I oversee afterschool programs for a number of programs in New York City, and I wanted to ask any other educators (teachers or otherwise) out there if they've used magic as a teaching tool for elementary and middle schoolers. I like the fact that the game reinforces math, instills value in critical thinking, and promotes managing resources to become successful. In a sense, it is a microcosm of life. I love how it also introduces volabulary that would otherwise be difficult to expose to older elementary and nmiddle school aged children.
Do any others have similar experiences with the game. I am thinking of begining a pilot in one of my programs for children who have difficulty with quick math as a way to reinforce the skill.
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Blue: teaching Magic players manners since 1995
Shops: Teaching blue players manners since 2009
I'm not an educator, but i have to write in and say i love this idea. I have always intended to introduce this game to my son for all of these reasons. I wish you much luck in this endeavor.
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The answer is purple because ice cream has no bones.
I don't mean to be the one who blows off the idea, but how many younger kids do you see playing who really understand the game? I feel like it would be WAY too much work and time to introduce the game to kids, and even at that point they probably won't fully understand it. And, in a education environment, you don't really have the opportunity to try things with a good chance of failure, because if it doesn't work you are left with a bunch of kids late in the year who don't understand the concepts they need to know.
I introduced the game to a few kids in my afterschool program that I work at. Within a few weeks the game spread like wildfire, and many of the older boys, 4th and 5th grade, became engrossed in it. Honestly, I'm not sure if the biggest impact was the math or vocabulary, although there was improvement there.
The biggest thing I noticed was the friendships forming as a result of playing the game. Kids that didn't even talk to each other at the beginning of the year were now having sleepovers and going to FNMs to play with each other. Kids that are "popular" and the kids that were less so were interacting and playing with each other. It has been pretty amazing. Even the little kids, 1st and 2nd, attempt to play but they have a hard time with reading. It has been an awesome experience and I recommend introducing it.
I don't mean to be the one who blows off the idea, but how many younger kids do you see playing who really understand the game? I feel like it would be WAY too much work and time to introduce the game to kids, and even at that point they probably won't fully understand it. And, in a education environment, you don't really have the opportunity to try things with a good chance of failure, because if it doesn't work you are left with a bunch of kids late in the year who don't understand the concepts they need to know.
I see tons of middle school and younger kids that play Magic pretty well. I started when I was 12, and my brother was 9 at the name (he played too). Sure, we didn't get everything right, but that's not necessarily the goal. The OP wouldn't be trying to build a team of PT grinders; he just wants to teach kids some math, and maybe introduce them to a game that will help them with social skills as well. I think it's a great idea.
I don't mean to be the one who blows off the idea, but how many younger kids do you see playing who really understand the game? I feel like it would be WAY too much work and time to introduce the game to kids, and even at that point they probably won't fully understand it. And, in a education environment, you don't really have the opportunity to try things with a good chance of failure, because if it doesn't work you are left with a bunch of kids late in the year who don't understand the concepts they need to know.
Out of curiosity, do you work in education?
I'm a middle school math teacher and there's a growing Magic community at my school. I fully support it. One of my classes first trimester was a class to support kids who are behind in math for half an hour every morning. I made every Friday game day. Some kids played 24, some played Set, and some played Magic. There are thinking routines in the game that go way beyond pluses and minuses on a worksheet.
I am a homeschooling mother of 3, and have actually used MtG as an educational resource. My son didn't want to learn to read, but he wanted to learn to play Magic...so I taught him to read using MtG cards. Luckily, my husband and I have played for some time (I started with Odyssey, he started long before that), so we could teach him the game, as well. My daughters then wanted to learn, too. The ability for them to think critically and creatively has increased and their math skills have gotten a lot better. They also get along better - normal sibling rivalry can be worked out over a game of Commander. The biggest downfall is that this game is *expensive*, LOL.
I would highly encourage you to try to put together some sort of program, with the knowledge that some parents may be upset. I would think, though, that after explaining the purpose of the program, most parents would appreciate the idea.
As a teacher, I think this is perfect for an after-school program. At my school, grades 7-12 will play in the media center on a "reward" day, which is usually an hour or two in the afternoon. Using it as part of an alternative or supplemental curriculum is good "outside the box" thinking.
I think it would be great to see what kind of success you have. Keep updating!
It's actually interesting that Wizards of the Coast hasn't taken on this idea themselves, sponsoring MTG for schools and after school kids club programs and such. Not only would the money pay for itself in the long run, as kids would tell their friends and would eventually probably want to go out and buy more packs, it would create goodwill and I feel maybe more of an acceptance by the general public of the game itself. Just a thought.
