Ruins cycling, fetchlands, the jitte, manlands, planeswalkers, necropotence, yawgmoth's bargain, skullclamp, mind over matter, transmute, unearth, rebels, and many more common threats all for 2 mana
Dr.Pingas
★☆☆☆☆ (1.5/5.0)(3 votes)
uhhh... Kryptspellingblah, the card only effects cards in play, ie, half the cards you mentioned. Cards that make no reference to zones only effect cards in-play.
Shiizu
★★★★★ (5.0/5.0)(2 votes)
Actually, the card makes no reference to the battlefield at all. It works on all activated ablities, regardless of in which zone the ability is used.
A solid card with a huge downside: you will have to play around its weakness, and that means that a huge amount of good solid cards become completely unplayable. Basically, while you may hose other players pretty hard with this card, it means that until you have it in play, you are likely to play with inferior cards compared to those of your opponents. In other words, this card is far more narrow in its use than you'd imagine.
Gabriel422
★★★★★ (5.0/5.0)(1 vote)
I like the flavor text.
ClowWizardEriol
★★★★★ (5.0/5.0)(3 votes)
This affects Planeswalkers' activated abilities.
Kelther
★★★★★ (5.0/5.0)(2 votes)
Buy a playset and build a deck around it with no activated abilities. It's easier than it looks, and it will definitely mess with most opponents.
"it means that until you have it in play, you are likely to play with inferior cards compared to those of your opponents. In other words, this card is far more narrow in its use than you'd imagine."
While it's true that many potentially good cards would be nerfed by including this in your deck, it doesn't mean you have to play with inferior cards. There are hundreds of solid cards with very good static, triggered or enters-the-battlefield abilities.
El_Pared
☆☆☆☆☆ (0.0/5.0)
it doesn't have to mention a zone specifically, it affects all activated abilities regardless of the zone it's played from. If it had to mention a zone cards would still say "counter target spell as it's being cast from a player's hand" or "whenever a player cycles a card from his or her hand" etc etc.
I'm not sure Training Grounds is a wise route. Not for anything less than Planeswalker Abilities at least.
But not for conventional Training Grounds uses, I think. Because both Training Grounds and this effect everyone EQUALLY, I believe it most helpful to think first of your Training Grounds almost as existing in a separate sub-deck:
putting Training Grounds in here is like taking Two-Weapon Fighting Feats. What you are really doing is removing a penalty, not adding a benefit. (Subtle distinction)
Since you are allowed the same number of each card and the most you can have out is 4 of each, then you should think of your Activated Abilities as always being "NetZero". In otherwords, you'll play them 'as printed'. 'As printed', nothing comes close to Planeswalkers for value.
Further, just including these two cards that have anti-synergy with each other in the same deck opens you up to Bribery, Jester's Cap, and Cranial Extraction type problems. These might or not be a big deal for you. Copy Enchantment is one way to go, but then you have devoted a full 12 cards merely to effecting Acticated Abilities, and you have no Rings of Brighthearth yet. :/ If you put any Training Grounds in, you almost have to put in a full set of both that and Copy Enchantment to attempt to tip the balance as much in your favor as possible. DEFINITELY leaving you in the position of pretty much only wanting Planeswalkers' Abilities. Even though you could make some of these 3s instead of 4s, they'll still start eating up a lot of slots and....we don't even have ANY creatures yet.
I would recommend INSTEAD of Training Grounds, at all, focus only on the Nerfing the Hell out of your Opponent part.
these 8 cards not only shut down the opponent pretty solidly, but also give you win conditions and creatures to summon. Throw in 3 Silences 'because we can', and 4 Render Silent, and you have taken up 15 cards, but you can do a LOT with these 15 cards that lends towards 'generally screwing over your opponent in {W}/{U}', that I think creates a better start to a more effective decklist than attempting to 'have your cake and eat it too' with Training Grounds. Screw it you probably want a full compliment of Armageddon and Fact or Fiction at this point. :)
Just to be tools we should kick this thing in the proverbial old school nuts and ruin it's Budgety-ness with 4x Necropotence. The deck itself is still cheap/relatively to build so far, but throwing in a random {B}{B}{B} card will absolutely ruin your mana base. Now pick any planeswalker you want to finish this beast list and go home :) 3x Hypnotic Specter might serve well in place of those Restricted Necropotences. :P
I'm suprised this doesn't see more play in eternal... oh wait it effects your guys, nvm
3/5 Stars
JimmyNoobPlayer
☆☆☆☆☆ (0.0/5.0)
This is amazing. There's gotta be a way to make this competitive in Modern.
