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Magic: The Gathering Card Comments Archive

Training Grounds

Multiverse ID: 193490

Training Grounds

Comments (143)

Fyo
★★★☆☆ (3.2/5.0) (3 votes)
One of the best cards in the set. Enables a large portion of abilities thought "too expensive" to be used with unexpected efficiency in all formats.

Did I mention it's only U? Outstanding!
greg2367
★★★☆☆ (3.3/5.0) (27 votes)
This is better than heart stone. Doesn't help opponents creatures, double the decrease in cost, and costs 2 less. Only drawback is U, but that's nothing. This card is a little, uh, good.
Pramxnim
★★★☆☆ (3.2/5.0) (12 votes)
I'm in love with this card. Hello UW level up deck!!
HippyRei
★★★☆☆ (3.0/5.0) (4 votes)
Amazing looking card! Great for levelers.

5/5
mdakw576
★★★☆☆ (3.0/5.0) (11 votes)
hey look it's heartstone that took some REALLY good crack.
SleetFox
★★☆☆☆ (2.5/5.0) (4 votes)
Drool. This card could possibly singlehandedly make blue a force to be reckoned with.
AngelxLegna
★★★☆☆ (3.0/5.0) (2 votes)
OH GOD!!!!
Gezus82
★★☆☆☆ (2.8/5.0) (2 votes)
OK this is the best card in the set, this is ridiculous, wtf.

Broken with levelers, sphinx of magosi, turns Zof shade into nirkana revenant, and that's just limited. It probably breaks like 20 cards per set.

I'm just waiting to hear all the ridiculous things that will be done with this
bram-s-wallace
★★☆☆☆ (2.0/5.0) (3 votes)
Blue is back, now you can stop complaining.
Zulp
★★★☆☆ (3.2/5.0) (5 votes)
Broken beyond all repair.
faisjdas
★★☆☆☆ (2.8/5.0) (4 votes)
This card makes so many cards just that much better. I love it.
Tanaka348
★★☆☆☆ (2.9/5.0) (5 votes)
5.0 with 20 votes before anybody's actually played with it much. Damn.

It does seem pretty nuts at first impression, though.
WhiteyMcFly
★★☆☆☆ (2.3/5.0) (5 votes)
1 mana is too low of a cost for this card. This card is staying in vintage. that's a fact.
A3Kitsune
★★☆☆☆ (2.8/5.0) (3 votes)
@Kitsunewarlock

A number of those combos won't work. To put it simply, the Training Grounds only reduces the cost of abilities of creatures in play. Abilities of creature cards in your hand or graveyard do not have their cost reduced. Also, abilities of creature spells do not have their costs reduced.
Good job coming up with all those combos that do work, though.
sir_dwar
☆☆☆☆☆ (0.0/5.0)
...

What.

My mind is blown.
xhillx
☆☆☆☆☆ (0.5/5.0) (1 vote)
This card is already 5/5 what more can i say, it absolutely deserves it!! Also @ A3kitsune according to rules i have found online. 702.26a Cycling is an activated ability that functions only while the card with cycling is in a player's hand. I'm pretty sure the creature in your hand is under your control.
Theostratus
★★★☆☆ (3.0/5.0) (8 votes)
@ xhillx

For something to be under your control it has to be in play. Control is used to designate what permanents or casted spells are your's.
lukemol
★★☆☆☆ (2.0/5.0) (2 votes)
Makes certain previously unplayable cards almost playable. Makes previously barely playable cards playable. Makes already playable cards even more fantastic. This card is broken to the core. I'm holding on to the one I got at the prerelease, the possibilities are endless.

I mean, one of these nearly turns a Quicksilver Amulet into a colorless Elvish Piper.

EDIT: Wow, I got one of these at the prerelease, read it correctly there. Looked it up here, read it correctly there too. Then I go to write a comment and my brain shuts off. Only works on creatures you control, so it would definitely not work with Quicksilver Amulet unless you used March of the Machines or something similar to animate it. However, if you can manage to animate a Basalt Monolith, it suddenly becomes infinite colorless mana that's better than Mana Vault (if it's played on turn 3 or later).
kitsunewarlock
★★★☆☆ (3.4/5.0) (33 votes)
@A3Kitsune. Right. The lack of the word "card" threw me off. Sorry. I editted my list...feel free to rate this comment up since it should help people looking for cards this interacts with (which takes quite a while using the gatherer).

