Training Grounds

Legality

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

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Training Grounds

Enchantment

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

Training Grounds Discussion

Xanins on Inexorable Ooze

2 days ago

I don't really disagree, but I have Biomancer's Familiar in there to serve as a back up Training Grounds for Deadeye and Biogenic Ooze's abilities. I was considering maybe cutting Wonder and Entomb for Akroma's Memorial and Master Biomancer . That way I retain my ability to give my creatures Flying.. and they get a ton of other keyword abilities too.

The only issue is the increased CMC of Akroma's Memorial and the greater ease of removing it.

Thoughts? :o

ShutUpMokuba on Scarabs U/B Zombies

4 days ago

I may suggest more mass removals like Damnation and its budget versions. Also some pw removal like Hero's Downfall or Vraska's Contempt . Finale of Eternity and or Rise of the Dark Realms for massive reanimation. Training Grounds to get Scarab's ability less expensive. A cheap win cond can be obtained through Archetype of Imagination . And to deal with Flying creatures Levitation .

Xanins on Inexorable Ooze

4 days ago

I agree, the synergy with the evolve creatures is there ( Fathom Mage especially), BUT.. I get the same thing via Deadeye Navigator 's bounce ability + Biogenic Ooze (for the most part).

Additionally, I can reduce the cost of his activated ability with Training Grounds or Biomancer's Familiar to just . And also, I could reset Fathom Mage 's counters with a bounce as well.

So, I'd get fatter oozes from Ooze Flux , but it costs me more mana and is conditional on me having counters to manipulate. Sticking to just Deadeye Navigator keeps my combo engine smaller and easier to handle. Also, I can tutor for Deadeye, but not for Ooze Flux .

Master Biomancer Intrigues me, though. He seems especially useful as a general lord/ pump. He also synergizes with Coat of Arms , acting like a second Arcane Adaptation . Any ideas how I could fit him in?

Cloudchaser.Kestrel on Magic Roons, Laddie (Wishlist version)

2 weeks ago

So I have a special fondness for Springjack Shepherd and Springjack Pasture in these kinds of decks. It can net you a lot of mana and life in a turn, and adds one more creature to go infinite with Ashnod's Altar and Eldrazi Displacer

is Training Grounds really worth it? I also don't really get what the big deal is with Dream Eater but that might just show what a bad blue mage I am.

I personally have problems with such an unflickerable as Walking Ballista being in a deck that's so much about flickering. Have you thought about Thornbite Staff for infinite damage instead? When it's not acting as a finisher it can give you more roon triggers.

hungry000 on A wild PTERARAT appeared!

4 weeks ago

Thanks, it's pretty fun when it works. Unfortunately Torrent Elemental doesn't get a discount from Training Grounds or Biomancer's Familiar since you don't "control" it unless it's on the battlefield. I do also want to keep the number of non-spells in the sb low for Pteramander's ability, and Torrent Elemental isn't quite good enough to replace any of the creatures in the main deck.

RedmundR2 on Level Up!!!

1 month ago

I have a lot of experience in the level up mechanics (see my deck Magic: The RPG (Level Up/Proliferate)) and I think I can offer some good perspective on the mechanic and how (I think at least) to make it as strong as possible.

First off, lets address the concerns I have with your deck on a fundamental level as opposed to the mechanic of level up and how best to use it.

1- Curve

Modern is a very fast format and I feel like the average CMC in your deck is a bit high without any actual ramp effects. Not to mention your creatures don't just want you to slap them down on curve - you have to use your mana to develop level counters on them as well, which means you either need a way to gain a bunch of mana quickly, or you need to cheat level up costs. Considering the speed of decks in the format I think even with just adding a way to cheat level counters cheaply wouldn't be enough. Your curve isn't bad by any means, but i think it can use some tightening up.

2 - No removal at all

Your deck currently has probably way too many creatures and planeswalkers, and currently has absolutely no way to interact with your opponent. In modern having a way to clear your opponents early threats especially with a high curve feels essential to me. With 4 colors, you have tons of options ( Path to Exile , Fatal Push , Remand , Mana Leak , etc) for cheap removal. Since our deck is mostly winning through creature damage, artifact removal might also be necessary ( Fragmentize , Naturalize , etc) If your opponent plays something that disrupts our gameplan, or a big threat, we have no current way of dealing with them. The current collection of Planeswalkers are kind of unnecessary and feel forced, could be replaced with removal to lower the curve and allow the deck to interact with our opponent.

3 - 4 colors / Lands

Trying to run 4 colors especially with a specific and admittedly slow and weak mechanic like Level up feels like a bad idea to me. For one, our lands are mostly slow that give us more than 2 colors, we have no artifacts or creatures that produce mana or color fix, and the benefits from being 4 colors feels minor. I recommend U/W for level up far more than G or B.

