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Training Grounds + X? - WestGamer
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 Post subject: Training Grounds + X?
PostPosted: Thu Jun 17, 2010 10:24 am 
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Location: Northern Crusades!
Quick Question...
Does Training Grounds reduce the cost of activated abilities that cost X?
Ie if I declare X to be 8, would Training Grounds then reduce the cost so that I pay 6?

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PostPosted: Thu Jun 17, 2010 10:37 am 
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Joined: Mon Feb 06, 2006 8:33 am
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Location: Plato's Cave
Quote:
Quick Question...
Does Training Grounds reduce the cost of activated abilities that cost X?
Ie if I declare X to be 8, would Training Grounds then reduce the cost so that I pay 6?
Correct.

The activated ability will cost (2) less and 'x' just means you choose the cost. Whatever it winds up being, pay (2) less than that. It was even used as an example on the MtG website.
Quote:
Metathran Aerostat: This one's extra cool. Let's say you announce X as 2. Even though you only wind up paying , you can still pop any two-drop onto the battlefield. Now let's say you have two Training Grounds on the battlefield, and another Metathran Aerostat in your hand. Announce X as 4 and pay only , and you can have the two Ships trade places. If you have some positive effect out there as well (such as Pandemonium) you can turn that into a win condition.

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PostPosted: Thu Jun 17, 2010 10:58 am 
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Location: The Thornwood
It sure can. But if it's an X ability, X will have to be => 3. So pay at least 1.

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PostPosted: Thu Jun 17, 2010 11:41 am 
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Joined: Sun Mar 07, 2010 12:05 am
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That's not quite right Ob. If so desired, you can make X = 0 if you so desire. With Training Grounds in play, the activated ability will cost 0 in the end still.

However, if you make X = 1 or X = 2, with Training Grounds in play, you'll still have to pay 1 since Training Grounds can't reduce the cost below 1.

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