cache exists in db ManaHive.com - #1 Magic The Gathering Card Search Engine, Probably
BETA

4 Cards Found

AI 🤖 Find me cards equivalent to: Training Grounds

Equivalent cards to Training Grounds (Blue, reduces ability costs):
1. Biomancer's Familiar – Blue/Green, reduces activated ability costs.
2. Heartstone – Colorless, reduces creature ability costs.
3. Umbral Mantle – Colorless, can reduce ability costs via untapping combos.


Reason: These all reduce ability activation costs or interact in similar ways. Closest color match: Biomancer's Familiar.

Results:

Biomancer's Familiar #158s Creature — Mutant

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 2
Power/Toughness: 2/2
Types:
  • Creature
  • SubTypes:
  • Mutant
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keyword abilities are activated abilities and will have colons in their reminder text. Triggered abilities (starting with “when,” “whenever,” or “at”) are unaffected by the cost reduction ability of Biomancer’s Familiar.
  • An ability that has only one generic mana and some amount of other mana symbols in its activation cost will have its cost reduced by {1}.
  • Biomancer’s Familiar affects only abilities of creatures you control on the battlefield. The costs of activated abilities of creature cards that work in other zones (such as cycling) won’t be reduced.
  • The last ability of Biomancer’s Familiar doesn’t add or remove any counters. It just lets the creature adapt despite already having +1/+1 counters on it.
  • Prices

    Seller Price
    Tcgplayer 8.63 USD
    Cardmarket 3.15 EUR
    Manapool 10.88 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Activated abilities of creatures you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana. : The next time target creature adapts this turn, it adapts as though it had no +1/+1 counters on it.

    Heartstone #STH-134 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • It will never reduce any colored mana portion of an activation cost.
  • It will not add a {1} to abilities with no generic mana in their activation cost.
  • The cost reduction can be applied to additional costs.
  • Can’t reduce Snow mana costs.
  • Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
  • Prices

    Seller Price
    Tcgplayer 1.4 USD
    Cardmarket 1.63 EUR
    Cardsphere 1.03 USD
    Manapool 2.26 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Activated abilities of creatures cost less to activate. This effect can't reduce the mana in that cost to less than one mana.

    Training Grounds #20 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • 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}{R} 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.
  • 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}.
  • 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.
  • 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}{B}{B}. If you control Training Grounds and you activate the ability with X equal to 5, you'll have to pay only {3}{B}{B}. 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.
  • 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}{G}, you'd have to pay only {G}. If an activation cost is {2}, though, you'd still have to pay {1}.
  • 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 {R}, 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}{R}, Training Grounds reduces that cost back to {R}.
  • 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.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Activated abilities of creatures you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.

    Umbral Mantle #267 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • If a creature with an {Q} ability hasn't been under your control since your most recent turn began, you can't activate that ability, unless the creature has haste.
  • If the permanent is already untapped, you can't activate its {Q} ability. That's because you can't pay the "Untap this permanent" cost.
  • When you activate an {Q} ability, you untap the creature with that ability as a cost. The untap can't be responded to. (The actual ability can be responded to, of course.)
  • Prices

    Seller Price
    Tcgplayer 6.14 USD / 83.01 USD
    Cardmarket 5 EUR / 32.99 EUR
    Cardkingdom 5.99 USD / 64.99 USD
    Cardsphere 5.68 USD
    Manapool 4.97 USD / 50.42 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Equipped creature has ", : This creature gets +2/+2 until end of turn." ( is the untap symbol.) Equip

    Biomancer's Familiar Creature — Mutant Normal - ~$7.55

    Heartstone Artifact Normal - ~$1.58

    Training Grounds Enchantment Normal

    Umbral Mantle Artifact — Equipment Normal - ~$28.8

    Much Abrew: Five-Color Allies (Standard) Are Allies back in Standard thanks to Avatar? Can we assemble Aang Tron?...
    The Power of Pauper: You Know It's Poison Joe Dyer talks about a spell based combo deck now that High Tide is gone!
    We Play Avatar | Commander Clash S19 E4 The crew checks out some of their favorite new Avatar commanders!
    Single Scoop: Momo is Gathering MTG's Best Fliers Momo is so adorable. Why would Momo ever do such a thing like spawn a T2...