Okay, onto the level-up mechanic:

Most of your creatures cost 3 mana to level up. Thats super expensive for something you have to do multiple times at sorcery speed, so many times you will find yourself spending mana on a level just to have your creature removed afterwards, wasting your turn and potentially losing you the game. One way around this is Training Grounds , which if you're planning on keeping the deck as it is with the creatures, is a 100% must have card for the deck. Venerated Teacher is good too, you already have that in the list. Time of Heroes could be useful as it's a pretty powerful effect for the mana cost.

Hope this helps!

Xynarth on Undead Draw

1 month ago

Alright, this is going to be a doozy.

First off, you have multiple ways of playing Varina. From what I've experienced playtesting her (your deck specifically), she seems really good as a draw engine/fill the graveyard with stuff. But your deck doesn't seem geared towards this specific ability. I would recommend a few cards that encourage more synergy with Varina's ability. The madness cards you use currently are great examples of what I'm suggesting. Other such cards are Big Game Hunter and Archfiend of Ifnir .

I also find you're not running enough graveyard shenanigans. I'd consider cards like Dimir Doppelganger , Body Double , Lazav, the Multifarious , and Dralnu, Lich Lord as ways to further increase graveyard abuse (if you start casting more from the graveyard, River Kelpie is a possibility too).

You're playing a lot of cards that damage your opponents when a zombie dies, but very few sac outlets. It makes your deck rely a little on your opponents killing your zombies for you. In order to circumvent this, I would recommend playing "free" sac outlets such as Carrion Feeder , Voracious Null , Nantuko Husk , Viscera Seer and Grimgrin, Corpse-Born .

On the subject of free sac outlets, Phyrexian Altar and Phyrexian Tower should be considered if ever your budget opens up. Ghoulcaller Gisa has potential as well.

Draw synergies: Alhammarret's Archive , Psychosis Crawler and Sanguine Bond (since Varina gains you life this could be very funny).

Creatures dying synergies (should you choose to focus on that more): Dark Prophecy , Deathgreeter , Grim Haruspex , Grave Pact

Synergy with Varina's activated ability: Eternal Scourge , Misthollow Griffin , Heartstone or the more $$$ Training Grounds .

Flavor: Call to the Grave and Throne of the God-Pharaoh .

hkhssweiss on Magic Roons, Laddie (Wishlist version)

1 month ago

Yo Chandra585, first thing that I kind of noticed is that your running 32 lands. For a avg. CMC curve of 3.53, that is fairly low. In inclusion of it as well, you aren't running much ramp effects to match the curve as well. Since you want a mix of both flicker effects, ETB value, as well as good stuff value, I would consider adding in Brago, King Eternal . Single use burst plays aren't formidable enough in EDH unless it's a mass one, so I would cut out all the single target flicker cards with mass one like Ghostway . In addition, ramp creature or card advantage creatures should be considered like:

This would help you get more mana, as Roon can be quite an mana intensive deck. With that being said, Peregrine Drake is a great enabler to allow you have open mana at all times. Cloud of Faeries as well, but that's only if you have access to broken type of lands like Nykthos, Shrine to Nyx or Gaea's Cradle .

I would also consider including Wargate (bias on this amazing card!) as well as Chord of Calling , as it has awesome interaction with Eternal Witness or Archaeomancer in allowing you pull any creatures from your deck, provided you have the mana for it! Wargate does double duty in pulling any permanents to the battlefield!

For protection package as well there are cards like Heroic Intervention and Faith's Reward as your oh shit button in the event where you need to protect everything. That goes along for Teferi's Protection as well. Being in Bant colors gives you a plethora of options and there are much things you can actually do. I would also consider more consistent blinking effects like Conjurer's Closet since you are in a semi-competitive meta as it is a threat but only a threat depending on what you have on the field. Same reasoning for Venser, the Sojourner , he also acts as triple duty in making additional ETB/LTB effects, if you add in Brago, making him unblockable, as well as win condition if he ults!

Along side that, Heartstone should become Training Grounds as reducing to is strictly better, and it makes Eldrazi Displacer cost only one colorless mana to blink which can get ridiculous value! Cards like Panharmonicon , Strionic Resonator , Illusionist's Bracers are a bit too finicky and are win-more type of cards. You can cut them out for efficiency, same with other creatures you run like Sigarda unless you are running her due to meta calls.

TL:DR - Add in some more lands, cut the big clunky win-more cards, use efficient spells to streamline deck. Wargate is a beast of a card and should definitely be included. Bant has so many choices so it depends on the level you want to build.

Hope that helps and feel free to ask for any more help, I like helping people deck tune their decks!

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Training Grounds occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%