Quick list of combo potential for training ground:

Snow Mana: Can this reduce away snow mana costs? Huh...

Flamekin: Turn 3 six red mana. If you have a second flamekin in hand, turn 3 10 red mana.

Sliver Queen/Overlord: The obvious one. The queen's combo has been around since she has (heartstone).

Scandel Monger: Might as well now say "all players discard their hands". Looks neat for like Hollowtooth Hollow...still not really worth it though.

Masticore: colorless mana regeneration and 1: do 1 damage. Brutal.

Rebels: Cost 2 less to search. Kinda nice. No other blue rebels to support it though...

Feral Animist: Three colors. But its a 16/16 on turn 4. 32/32 the turn after...

Voltaic Construct: You could always use this to go infinite with metalworker but its even easier now.

Guildmages: Lots of fun to be had here. Turn 1 training ground. Turn 2 Azorius Guildmage. Damn.

Glory: Unlimited Brave the Elements.

Mistmeadow Witch: Woah

(Sub)Standard:

Filigree Sages: Uh...yay for probably-infinate-mana-if-you-do-it-right. Yay for Khalni Heart.

Merfolk Seastalkers: Jesus Christ...U:Tap target creature without flying...

Wandering Goblins: Another standard combo. Not too shabby actually. In Grixis it can easily become: 1: +3/+0. Minimum 9/3 on turn 4 assuming you miss a land-drop. If your playing domain this guy can actually become a 20/3 around turn 4 or 5.

Feral Hydra: ...its like you can just keep paying for X over and over...

Levellers: The obvious. No real amazing combo here though. Its obvious Wizards saw this coming and balanced the set right.

Sphinx of Magosai: Again, balanced given how huge the sphinx is.

More:

Ashling the Pilgrim: Boom!

Auroik Salvagers: Has to be a combo here somewhere...

Chameleon Collosus: Big collosus...

Ertai, Wizard Adept: He finally just plain counterspells now!


Gilder Bairn: Yay! Counters!

Jenara: That's...a lot of pumping.

Magus of the Arena, Coffers, Disk or Scroll: Noteable...

Master of the Hunt: Actually makes him pretty damn strong...especially now that "Bands with Other" is better.

Mayael the Anima: The 4 colors is a massive turn off. But I like being able to potentially use her the turn after she comes out (assuming turn 2 I use a tri-land to play the training grounds).

Memnarch: Yeah...yeah...

Nezumi Graverobber: Helps the flip side too.

Oboro Breezecaller: I'm sure there's some infinite combo here.

Palinchron: Did he really need this?

Pili-Pala: Potential for combo here too.

Seedcradle Witch: Again, easier to go infinite. This time with Bloomtender.

Spawnsire of Ulamog: Infinite mana, then unlimited eldrazi.
JiangWei23
☆☆☆☆☆ (0.0/5.0)
@kitsunewarlock: Seeing as how the ruling for Heartstone says that it doesn't reduce snow mana costs, I think it's safe to say this card doesn't either.
Szyx
☆☆☆☆☆ (0.0/5.0)
Wow...just the cards I can think off the top of my head that work much better with this...is staggering.

If you play March of the Machines...non-creature artifacts get this too...

If you play Enchanted Evening...enchantments get this too...

wow...so many combos. I'll let your minds sit and feel perturbed for awhile pondering this.
Chosen_of_the_Dark_Sun
☆☆☆☆☆ (0.0/5.0)
49 votes and none of them below a 5.000. That should tell you something.
cbenedict1
☆☆☆☆☆ (0.0/5.0)
mmmm one-drop enchantment i love it
coyotemoon722
★★☆☆☆ (2.0/5.0) (3 votes)
Training Grounds.
jsndiamond2
☆☆☆☆☆ (0.0/5.0)
Holly cow bought a Fat Pack and pulled two of these!!!! I think I'm going to buy two more and build a Level deck, just for fun. Does this apply to level cards? I was thinking about it and am pretty sure it would. However my friend pulled one at the pre-release and he had a minor debate with the person he was playing for first place that it wouldn't. So can it effect leveling up a creature??
The_Unkown
☆☆☆☆☆ (0.5/5.0) (3 votes)
I can make infinite colorless mana with two of these and 1 other card... ant guess to what that card is


YES it is standard.
Diachronos
★☆☆☆☆ (1.0/5.0) (1 vote)
@jsndiamond2:
Well, Level Up abilities would count as activated abilities, wouldn't they? If so, then they'd benefit from Training Grounds.

