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Well, I am not very worried about the card frame or "mana pool" those concepts seem pretty basic and easy to explain (didn't even cross me that it would be an issue).
I chose the green deck first because of how linear the deck is. It almost runs on autopilot, at least in terms of "what spell should I cast this turn". The red requires some timing and target considerations.
There are other green options I suppose, but I do really like the current deck choices.
Thank you for the thoughts, I appreciate it. I'm just not sure I agree with the concerns.
June 26, 2017 10:34 p.m.
I didn't constrain the cards choices to any format; there are several non-Modern cards included as well. That provides more options often at a lower cost (if Treasure Cruise was still legal, it would be too expensive for this deck).
June 26, 2017 10:53 a.m.
Cryptic Serpent would serve a similar role as Curator of Mysteries, but keeps the graveyard spell synergy. On the other hand, the Sphinx has cycle, which I was hoping to include somewhere in the set, and I was also hoping to include the sphinx creature type. Nice art on the serpent thought. I'll playtest the serpent, and ultimately, I think both stand as reasonable improvements over the rise.
June 24, 2017 3:13 a.m.
Update: a player rightfully pointed out that the Deathcap Cultivator's delerium is out of place in this deck. I'm looking at changing it, but want to playtest the power of the options. I'm considering:
Golgari Signet as a similar, in-theme mana ramp.
Epic Confrontation (I favor this) as it synergises well with infect in this deck, and can serve many roles (kill a little guy, weaken a fattie, create tokens)
Read the Bones as the deck has no card draw as it stands. I was considering Hunter's Insight but it seems like a win-more card (if you are already swinging in for 2+ damage, then you are probably doing very well).
June 24, 2017 3:03 a.m.
Agree with the land idea. Thanks. I didn't bother to specify the land art, but I'll change from the default. However, there are a lot of good land choices and I'll leave it up to the builders to pick their favorite.
June 23, 2017 8:31 p.m.
The idea is to play against the other decks in the set. I have playtested them extensively against each other (several iterations of every deck against every other deck, I played both sides), and they match up pretty well.
How I envisioned this course:
In the first game, the new player should have the green deck, while the teacher has the red deck. That way the new player can focus on simple stuff like turn steps, mana costs, and damage. For the first game(s), both players should probably play showing their hands. Also, the teacher can sandbag a little by using spells on creatures (a slower game where the green deck eventually takes over the game and becomes unstoppable can inspire further play; getting crushed by a perfectly executed turn 3 combo burst could discourage them from playing altogether). It's not a bad idea for the teacher to make a few poor decisions, to let the new players have some success as they learn; this depends a lot on the people involved.
Once the beginner is comfortable with the green deck, and has faced the red deck, then the teacher and new player can switch decks. Now the new player has to think about timing his red spells to get in the kill.
Then, add in the white deck. The new player will pay white while the teacher has the red or green deck. Now the new player has a few more things to keep track of (e.g. what do the anthem effects add up to). This deck is still pretty linear, and highlights thematic variety as much as it introduces a few more mechanics of the game.
Next is the black deck and this is were it really gets fun for the new player. The teacher will have red, green, or white. Now the new player gets to interact with the opponents hand, with his own graveyard, and has destruction spells and a wrath.
Blue is a challenge. This is the first really complicated deck. Playing it successfully requires a good understanding of the rules. I strongly suggest the teacher show the new player the entire deck and walk them through it, maybe even playing a game showing their hands. The teacher should probably have red, green, or white. Playing against a control deck (blue or black in this set) can be exhausting.
Finally, the new player sees the multicolor deck for the first time. This adds a lot of new mechanics, and by the time the new player can steer this deck, they have become a passable MTG player. They have been exposed to most of the basic mechanics of the game and have seen a variety of playstyles. Hopefully they had fun and got a good feel for what the game is about.
After that, teacher and player can play against each other with any of the decks they choose. Obviously, they can fall back on prior decks as they progress. For example, if you want to try extra games with red, green, white or black before introducing the blue deck, then by all means do so.
June 23, 2017 5:06 p.m.
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|Playing since||Oath of the Gatewatch|
|Avg. deck rating||6.00|
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|Last activity||20 hours|