Against Melira-Pod: Looks like you need mana to sacrifice creatures now, and Birthing Pod costs to activate! Against Kiki-Jiki/Splinter Twin: Looks like your clones require mana now! Against Zoo: Looks like your Ghor-Clan Rampager costs just as much to bloodrush as to hardcast! Against Turbo Mill: Looks like Ghost Quarter and Shelldock Isle are much more awkward for you to use in a close tempo game! Against Robots: Looks like Pac-man needs mana to eat anything, and Inky and Blinky need to activate! Against Primeval Titan/Amulet of Vigor+Summer Bloom: Looks like those non-mana land abilities cost a lot more now!
It hoses some decks much more than others, but everybody uses fetchlands. Also, there are a few abilities you don't want activated, like those on Knight of the Holy Nimbus, Oona's Prowler, and Soul Ransom.
Comments (21)
A solid card with a huge downside: you will have to play around its weakness, and that means that a huge amount of good solid cards become completely unplayable. Basically, while you may hose other players pretty hard with this card, it means that until you have it in play, you are likely to play with inferior cards compared to those of your opponents. In other words, this card is far more narrow in its use than you'd imagine.
*Head explodes*
While it's true that many potentially good cards would be nerfed by including this in your deck, it doesn't mean you have to play with inferior cards. There are hundreds of solid cards with very good static, triggered or enters-the-battlefield abilities.
But not for conventional Training Grounds uses, I think. Because both Training Grounds and this effect everyone EQUALLY, I believe it most helpful to think first of your Training Grounds almost as existing in a separate sub-deck:
putting Training Grounds in here is like taking Two-Weapon Fighting Feats. What you are really doing is removing a penalty, not adding a benefit. (Subtle distinction)
Since you are allowed the same number of each card and the most you can have out is 4 of each, then you should think of your Activated Abilities as always being "NetZero". In otherwords, you'll play them 'as printed'. 'As printed', nothing comes close to Planeswalkers for value.
Further, just including these two cards that have anti-synergy with each other in the same deck opens you up to Bribery, Jester's Cap, and Cranial Extraction type problems. These might or not be a big deal for you.
Copy Enchantment is one way to go, but then you have devoted a full 12 cards merely to effecting Acticated Abilities, and you have no Rings of Brighthearth yet. :/ If you put any Training Grounds in, you almost have to put in a full set of both that and Copy Enchantment to attempt to tip the balance as much in your favor as possible. DEFINITELY leaving you in the position of pretty much only wanting Planeswalkers' Abilities. Even though you could make some of these 3s instead of 4s, they'll still start eating up a lot of slots and....we don't even have ANY creatures yet.
I would recommend INSTEAD of Training Grounds, at all, focus only on the Nerfing the Hell out of your Opponent part.
4x Suppression Field
2x Linvala, Keeper of Silence
2x Angelic Arbiter
these 8 cards not only shut down the opponent pretty solidly, but also give you win conditions and creatures to summon. Throw in 3 Silences 'because we can', and 4 Render Silent, and you have taken up 15 cards, but you can do a LOT with these 15 cards that lends towards 'generally screwing over your opponent in {W}/{U}', that I think creates a better start to a more effective decklist than attempting to 'have your cake and eat it too' with Training Grounds.
Screw it you probably want a full compliment of Armageddon and Fact or Fiction at this point. :)
Just to be tools we should kick this thing in the proverbial old school nuts and ruin it's Budgety-ness with 4x Necropotence. The deck itself is still cheap/relatively to build so far, but throwing in a random {B}{B}{B} card will absolutely ruin your mana base. Now pick any planeswalker you want to finish this beast list and go home :) 3x Hypnotic Specter might serve well in place of those Restricted Necropotences. :P
3/5 Stars
Against Melira-Pod: Looks like you need mana to sacrifice creatures now, and Birthing Pod costs
Against Kiki-Jiki/Splinter Twin: Looks like your clones require mana now!
Against Zoo: Looks like your Ghor-Clan Rampager costs just as much to bloodrush as to hardcast!
Against Turbo Mill: Looks like Ghost Quarter and Shelldock Isle are much more awkward for you to use in a close tempo game!
Against Robots: Looks like Pac-man needs mana to eat anything, and Inky and Blinky need
Against Primeval Titan/Amulet of Vigor+Summer Bloom: Looks like those non-mana land abilities cost a lot more now!
It hoses some decks much more than others, but everybody uses fetchlands. Also, there are a few abilities you don't want activated, like those on Knight of the Holy Nimbus, Oona's Prowler, and Soul Ransom.
If you really want to make someone mad, also toss in Winter Orb or Hokori, Dust Drinker.