I'm tempted to splash some blue into all of my decks just so I can get a few of these out. Already seeing four in my {U}{G} deck with Lorthos the Tidemaker...
Gaussgoat
☆☆☆☆☆ (0.0/5.0)
Ummm.... omg.

Dude, all activated abilities?!?! Holy %#$ As a 1 drop, it is almost impossible to see where this won't bee useful.

5/5
True_Mumin
★★★☆☆ (3.0/5.0) (3 votes)
This may be my favorite card of the entire RoE set. It's really good, clever, and BLUE. 5/5
ajpinton
☆☆☆☆☆ (0.0/5.0)
This card is killer, though I don't like not being able to reduce the mana to blow (1) sucks but its necessary as not to break the card.
Qazior
☆☆☆☆☆ (0.0/5.0)
It is absolutely overpowered at that mana cost 5/5
Lunarblade
★★★☆☆ (3.3/5.0) (26 votes)
O_o
Sphinx of Magosi anyone? Even better combos out there too.
Cyberknight
☆☆☆☆☆ (0.0/5.0)
@The_unknown: Spawnsire of Ulamog
TokenMaster
★★☆☆☆ (2.8/5.0) (2 votes)
Tested with with rebels, and it was absolutely nuts. Turn 2 recruit, turn 3 double recruit, turn 4 do whatever you want.
Jacer
☆☆☆☆☆ (0.0/5.0)
PERFECT No just because the leveling up will be a joke, but beacuse every activeted hability of any creature will cost up to 2 less to play
Kloid
☆☆☆☆☆ (0.0/5.0)
i think the cost of this card it would be at least (1-blue)
and the efect reduce by 1 the cost of the abilities
FargoJake
☆☆☆☆☆ (0.0/5.0)
? - Does this mean that Izzet Guildmage can replicate spells for 1 manna per copy?
apatheticjester
☆☆☆☆☆ (0.0/5.0)
So, does this affect Lullmage Mentor ability or does it only refer to mana cost abilities? Cause of the circled 2?
RowanKeltizar
★★★☆☆ (3.2/5.0) (8 votes)
0.o This just seems... too good.
Stu15
★★☆☆☆ (2.0/5.0) (1 vote)
WizardsFirstRule
★★★☆☆ (3.2/5.0) (4 votes)
Would this card include Morphs, specifically un-morphing the cards?
BiOhyBr
☆☆☆☆☆ (0.0/5.0)
SPAWNSIRE OF ULAMOG! you need 2 of these though
sancrosact
☆☆☆☆☆ (0.0/5.0)
No, quicksilver amulet will not benefit from Training grounds...creatures only
Paleopaladin
★★★☆☆ (3.2/5.0) (4 votes)
I have to believe that WotC did not really think things through when they created this card. Completely broken insanity.

I predict that this card will go the way of skullclamp before too long.
Xero989
★★★☆☆ (3.0/5.0) (3 votes)
you put this with sphinx of magosi and then you get to draw a card and put a +1/+1 counter for just one mana!
Shoe2
☆☆☆☆☆ (0.0/5.0)
Apparently Heartstone wasnt properly costed? seems like it needed to cost more to play...super broken card
Maximillini86
☆☆☆☆☆ (0.0/5.0)
skew
★★★☆☆ (3.5/5.0) (44 votes)
Okay, seems no one noticed this before.

