I've been playing Magic on and off for a number of years now. I got back into it right before M12 came out. I like playing standard because I like the pay-as-you-go approach, as opposed to dropping hundreds of dollars at once on a legacy deck. It also forces me to keep making and playing new decks, which is half the fun.
I did recently drop my collection to pick up a legacy deck, and I've been having lots of fun with it. The people at my LGS help me tweak it, and it's been smooth sailing.
I also love playing in limited formats and EDH, because they turn deck making into a skill, and forces creative play choices.
|Playing since||Ravnica: City of Guilds|
|Avg. deck rating||4.58|
|Favorite formats||Commander / EDH|
|Good Card Suggestions||17|
|Last activity||3 days|
Just start with something that already exists and use that to teach your friend the rules of the game. You could go as simple as an intro deck, or as complicated as your friend can handle. Regardless, make sure your friend can get a grip on the rules of the game before you try to get them into making their own decks.
Start by teaching the basic gameplay, game mechanics, and combat math. Those are the building blocks for everything else that happens.
Yeah, they're behind the times when it comes to gender roles, but it's hard to blame them. MtG isn't exactly a game that needs to push gender boundaries to succeed.
Because the social aspect of the game is all done on the player level, Wizards is in no way pressured to adapt to social culture. They simply need to make a quality product that encourages social play, which I would argue they succeed at.
Following that logic, it is often hard to justify having too many one-ofs. Having a silver bullet or a situational card in your deck isn't always terrible, but having too many of them will almost always lead to problems.
Pick one thing you want your deck to do, and make sure it does it well. It's important to understand that no deck can be good at/against everything at once.
When building a deck, you ALWAYS need to be able to justify why you chose to put (X) copies of each card into your deck. You don't always need to be right, but you always need to have a defend-able reason.
"Why are you only running 2 copies of Sarkhan, the Dragonspeaker ?"
"Because he's bad in multiples, and I don't want him clogging up my hand at 5 mana."
"Why are you running 4 copies of Polukranos, World Eater ?"
"Because, even though he's legendary, I want to see him every game. It doesn't matter if he clogs up my hand because if they can't deal with the first one I win."
Seems like a nice way to level the playing field against noobs, but only against noobs that don't have access to decent cards yet.
A lot of new players will pick up a netdeck and just play it as they learn the game, and those noobs will probably mop the floor with anyone playing Handicap. Sometimes deck strength truly trumps player strength (after the initial learning curve, anyways).
The CMC of a card is always based on the cost explicitly printed on the card. Because the printed cost of Maelstrom Wanderer is 5RUG, his CMC is 8.
Commander tax, alternate costs, additional costs, or effects that reduce costs will never affect a card's CMC.