I'm not an educator nor am I in track to become one, but as a senior mathematics undergrad, I've found it helpful in tutoring statistics and combinatorics to use magic as an example to show and reinforce the concepts to students who do play, so I can't see why they wouldn't be a good introductory tool to those same topics for similar reasons. It's obvious that the game would help build mental math skills with addition and subtraction, and socializing is obviously an aspect of the game. Older sets can be good for adding vocabulary and even references to classic literature, I know I brought out a ton of cards with poetry quotes my senior year of highschool, including the original karakas.
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
As an actual concern beyond assuming kids are dumb, how would you manage the power levels of decks? Kids can be very smart if you engage them properly, I don't think middle schoolers will have trouble understanding the game, a real concern is how you manage the power levels of decks. I mean a game like magic the gathering a teenager will dump all their money into if you let them. Buying packs is essentially gambling and kids aren't great at managing compulsory behavior. Then you have to worry about kids stealing cards from each other. I remember in elementary school pokemon cards were banned from the campus because they were stolen so frequently.
These are the real concerns I would have teaching teenagers and tweens any trading card game. I love all the stuff magic teaches, basic math, resource management, anticipating problems, odds and statistics, algebra (cards like Syncopate teach kids how to apply variables to problems other than equations), critical thinking, good sportsmanship, vocabulary, and many other things. I would write a proposal, let the schools know what you're up to. It's difficult to illustrate these virtues to people unfamiliar with the game. Sadly this game just appears to be all luck even to people that have played hundreds of games, might have to work with someone to find examples that illustrate these values. And another issue you may run into is parents or faculty googling magic and the first articles they see are about Jared Boetcher or the World Cup scandals. Need to link them some Mark Nestico articles, or the Tom Ross Article about cheating and how it applies to everything you do in life.
Something that came to mind reading IronPlushy's response is a friend in the math-ed program who graduated last year, I know he wrote a proposal for his Masters in Ed to be some elementary/middle school program for math and reasoning using a cube designed for the purpose, I think specifically for a certain type of grade-level or class type thing. The point being we spent a few months at the local shop testing out a very basic cube that was not quite portal-level non-instant, but it was definitely more like a pauper cube than anything else. It certainly hit the same types of algebra problems and critical thinking problems he gave to us to try and have become regular in-game problems/situations.
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
I teach math to high school students. As a educational tool, I'm not sure. The question is of course, what do you want to teach?
As an above poster put it, playing games is a great way to encourage social interactions and build friendships. As a way to teach math, critical thinking, or strategy I'm skeptical. Highly motivated students will definitely gravitate to it and enjoy, however students who already struggle with these key areas will spend a lot of time trying to just remember how to play.
There are however many fun out of box games that are simple to understand and play, but have great depth of variety, strategy, and fun. I am thinking of games like Rumikub, Sequence, traditional card games, TicTacToe Ten (personal favorite), and more.
These games are easy enough for all students and are quick to learn and play.
Now if you had a dedicated club and lots of interested students and a nice collection of starter decks, then yeah this could be fun. I just see those types of students as probably already proficient critical thinkers. However, I don't know your mix of kids so it might be just the right fit.
Something that came to mind reading IronPlushy's response is a friend in the math-ed program who graduated last year, I know he wrote a proposal for his Masters in Ed to be some elementary/middle school program for math and reasoning using a cube designed for the purpose, I think specifically for a certain type of grade-level or class type thing. The point being we spent a few months at the local shop testing out a very basic cube that was not quite portal-level non-instant, but it was definitely more like a pauper cube than anything else. It certainly hit the same types of algebra problems and critical thinking problems he gave to us to try and have become regular in-game problems/situations.
While not directly related (and admittably a wild different context) atleast on managing deck power levels, is not as hard as one would think. To explain, I went to a summer camp for kids-teenagers, with mental disabilities (most notable being Adhd), and introduced alot of my friends to Yugioh (different cardgame bear with me), at its peak we had 8-10 kids with decks, each an equal power level. At the time I did not realize this, but I was the one 'holding' down the power level, in part because I was only rule guru, helped build nearly everyone's deck, and largest collection (and was agreed to be the best players, so the game of monkey see monkey do, in copying my playstyle).
