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Community Rating: 3.000 / 5  (58 votes)
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Would be funny with Mindslaver.
Posted By: TreeTrunkMaster (5/21/2011 3:29:58 PM)
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Training Grounds cheapens the activation cost to the state of lunacy.
Posted By: DacenOctavio (1/13/2011 5:50:23 PM)
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This was a great card to put in Archenemy, for the "defending" players.
Posted By: NoobOfLore (4/10/2011 8:39:39 PM)
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I dunno, in a decent green deck, this allows a lot of flexibility, between an early 3/3 to a late game big smasher. Or even an early game smasher, considering that green is the king of mana ramping.

in addition, if you have spare mana, it's more than worth making him bigger.
Posted By: CodeZX (1/9/2011 11:56:42 AM)
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Posted By: Bigboss1967 (10/10/2010 11:30:32 AM)
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So if someone cast a journey to nowhere targeting feral hydra and afterwards you destroy it, feral hydra will enter the battlefield as a 0/0 creature and will be immediatly sent to the graveyard. You don't get the chance to boost it, right?
Posted By: TongueSlicer (2/22/2011 1:19:05 PM)
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That is correct, TongueSlicer. The Feral Hydra will enter the battlefield as a 0/0. The only way to save it is to have a global pump effect on the battlefield (Such as having a Glorious Anthem on the board or casting Magnify before Journey to Nowhere leaves the battlefield.
Posted By: RealmRPGer (2/28/2011 8:05:45 AM)
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This guy seems built for multiplayer, where your teammates can pump him up.

I'm trying to think of a way for your opponent to use the pump ability against you though, and I've got nothing good. Put him above the Meekstone limit? He was probably there anyway. I'm sure there's some weird combo that relies on making your opponent's creatures bigger...
Posted By: Lavrant (4/1/2011 5:26:53 AM)
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there are definetly better combos with mindslaver.
Posted By: supershawn (7/11/2011 11:09:01 PM)
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If my team mate in 2HG plays this card, does MY training grounds make it cheaper for ME to activate? No? That's too bad. Still, I love cards that designed for multiplayer.
Posted By: ZEvilMustache (8/7/2011 4:52:44 PM)
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