1.) Training Grounds
2.) Izzet Guildmage
3.) Manamorphose
4.) Draw your whole library, add s*itload of mana to your mana pool
5.) ???
6.) PROFIT
Sir_Kaeru
☆☆☆☆☆ (0.0/5.0)
with four of these out, the abilities of all those 8 costing ability creatures from eldrazi cost 1
oDEVILooDICEo
☆☆☆☆☆ (0.0/5.0)
Ok so here's something I've been wondering, does this card work with Lorthos, the Tidemaker's ability? I know it says activated ability but since on Lorthos it says "you may pay" I'm not sure if that applies. If so that makes it so much more playable in a deck idea i have.
JungleChopper
☆☆☆☆☆ (0.0/5.0)
Better then Heartstone but with the danger of it being an enchantment, fair trade fair trade
Duskdale_Wurm
☆☆☆☆☆ (0.5/5.0) (1 vote)
This card is extremely broken.
Semptimilius
★★★★☆ (4.5/5.0) (103 votes)
You must construct additional pylons.
MasterOfStfu
☆☆☆☆☆ (0.0/5.0)
how bout this + grim monolith + Karn, silver golem = make unlimited colorless mana by turning grim monolith into an artifact creature and using it's abilities in loop

in an artifact deck that'll get you just about anything .... even ornithopter

THOPTER LOVE!

also, I'm pretty sure that it doesn't affect Lorthos' ability because it's an activated ability that is activated by attacking and this makes activating abilities cheaper

you can use your unlimited mana for things like orochi hatchery for infinite 1/1s or equip paradise mantle to the grim monolith to untap it constantly and make as much colored mana as you want. Plus give your grim monolith a demonspine whip and a mage slayer. or better yet just sure strike trident and bam. gg
Cyberium
☆☆☆☆☆ (0.0/5.0)
@Semptimilius:

I must admit, I laughed pretty hard at that lol
DespisedIcon
☆☆☆☆☆ (0.0/5.0)
Wow @skew, its a 3 card combo but SWEET!
Eved
☆☆☆☆☆ (0.0/5.0)
@Semptimilius
That was great.

Memnarch comes to mind.
Diabloboy
☆☆☆☆☆ (0.0/5.0)
Ambassador Laquatus drains 3 cards for 1!?
Insane card awesome flavor text and picture too
theis999
☆☆☆☆☆ (0.0/5.0)
This just a lovely card, good at starting a johnny's mind. But this card is not broken, and really don't start to call it broken before it actually is broken. before that you can call it breakable or just say that you believe it will be broken at some time. at this (half a year or so, after it was released) it has still not seen any major combo. I have seen it in to rebel decks from legacy, but the card is outclassed by counterspells and removal. remember that you have to have a creature in play (on the battlefield) to actually get a use of it. and their isn't a lot of creatures that gain "super-powers" by this card, so if you are playing this card then you will have to play around 8-12 creatures that gain very good abilities from it. unless of course you can find a winning combo.

So to clear up the rules:

Training grounds does not reduce belowe one mana. and does not effect non-creature cards.

It does affect all activated abilities, and activated abilities is know for having ":" in the text ("Cost", then ":", then "effect" and last "restrictions"). so Lorthos, the Tidemaker is not activated, but triggered which is know for the clause "when" or "whenever" in the beginning of the ability text. Morph however is a activated ability (but only when you turn it around, not when you cast it).

If i was to give any advice, then use this with Azorius Guildmage, Dimir Guildmage and Izzet Guildmage...they are by far the best to abuse. dimir might be my favorite.
SolidSoldier
★★★☆☆ (3.1/5.0) (7 votes)
Nappa: What does the scouter say about its combo level, Vegeta?

Vegeta: IT'S OVER 9000!!!!!!!!!!!!!!!!!!
capitalR
☆☆☆☆☆ (0.0/5.0)
the only way they could make this card more breakable would be to have you untap ten lands and cantrip itself 10 times
TheKeiser
☆☆☆☆☆ (0.0/5.0)
@skew
That's a pretty sweet combo. Draw all 51 remaining cards left in your deck (assuming you played first) on turn 3 to get 52 mana, then just cast a kicked Elemental Appeal and copy it 43 times with the guildmage. 44x 14/1 hasty tramplers swing for 616 damage turn 3.
iSlapTrees
☆☆☆☆☆ (0.0/5.0)
Can I use training grounds with Lavaclaw Reaches in creature form and do +3/+0 for just 1 mana?

