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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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Training Grounds Discussion
19 hours ago
Lilbrudder: As a one shot effect, I do have to say that High Tide has been showing some promise. I have tweaked the island count to assist with this however it can be very helpful in deploying Paradox Engine while still having countermagic mana open. I also run Kiora's Follower (since I'm still running Birthing Pod) and Bloom Tender (I know your opinion on this card :P) and have been testing Freed from the Real as a backup line. A bit narrow I know, but it's been pretty good thus far.
On the topic of Cremate, what're your thoughts on Scarab Feast instead? While you don't draw cards off the ability natively, the fact that it hits three cards at once seems a lot better at hosing graveyard based decks like Kess. But it it still provides card advantage against non-graveyard decks.
Also, how has Training Grounds been performing for you? I'm currently testing it out but haven't seen in much.
21 hours ago
Naban doesn't seem like he's be as much use as Memnarch in this Deck, but if you do roll with the Artifact Hoarder, I would recommend dropping in a Heartstone or the very costly Training Grounds to decrease the cost of those abilities, allowing you to take control more safely.
Also if you feel like dropping extra funds, Mycosynth Lattice is a must for any Memnarch deck
1 week ago
I'm currently working on an Izzet Guildmage + Training Grounds combo deck and I need a bit of help smoothing things out. Any suggestions are ok. I'm looking to keep it mildly budget friendly (disregarding the lands and Training Grounds) and it's not really meant to be super competitive.
SCORE: 2 | 2 COMMENTS | 103 VIEWS
1 week ago
I'm currently trying to make a janky little Training Grounds combo deck, could use a bit of help smoothing stuff out:
SCORE: 2 | 2 COMMENTS | 64 VIEWS
1 week ago
Hey, thanks for the suggestions, but im not trying to make this deck competitive or anything. Im generally trying to stay away from expensive cards like Walking Ballista (the original deck was a prototype, so I just let loose with the budget). Walking Ballista is a really good card though, better than Rakdos Guildmage, however the guildmage is more on-theme so I prefer it ;)
That being said, while the payoffs are creatures, it's literally impossible for an opponent to disrupt me if they don't kill Izzet Guildmage or Training Grounds right off the bat, before I combo off. Since you draw your entire deck, you'll always hit the one Gigadrowse, and you can use it to tap all their permanents. You can also bounce all of their permanents with the Eye of Nowhere, and again tap all their permanents while making infinite mana with Psychic Puppetry + Psychic Puppetry. If I'm worried about something in their hand that they can cast for 0 mana, I usually play Dimir Guildmage and make them discard everything in their hand (if I combo off with Manamorphose I always make some black mana) After doing one of those things you'd play a Guildmage and then kill them. The hard part is getting the first Izzet Guildmage to survive a turn.
Lab Maniac is a good idea though, I forgot about him. I actually included Eye of Nowhere in order to get around Worship and Leyline of Sanctity, now I realize that Lab Maniac would solve that problem... the only thing is that he's useless if I draw him early, which is something I tried to avoid when choosing my combo pieces (this is the reason I took out Lava Spike). I think I'll add him to the sideboard.
I'll think of your other suggestions when I try making a more creature-heavy version of this deck, earlier I was fiddling around with a Jeskai Training Grounds deck with Mistmeadow Witch and Azorius Guildmage and stuff that went more for control. Ghost-Lit Warder could be neat in that list, Banefire I think would be a good win-con.
Again, I really don't expect this deck to do well at all against any deck that packs removal or counterspells lol. It's way too easy to kill Izzet Guildmage or counter the first spell, however I really love this deck just cuz it's super fun when it works. (Sry for the long reply lol, and thanks for checking out my deck :D)
irini on Roon Blink
2 weeks ago
Training Grounds has too limited synergy imho.
2 weeks ago
Yeah, making cuts for this list has been really hard. There is a major balancing act between a good amount of control, equipment, draw and utility. I totally forgot about Training Grounds, Its been on my radar for a while and I intended to put it in, I just dont have a copy. As for Kefnet's ability, returning a land is a may ability. It comes in handy when I need an extra card in hand to attack, but that part doesn't get used too often. However, Walking Atlas would be a nice include to give me another Terrain Generator option. I've also considered running an Expedition Map, but as we've talked about, making cuts is really hard.
2 weeks ago
Regarding Seat of the Synod with your Trinket Mage - aside from the 3 targets: Mana Crypt, Sensei's Divining Top, and Sol Ring, O-Naginata will be a valid target once it's added. But I get wanting more options.
Sphinx of Magosi's draw is cheaper than your commander's, but in thinking of that - what would you say to good ol' Training Grounds. Normally I wouldn't recommend it for a deck with such few activated abilities with colorless mana in them, but Kefnet the Mindful is your commander, so it would be relevant at almost every stage in the game. Again, not sure what I would suggest to cut for it though.
As for Nezahal, Primal Tide being cut for Jin-Gitaxias, Core Augur, that might be a good idea. However, Nezahal, Primal Tide is almost impossible to get rid of. In that regard it might warrant playtesting each to see which one outperforms the other for you.
I also read Kefnet the Mindful and I did not realize he returned a land as well. Patron of the Moon or Walking Atlas could kind of off set the negative side of that. Still stumped as to what to suggest to take out.