For reference, I am assuming low-mid power level (mid better, but managing a perfectly intermedaite power level, is harder in MtG than Yugioh, simply for how game, card designed is managed). Low is that its easier for an outsider, to join in. Its important to actively help them, this means during a game like EDH; Do not be politicy (let me explain)
Early on, espacially for first year, they will think every word you say is correct one hundred of the time, the classic example is in a multiplayer game barring extrenous circumstanses, take out a player is the better move. Removing a player ultimately removing a threat from the game. Do not try to wiggle your way out, if you give advice always give the best possible advice, and then explain. Eventually they will start taking your advice and realize it and act accordingly. It won't immidaitly develop critical thinking, many I know often vouch for I believe a Plato style, of teaching in card games, but I disagree. More often than not, people will then make the wrong move, and don't understand why they lost, ultimately not improving.
I am not saying tell them what to move to make, but in a draft if they ask what to first pick, not going to give an example here because I am awful at limited. Before too many tangents occur, an easy way to keep equal playing field, is make your group a non-EDH*, maybe modern or standard. The way I found is open up my collection, and let everyone go through, keep your valuable ones close to you, and ones your not willing to part with in a location on your person at all times. Once someone builds a deck look through give advice and then sit by your valuables look for cards that could replace subpar ones.
In addition when someone is deckbuilding try to make sure every other deck can interact with it in a reasonable way, this might mean you should try a persuade someone away from a creatureless deck. Not because its not good, but because other players, might be unable to play a game of magic. This goes likewise for decks like Naya Hexproof. This also expands to assume sideboards don't exist; now I am not saying don't allow someone to make affinity, hexproof or storm, but realize when someone makes those decks, you might want to try and make sure people just have hate, even if its not obvious. If someone or multiple players make hard to interact with decks, pair them off or play them yourself. In addition you should see if players are enjoying playing against those decks, if they are enjoying themselves, do not say anything, and ignore this paragraph entirely. Through do not ever, speak poorly of a deck or praise a deck regardless of what you think, for example, talking to someone reasonably experinced understands terminology etc do not say
"Its just a big stupid creature turn sideways deck/ughsg not another uninteractive creatureless deck/I hate 20 minute games/etc" all it does is honestly push players away. I know I am an oddball, but when I started playing Magic during Urza-Onslought Standard (Late Urza Block to early City of Guilds before I left and came back during end of RtR (with a little play during Zendikar Standards)) what kept on pushing me away was the acid the playerbase had for some archtypes (Stompy Green Decks and Elves, in particular, being that is what I play, and played (Symbiote why not in Modern :()
This means including sighing under your breath and mentioning things, by extension accept you lost because you lost. Not because of mana screw, flood, or anything, if that is true they will see why you lost. Now somthing else, dealing with stealing, under and the assumption they are you're cards, end of each session, count up every deck, memorize every deck contents, if a card is missing tell everyone to stop. Put everything down, take everything out, starting the owner and those he played against. If nothing comes up, you have a choice don't let individual return, or access cards, or explain to the class what stealing means. Possibly somthing as saying "My cards go missing I'll have to take them back and not dish them out again." And cheating is dealt with in the easiest way possible, at the start play a few games, cheat, yes I said cheat. Then explain exactly what you did there, repeat the process explain how the cheat works, what it does, and then if you see someone do it. Call yourself over, pause the game, if someone dares say snitchs get stichs, you should ask if someone stole a (insert volume of cash or somthing) you would not say anything? Then bring up those cheaters in Magic, and explain that they got caught because there were snitchers.
I hope this helps, I apologize if it doesn't help at all, and admit my situation was very different
*nothing against EDH (I'll admit I am bias here) but EDH by its nature results in an Arms Race, and includes cards at prices, that can drive players away
(Realized halfway through I quoted the wrong person)
I don't work in education, but I do work with individuals on the autism spectrum. I've been thinking about a similar program. Magic may be a little inaccessible. But maybe another CCG geared towards younger players would work. Pokemon & Yugioh are designed for kids and may get you the same affect. Plus, the card names & artwork are a little more kid & parent friendly.
Mtg is great for empowering communication,
Math, arithmetic, and vocabulary.
It also can inspire art as well and creativity. Also it promotes logical thinking and question skills. Problemishes solving. I think it's a general empowerment of the mental activity in the mind.
