Training Grounds

Training Grounds

Enchantment

Text

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.

Under the master's eye, skills are honed sharper and spells cut deeper.

#1,070 EDHREC 🖌 James Ryman

Market prices

updated on 06/17/2026
from €3.21
Source Normal Foil
Cardhoarder 0.02 tix
Card Kingdom $10.99
Cardmarket €4.93 €14.17
CardTrader Buy €3.21 €9.83
TCGplayer $8.94 $21.35

Trend · last 90 days · EUR

€3.21
min €3.21 max €5.11

CardTrader market

112 offers · from €3.21 · avg €185.39 · max €10,000.64

Played: 9 · Near Mint: 36 · Slightly Played: 41 · Moderately Played: 26

Rulings (8)

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.

06/15/2010

If an activated ability of a creature you control costs no generic mana to activate (for example, if it costs , 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}.

10/02/2025

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 .

10/02/2025

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}.

10/02/2025

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.

10/02/2025

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.

10/02/2025

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.

10/02/2025

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.

10/02/2025

Legality by format

Brawl Legal
Commander Legal
Duel Commander Legal
Legacy Legal
Modern Legal
Oathbreaker Legal
Old School Not legal
Pauper Not legal
Pioneer Legal
Premodern Not legal
Standard Not legal
Vintage Legal
Block Constructed Not legal
Extended Not legal
Frontier Not legal
Tiny Leaders Not legal