If it works, yay for new combo for my grixis tempo deck :)
CerealBoxOfDoom
☆☆☆☆☆ (0.5/5.0) (1 vote)
With just one out couldn't spawnshire theoretically block an infinite number of attackers of infinite strength as long as you have two mana? Also I think it can counter any spell that targets so basically its like mass shroud.

Also I think WoTC did think this through. I notice that even with the spawnshire combo theres no way to get past mass removal without the more expensive eldrazi lol.
Hakumeii
☆☆☆☆☆ (0.0/5.0)
Does anyone know how Training Grounds work exactly with a card like Plaguebearers?
TootallThor21
☆☆☆☆☆ (0.0/5.0)
I have a new combination that would be awesome with this card.
Ertai, Wizard Adept + Training Grounds = Counterspell in a creature
Laifth_Swifteye
☆☆☆☆☆ (0.0/5.0)
Does it stack? Can I have two of 'em on the field and lessen uncolored mana costs of my creatures by four (min 1 still)?
tonyf
☆☆☆☆☆ (0.0/5.0)
OMG thats al i can say it rocks it really dose
keeds4
☆☆☆☆☆ (0.0/5.0)
This card seems extremely strong as a support enchantment for ANYTHING with activated costs.
CeremonialBathory
☆☆☆☆☆ (0.5/5.0) (1 vote)
@skew - Banefire. Banefire is your step 5.
DacenOctavio
☆☆☆☆☆ (0.0/5.0)
Myr Propagator. Makes a Myr Propagator for {1}. Next turn, they make 2 Myr Propagators for {2}. And repeat. Also, Hoard-Smelter Dragon is happy.
TheLibertinistic
☆☆☆☆☆ (0.0/5.0)
Just one big dogwhistle to Johnny players.

Also, is it just me or is most of the commentary on Gatherer these days by Johnnies?
Madscorpion
☆☆☆☆☆ (0.0/5.0)
Anyone can tell me if this can reduce the morph cost on a face-down creature card? for instance, could I morph my akroma, angel of fury for 1RRR instead of 3RRR ?
Arthindole
☆☆☆☆☆ (0.0/5.0)
Did someone say Slivers??!!!
Dragon_Nut
★★★☆☆ (3.4/5.0) (14 votes)
I HAVE SHOCKING NEWS! I just discovered a card that this one DOESN'T combo with!
Feralsymphony
☆☆☆☆☆ (0.0/5.0)
About as broken as they come.
Ava_Adore
☆☆☆☆☆ (0.0/5.0)
this is like freed from the reel, it breaks everything
6/5
Tony22
★☆☆☆☆ (1.0/5.0) (1 vote)
Does this work with Unearth??
http404error
☆☆☆☆☆ (0.0/5.0)
*Sigh*. When will Wizards ever learn that this is a bad idea?
GrimjawxRULES
☆☆☆☆☆ (0.5/5.0) (1 vote)
@Tony22: Pretty sure Unearth is an activated ability, so yeah :)
Bufger02
☆☆☆☆☆ (0.5/5.0) (1 vote)
i was thinking something along the lines of Training grounds, Contagion Engine and/or contagion clasp - you can fill your deck with so many different creatures of opportunity and these 3 will make them cheap and big in an instant! the engine and clasp will only cost 2 to proliferate if you have 1 TG out, proliferate twice per turn on the engine and you're pumping/infecting pretty quickly there.
__Silence__
☆☆☆☆☆ (0.0/5.0)
wow I thought this card was pretty epic... then I saw the mana cost =O
infernox10
★★★☆☆ (3.1/5.0) (18 votes)
Training Grounds Blue
Enchantment
Any combo you might have now is cheaper to achieve.
Guest1381794618
☆☆☆☆☆ (0.0/5.0)
As best I can decipher it, no, this does not interact with morph in any way. To quote yon rulebook:

702.34a Morph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect works any time the card is face down. “Morph ” means “You may cast this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost by paying {3} rather than paying its mana cost.”

And

702.34d If you have priority, you may turn a face-down permanent you control face up. This is a special action; it doesn’t use the stack (see rule 115). To do this, show all players what the permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.

and

115.2b Turning a face-down creature face up is a special action. A player can take this action any time he or she has priority.