As an actual concern beyond assuming kids are dumb, how would you manage the power levels of decks? Kids can be very smart if you engage them properly, I don't think middle schoolers will have trouble understanding the game, a real concern is how you manage the power levels of decks. I mean a game like magic the gathering a teenager will dump all their money into if you let them. Buying packs is essentially gambling and kids aren't great at managing compulsory behavior. Then you have to worry about kids stealing cards from each other. I remember in elementary school pokemon cards were banned from the campus because they were stolen so frequently.
These are the real concerns I would have teaching teenagers and tweens any trading card game. I love all the stuff magic teaches, basic math, resource management, anticipating problems, odds and statistics, algebra (cards like Syncopate teach kids how to apply variables to problems other than equations), critical thinking, good sportsmanship, vocabulary, and many other things. I would write a proposal, let the schools know what you're up to. It's difficult to illustrate these virtues to people unfamiliar with the game. Sadly this game just appears to be all luck even to people that have played hundreds of games, might have to work with someone to find examples that illustrate these values. And another issue you may run into is parents or faculty googling magic and the first articles they see are about Jared Boetcher or the World Cup scandals. Need to link them some Mark Nestico articles, or the Tom Ross Article about cheating and how it applies to everything you do in life.
you don't have to manage power levels of decks so much. Casual players will find a way to manage, whether it comes from just tighter deck building or casual experimentation with new decks, or something else, people will find a way to play with unrestricted decks and still manage to have a good time. I know that my playgroup managed when I was in school.
As for theft, Kids do need to learn to either watch or lock down their stuff. This doesn't apply to just magic cards, but it also applies to phones, bicycles, graphing calculators and a whole bunch of other things. It's probably better that they learn this in school than later in life when they have significant amounts of money to steal.
I will admit that theft definitely is a problem. Even what appears to be well-adjusted school communities, there are plenty of kids who have no problem stealing whatever then think that they can get away with.
I oversee afterschool programs for a number of programs in New York City, and I wanted to ask any other educators (teachers or otherwise) out there if they've used magic as a teaching tool for elementary and middle schoolers. I like the fact that the game reinforces math, instills value in critical thinking, and promotes managing resources to become successful. In a sense, it is a microcosm of life. I love how it also introduces volabulary that would otherwise be difficult to expose to older elementary and nmiddle school aged children.
Do any others have similar experiences with the game. I am thinking of begining a pilot in one of my programs for children who have difficulty with quick math as a way to reinforce the skill.
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009
The biggest thing I noticed was the friendships forming as a result of playing the game. Kids that didn't even talk to each other at the beginning of the year were now having sleepovers and going to FNMs to play with each other. Kids that are "popular" and the kids that were less so were interacting and playing with each other. It has been pretty amazing. Even the little kids, 1st and 2nd, attempt to play but they have a hard time with reading. It has been an awesome experience and I recommend introducing it.
BGGRock
Modern
BRGJund
BBGRock
I see tons of middle school and younger kids that play Magic pretty well. I started when I was 12, and my brother was 9 at the name (he played too). Sure, we didn't get everything right, but that's not necessarily the goal. The OP wouldn't be trying to build a team of PT grinders; he just wants to teach kids some math, and maybe introduce them to a game that will help them with social skills as well. I think it's a great idea.
Modern: GW Hatebears/midrange, WGU Knightfall/evolution midrange stuff
Standard: nope
Legacy: W Death & Taxes
EDH (not Commander!): W Avacyn, Angel of Hope, GR Ruric Thar, the Unbowed, WGB Anafenza, the Foremost, WU Hanna, Ship's Navigator
Out of curiosity, do you work in education?
I'm a middle school math teacher and there's a growing Magic community at my school. I fully support it. One of my classes first trimester was a class to support kids who are behind in math for half an hour every morning. I made every Friday game day. Some kids played 24, some played Set, and some played Magic. There are thinking routines in the game that go way beyond pluses and minuses on a worksheet.
Frankly, the question that came to my mind was whether there would be any sort of liability from ignorant parents getting upset.
Probably best to make sure the parents understand why its a good thing if their kids are playing a complex mentally engaging card game.
I would highly encourage you to try to put together some sort of program, with the knowledge that some parents may be upset. I would think, though, that after explaining the purpose of the program, most parents would appreciate the idea.
WUBruna, Host of Herons
GWKarametra, God of Harvests landfall
WURNarset, Enlightened Master
WUBOloro, Ageless Ascetic Stax
GWUAngus MacKenzie Prison
WBRKaalia of the Vast
WBRTariel, Reckoner of Souls Big Mana
URGAnimar, Soul of Elements
URGRiku of Two Reflections
WBGAnafenza, the Foremost Living Death
I think it would be great to see what kind of success you have. Keep updating!
