Training Grounds
Tracked across real Commander games played through TurnZero HQ.
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What it does
Activated abilities of creatures you control cost 2 less to activate. This effect can't reduce the mana in that cost to less than one mana.
Combos with Training Grounds
The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.
- Spawnsire of Ulamog Infinite
- Infinite death triggers
- Infinite creature ETB
- Infinite creature LTB
- Infinite creature sacrifice triggers
- Eldrazi Displacer Eyeless Watcher Infinite
- Infinite blinking
- Infinite colorless mana
- Infinite death triggers
- Infinite creature ETB
- Infinite creature LTB
- Infinite creature sacrifice triggers
- Infinite blinking of most creatures
- Kenrith, the Returned King Prize Pig Infinite
- Infinite lifegain
- Infinite lifegain triggers
- Pili-Pala Earthcraft Infinite
- Infinite colored mana
- Infinite untap of basic lands you control
- Pili-Pala Cryptolith Rite Infinite
- Infinite colored mana
- Pili-Pala Paradise Mantle Infinite
- Infinite colored mana
- Gyre Engineer Umbral Mantle Infinite
- Infinitely large creature until end of turn
- Infinite green mana
- Infinite blue mana
- Infinite untap of creatures you control
- Infinite mana creatures you control can produce
- Basalt Monolith Karn's Touch Infinite
- Infinite colorless mana
Showing the 8 shortest and most explosive. This card appears in more than these. Follow any of them through to Commander Spellbook to browse the rest.
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
8 official rulings, in the order Wizards published them.
- 2010-06-15
Training Grounds won't affect a cost that isn't the cost to activate a creature's activated ability. For example, it won't affect Flameblast Dragon's X cost, since that's a cost paid when a triggered ability resolves, and it won't affect a kicker cost, since that's an additional cost to cast a spell. Activated ability costs appear before a colon (:) in a card's rules text, or, in the case of some keywords, before a colon in reminder text.
- 2025-10-02
If an activated ability of a creature you control costs no generic mana to activate (for example, if it costs {R}{R}, it costs {0}, or it costs only nonmana actions such as {T} or "Sacrifice a creature"), Training Grounds simply won't affect it. In particular, it won't increase the cost to include a mana payment of 1.
- 2025-10-02
Training Grounds won't affect the part of an activation cost represented by colored mana symbols or snow mana symbols. It also won't affect nonmana parts of an activation cost, if there are any.
- 2025-10-02
Training Grounds takes the total cost to activate a creature's activated ability into account, not just the cost printed on it. For example, Urabrask has an activated ability that costs , and Suppression Field says "Activated abilities cost 2 more to activate unless they're mana abilities." Since activating Urabrask's activated ability would now cost 2, Training Grounds reduces that cost back to .
- 2025-10-02
Training Grounds affects only creatures you control on the battlefield. The costs of activated abilities that work in other zones (such as cycling or unearth) won't be reduced.
- 2025-10-02
Training Grounds can reduce the amount you pay for a creature's activated ability cost that includes X. For example, Drana, Kalastria Bloodchief has an activated ability that costs X. If you control Training Grounds and you activate the ability with X equal to 5, you'll have to pay only 3. This is true even if the ability states that X must be paid with a certain color of mana, as Crimson Hellkite's ability does.
- 2025-10-02
Training Grounds can reduce the part of an activation cost represented by generic mana symbols down to nothing, as long as it still costs at least one mana. For example, if an activation cost is 2, you'd have to pay only . If an activation cost is 2, though, you'd still have to pay 1.
- 2025-10-02
Training Grounds reduces the generic mana in waterbend costs for activated abilities. It will not reduce waterbend costs that are additional costs for casting spells.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Training Grounds, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Captain America, First Avenger | 1 | 0 | — |
Colors it shows up in
- Jeskai 1 deck
Every version of Training Grounds
11 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

Inverted
Secret Lair Drop
- Normal
- $3.66
- Foil
- $3.52

Inverted
Avatar: The Last Airbender Eternal
- Normal
- $8.12
- Foil
- $11.90

Promo
March of the Machine: The Aftermath Promos
- Normal
- $9.03
- Foil
- $13.61

Etched
March of the Machine: The Aftermath
- Etched
- $9.80

Extended Art
March of the Machine: The Aftermath
- Normal
- $9.07
- Foil
- $9.20

Showcase
March of the Machine: The Aftermath
- Foil
- $22.34

Showcase
March of the Machine: The Aftermath
- Normal
- $9.96
- Foil
- $9.19

March of the Machine: The Aftermath
- Normal
- $9.79
- Foil
- $9.81

Promo
Judge Gift Cards 2022
- Foil
- $26.24

The List
- Normal
- $8.25

Rise of the Eldrazi
- Normal
- $10.55
- Foil
- $34.25
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Training Grounds. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.