So, yeah, no activated ability going off here in the casting or turning face up of a morph card. If I'm wrong on this, by all means correct me, I'd love for this to have synergy with Morph. Cause as it stands, it makes me a Sad Panda.
bijart_dauth
☆☆☆☆☆ (0.0/5.0)
@Tony, no it does not, because while unearth may be an activated ability (not quite sure on that one), the card its on is not a creature, its a creature card unless its on the battle field, and you don't control it if its in your graveyard. So the 2 limits on what it effects prevent it from working like that.
Kryplixx
☆☆☆☆☆ (0.0/5.0)
This is broken.
kolomeha
☆☆☆☆☆ (0.0/5.0)
@Bufger02: Read the card please. It says activated abilities of CREATURES. That changes things.

Also to anyone who thinks this card is broken, remember that it cannot reduce the casting cost to less then 1. I too fell into that trap when I started thinking aboutGolem Artisan and the infinite combos but no that is not the way it works.
Spawnsire of Ulamog however...
Tetsu_tora
★☆☆☆☆ (1.9/5.0) (6 votes)
This and Storm Crow = zOMFGWTFBBQLOL
TPmanW
★★★☆☆ (3.2/5.0) (9 votes)
Four of these babies and you can use Spawnsire's ability for just 12 mana of any color. Sweet deal!
Superllama12
☆☆☆☆☆ (0.0/5.0)
This+slivers, like ones where you pay 2: this creature gets +1/+1. I have heartstone, but now I NEED one of these!

EDIT: Bought this for $1.50, then noticed that it can't reduce it below 1...time to build a leveler deck!
divine_exodus
☆☆☆☆☆ (0.0/5.0)
Combo with Orcish Healer!!

Wait a minute...
BlackAlbino
☆☆☆☆☆ (0.0/5.0)
@Dragon_Nut
was it grizzly bears?
SirMalkin
☆☆☆☆☆ (0.0/5.0)
Dang. I don't think this works with ninjas. Shame, really.
Revelation666
☆☆☆☆☆ (0.0/5.0)
With training grounds in play blah blah blah... with doubling season out blah blah blah. Let's get more original people.
Arachibutyrophobia
★★★☆☆ (3.1/5.0) (11 votes)
want pointlessness? Gilder Bairn + Utopia Vow + this
Lyoncet
☆☆☆☆☆ (0.0/5.0)
As much fun as this card is, I'll be happy to see it rotate. It feels like Wizards had to spend the last two years not printing any real good (and cheap) non-tap activated abilities for fear of being broken wide open on account of this card. Since I love creatures with mana-only activated abilities, I'm happy to see them slowly rolling them back out with things like M12's Azure Mage and Innistrad's Olivia Voldaren.

I should also clarify: I know some creatures in the Zendikar block had abilities that cost so much they can only be run alongside Training Grounds. But those just aren't that great, and aren't that fun.
Condor_96
★★☆☆☆ (2.0/5.0) (3 votes)
One of the legendary combo-chantments. When WotC makes "FTV: Combos," this is going in, right alongside Doubling Season and the rest.

@TPmanW: Two of these out, and you can use Spawnsire of Ulamog's ability for one mana of any color. Activate ability #1 for 1 mana, get 2 mana out. Repeat many times. Activate final ability. Rejoice.
MrBarrelRoll
★★★☆☆ (3.1/5.0) (7 votes)
@Arachibutyrophobia: I see your pointless combo and I raise you a Wake Thrasher.

Or put infinity+2 counters on a Darksteel Reactor. Your call, really. :D
Aronomizer
☆☆☆☆☆ (0.0/5.0)
Suppression Field!
Sergen3
☆☆☆☆☆ (0.0/5.0)
this and voltaic construct also put into the mix metalwork
drpvfx
☆☆☆☆☆ (0.0/5.0)
Good lord, I can't believe they made this Blue!
Don't get me wrong- Blue is my color,
and Time Elemental and Ertai, Wizard Adept are *loving* this!

It does feel kind of Green to me, though.
I guess they were trying to choose the color less likely to have stupidly powerful synergy with this,
and if so, it seems they chose poorly.

