abilities more than once per turn(when it's caged, you have Mairsil copy himself to use the other abilities again), and it can also be protection for Mairsil, for example, if a boardwipe or targeted spell hits nonland permanents, Mairsil can use Mirrage Mirror's ability to become an island until end of turn, and the spell will miss him.

Training Grounds is also a good card.

EmEcks on Alela, Enchantress of the Fae

1 month ago

I like the deck. I have a question about a couple of card choices, however.

I see you have two counterspells, Force of Negation , and Spellstutter Sprite . In a counter-war, you will most likely not have sufficient ammo to get your spells through. At most, you'd have one of them in hand, two would be highly unlikely. If playing against one opponent with Blue that runs counterspells, you'll be in a bind, having to wait for him to tap out and hope he's not running either Force of Will , Force of Negation , or Pact of Negation with mana available to pay for the cost. Heck, a well timed Foil could also set you back.

Would you consider running other cards to those two? Or would you consider running more counter magic?

With my group, it's understood that if you run counter magic, you run the gamut of them; or you run nothing at all, especially with control colors of Esper. It's almost like it's required with this color combination (ironically, white also has Lapse of Certainty and Mana Tithe , so it can join the counter war while black runs Withering Boon which has surprised many a table).

If you're willing to add a more robust counterspell suite, I would consider removing your Auras in lieu for cards like Counterspell , Arcane Denial , Mana Drain , Flusterstorm , Force of Will , Narset's Reversal , Disallow , Pact of Negation , Swan Song , and if you run into many triggered or activated abilities in your meta, Stifle , Disallow , Trickbind , or Tale's End .

If you're not willing to add additional counters for protecting your spells, I would recommend getting more anthem/banner effects over Aura effects, like Archetype of Courage , Archetype of Finality , Archetype of Imagination , Bident of Thassa , Day of the Dragons (this flashed in at end of turn with a large fairy board could do some damage), Dictate of Heliod , Light of Sanction + Pestilence can wipe the board from other's creatures, leaving you an open field to swing and win; True Conviction , at triple White is too much, but you could consider it. You could also consider running Faerie Formation as a creature with a Training Grounds and a Valor in Akros on the field for a sudden card draw + creature pump and steal a win out of no where.

Heck, Path of Bravery won't net you much if you're only attacking with 1 creature every turn, but drop that and turn everything sideways when you have 20+ tokens, that's 20+ life right there on the swing. You don't have to even connect to gain the life. Rune-Tail, Kitsune Ascendant can prevent damage to your creatures (which will help as well if you have a pestilence on the field). Drop a Karmic Justice as well, to give your enchantments a reason to not be destroyed. Consider running a Solitary Confinement if you have sufficient draw as well.

Simple suggestions, but otherwise, deck looks pretty sweet.


bushido_man96 on bushido_man96

1 month ago

Great, thanks for the help! I can do Biomancer's Familiar , but probably not Training Grounds for budget reasons. Could work in Lab Man, too.

KayneMarco on bushido_man96

1 month ago

G’morning. Glad to here my “sliver” deck was a spark of inspiration for ya. I do like your idea for using your queen in non-sliver fashion. I think the best way to pull it off is in the direction you started: aristocrats. A whole sliver load of ideas started popping off in my head like popcorn upon reading your comment on my profile page. Let’s get started. Biomancer's Familiar and/or Training Grounds would be 2 musts to help pull this off without needing an infinite mana combo. Not saying to not have one or more of those combos in the deck but in case you aren’t drawing into combo pieces those 2 would make using her ability a lot easier. If nothing it would help make infinite critters in the altar process as well. And for aristocrat side it doesn’t necessarily have to be all blood artist effects either. You could also go with sac a creature to draw a card effect and go with a Laboratory Maniac win. Could also go with Dark-Dweller Oracle and play your whole deck in one turn with the infinite mana and creatures side of things. Will comment further as I think of more ideas. Until then, happy building.

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