All the better for us!
Lord_of_Tresserhorn
★★★☆☆ (3.0/5.0) (5 votes)
As broken as it is, I'm not sure it would get restricted in Vintage. Are there any creatures that strongly benefit from this in competitive Vintage?

EDIT: I'm also very much for "From The Vault: Combos". Next to the aforementioned this, Intruder alarm and Doubling Season, please also add Mycosynth Lattice, Painter's Servant, Ashnod's Altar...
ponzy13
☆☆☆☆☆ (0.0/5.0)
I've always loved this card.
Now, with Innistrad's Mindshrieker, this is absurd for the win.
Panaroid
☆☆☆☆☆ (0.0/5.0)
Both Mindshrieker and Azure Mage LOVE this
Gabriel422
☆☆☆☆☆ (0.0/5.0)
Suffers from the Doubling Season syndrome.
raptorman333
☆☆☆☆☆ (0.0/5.0)
@skew: Niv-Mizzet with your infinite draw combo using Izzet Guildmage and Manamorphose . And if Dragonsaurus isn't out yet, put Manamorphose on a stick to find him and then draw again later.
@TPmanW: or just 2 of them and you can generate enough tokens to pay for the {2}0-cost move on Spawnsire anyway through an infinite colorless mana loop... which you could also use as infinite blockers as you just sacrifice them when they're assigned lethal damage to generate a new one... I mean two. You could even make an unstoppable army with cards like Glorious Anthem/Gaea's Anthem.
Totema
☆☆☆☆☆ (0.0/5.0)
@Binaro: Read the errata on this to learn why that won't work.
nope.avi
☆☆☆☆☆ (0.0/5.0)
You don't even have to read the errata, read the damn card. It says cannot reduce the cost to below 1 mana.
I use it in my memnarch edh deck its good there, also run sphinx of magosi, which is a boss with training grounds out
Binaro
★★☆☆☆ (2.0/5.0) (3 votes)
@Totema
Thanks. That taught me to read more carefully.
---
Disregard this:
Unlimited black mana combo:
Turn 1: This.
Turn 2: Bog Initiate or Initiates of the Ebon Hand . Consume Spirit your opponent for fatal.
Paolino
☆☆☆☆☆ (0.5/5.0) (1 vote)
There are too many devastating combos with this card... How could it get printed???
Pigfish99
☆☆☆☆☆ (0.5/5.0) (1 vote)
This is the offical upgrade of Heartstone, which was basically a powerhouse in sliver decks.

With this, you can basically pull out your entire deck with the overlord, or create infinite slivers with the queen.

This card will become a new staple of blue creature decks.

-x-

In other words: THIS CARD + Any Creature with activated abilities = AWESOME.
Wasret
☆☆☆☆☆ (0.5/5.0) (1 vote)
Clearing this is going in a Giant Slug deck. That just makes sense.
Muffintaminator
☆☆☆☆☆ (0.5/5.0) (1 vote)
@TPmanW; it's actually only 2 of these, and you can use Spawnsire's ability for just 1 mana. For that first ability, you have (1): put 2 creatures onto battlefield that can sac for (2). It goes infinite really quick after that point.
DarthParallax
☆☆☆☆☆ (0.5/5.0) (1 vote)
Extra Errata: In Un-land, either this is banned, or else it DOES let you reduce costs to 0. Whichever you think is more appropriate considering the existence of Greater Morphling.
(Personally I find Reducing to 0 more in Un-theme.....you may disagree) :D :D :D :D :D
atemu1234
☆☆☆☆☆ (0.0/5.0)
Wish these could lower it to zero... But it makes Dawnglare Invoker more playable. Do that with 3-4 Heartstone and a couple more of this and you may have something.
Zoah
★☆☆☆☆ (1.0/5.0) (1 vote)
skew... The combo you mentioned won't work...
Izzet Guildmage can only copy a spell on the stack.
By the time Manamorphose adds mana to your manapool it's too late to copy the spell, otherwise we could just cut out the middleman and use seething song for with the guildmage for unlimited mana.

But to add something constructive to the conversation:
Izzet Guildmage is actually really good with this card.
(Repeatable Twincast/Reverberate for half price)
See also Ertai, Wizard Adept for repeatable counterspell on legs.
Or Memnarch for repeatable Control Magic on legs.
Also Olivia if you can stand having that many colors.
MindAblaze
☆☆☆☆☆ (0.0/5.0)
Azure Mage or Jade Mage. Not broken but much better.
LordRandomness
☆☆☆☆☆ (0.0/5.0)
@Zoah: That's not a problem provided you have three mana. You simply:

1) Cast Manamorphose
2) Copy the original Manamorphose for {U}
3) Let the copy resolve, receive {U}, one mana of any color, and a card.
4) Go to step 2) before the original resolves.
TheWrathofShane
☆☆☆☆☆ (0.0/5.0)
This + Venerated Teacher was the glue that held my WhiteBlueBlackRedGreen leveler deck together.
Phoenix-Saturn
☆☆☆☆☆ (0.0/5.0)
Multicolour dragon decks love this card.
ZHAce_
☆☆☆☆☆ (0.0/5.0)
welcome to the guildmage playground!
Arachnos
☆☆☆☆☆ (0.0/5.0)
Gilder Bairn + Paradise Mantle + Training Grounds + any planeswalker = INFINITE PLANESWALKER YO
arise_shine
☆☆☆☆☆ (0.0/5.0)
Mindshrieker?

Also, this card is a blast to build around. Of course there's the levelers, and other stuff from the same same set (Drana, Sphinx of Magosi), but the (Return to) Ravnica guildmages are all fun, along with the M12 mages, and any number of cool creatures with overcosted activated abilities.
kiseki
☆☆☆☆☆ (0.0/5.0)
Darn you training grounds! Why you make everyone forget about heartstone?
All the new players have lost a good reason to go back in history to see our roots.
MattLynn
☆☆☆☆☆ (0.5/5.0) (1 vote)
I believe White should have the ability for artifacts and enchantments, Green should reduce casting mana cost, it's more about vanilla creatures, Black should reduce additional costs, something game breaking like "only mana costs must be payed to cast spells, ignore additional costs" allowing Phyrexian mana, but stopping Phyrexian Dreadnought from having to be sac'd even though you only paid 1 and Red should reduce casting cost of instants and sorceries. I'm dreaming.
Araganor
☆☆☆☆☆ (0.0/5.0)
Damn, this thing should cost 4 or 5, MINIMUM. This is just crazy good.
DoragonShinzui
★★★☆☆ (3.0/5.0) (5 votes)
I'm all but certain this was supposed to be "Level Up costs cost 2 less." No way R&D would be psychotic enough to think this was actually a good idea.
Continue
☆☆☆☆☆ (0.0/5.0)
Combos with combos. Just asininely powerful.
Salient
★★★☆☆ (3.2/5.0) (8 votes)
I'm sort of surprised that years out from this we still haven't seen any even remotely competitive Modern, Legacy or Vintage decks that use this.

And we all thought it was broken when they printed it. Guess it's made of darksteel after all.
ekann123
☆☆☆☆☆ (0.0/5.0)
@skew

5) Copy Lightning Bolt as many times as you have cards in your library.
6) Win.
imakuni67
☆☆☆☆☆ (0.5/5.0) (1 vote)
So I looked through the comments and didn't see a mention of Jhoira of the Ghitu ? Turn three (or turn two if you can ramp it) play Jhoira and suspend everything in your hand.
TheShadow344
★★★☆☆ (3.7/5.0) (5 votes)
@imakuni67
Training Grounds says it can't reduce the cost below one mana, so you'll end up paying one mana for every card you want to suspend.
car2n
☆☆☆☆☆ (0.5/5.0) (1 vote)
GAAAHHH! I NEED THIS CARD!!!
tasteful
☆☆☆☆☆ (0.5/5.0) (1 vote)
three reasons why skew's combo is perfect:
1. it utilizes three cheap (manawise and moneywise) and individually useful cards
2. it's blue - red - green which is my favorite color identity
3. it wins in essentially any situation but not in a predictable or boring way
creepycrawler
☆☆☆☆☆ (0.5/5.0) (1 vote)
Really just kicks Heartstone in the nards, doens't it?