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
These are the real concerns I would have teaching teenagers and tweens any trading card game. I love all the stuff magic teaches, basic math, resource management, anticipating problems, odds and statistics, algebra (cards like Syncopate teach kids how to apply variables to problems other than equations), critical thinking, good sportsmanship, vocabulary, and many other things. I would write a proposal, let the schools know what you're up to. It's difficult to illustrate these virtues to people unfamiliar with the game. Sadly this game just appears to be all luck even to people that have played hundreds of games, might have to work with someone to find examples that illustrate these values. And another issue you may run into is parents or faculty googling magic and the first articles they see are about Jared Boetcher or the World Cup scandals. Need to link them some Mark Nestico articles, or the Tom Ross Article about cheating and how it applies to everything you do in life.
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
As an above poster put it, playing games is a great way to encourage social interactions and build friendships. As a way to teach math, critical thinking, or strategy I'm skeptical. Highly motivated students will definitely gravitate to it and enjoy, however students who already struggle with these key areas will spend a lot of time trying to just remember how to play.
There are however many fun out of box games that are simple to understand and play, but have great depth of variety, strategy, and fun. I am thinking of games like Rumikub, Sequence, traditional card games, TicTacToe Ten (personal favorite), and more.
These games are easy enough for all students and are quick to learn and play.
Now if you had a dedicated club and lots of interested students and a nice collection of starter decks, then yeah this could be fun. I just see those types of students as probably already proficient critical thinkers. However, I don't know your mix of kids so it might be just the right fit.
While not directly related (and admittably a wild different context) atleast on managing deck power levels, is not as hard as one would think. To explain, I went to a summer camp for kids-teenagers, with mental disabilities (most notable being Adhd), and introduced alot of my friends to Yugioh (different cardgame bear with me), at its peak we had 8-10 kids with decks, each an equal power level. At the time I did not realize this, but I was the one 'holding' down the power level, in part because I was only rule guru, helped build nearly everyone's deck, and largest collection (and was agreed to be the best players, so the game of monkey see monkey do, in copying my playstyle).
For reference, I am assuming low-mid power level (mid better, but managing a perfectly intermedaite power level, is harder in MtG than Yugioh, simply for how game, card designed is managed). Low is that its easier for an outsider, to join in. Its important to actively help them, this means during a game like EDH; Do not be politicy (let me explain)
Early on, espacially for first year, they will think every word you say is correct one hundred of the time, the classic example is in a multiplayer game barring extrenous circumstanses, take out a player is the better move. Removing a player ultimately removing a threat from the game. Do not try to wiggle your way out, if you give advice always give the best possible advice, and then explain. Eventually they will start taking your advice and realize it and act accordingly. It won't immidaitly develop critical thinking, many I know often vouch for I believe a Plato style, of teaching in card games, but I disagree. More often than not, people will then make the wrong move, and don't understand why they lost, ultimately not improving.
I am not saying tell them what to move to make, but in a draft if they ask what to first pick, not going to give an example here because I am awful at limited. Before too many tangents occur, an easy way to keep equal playing field, is make your group a non-EDH*, maybe modern or standard. The way I found is open up my collection, and let everyone go through, keep your valuable ones close to you, and ones your not willing to part with in a location on your person at all times. Once someone builds a deck look through give advice and then sit by your valuables look for cards that could replace subpar ones.
In addition when someone is deckbuilding try to make sure every other deck can interact with it in a reasonable way, this might mean you should try a persuade someone away from a creatureless deck. Not because its not good, but because other players, might be unable to play a game of magic. This goes likewise for decks like Naya Hexproof. This also expands to assume sideboards don't exist; now I am not saying don't allow someone to make affinity, hexproof or storm, but realize when someone makes those decks, you might want to try and make sure people just have hate, even if its not obvious. If someone or multiple players make hard to interact with decks, pair them off or play them yourself. In addition you should see if players are enjoying playing against those decks, if they are enjoying themselves, do not say anything, and ignore this paragraph entirely. Through do not ever, speak poorly of a deck or praise a deck regardless of what you think, for example, talking to someone reasonably experinced understands terminology etc do not say
"Its just a big stupid creature turn sideways deck/ughsg not another uninteractive creatureless deck/I hate 20 minute games/etc" all it does is honestly push players away. I know I am an oddball, but when I started playing Magic during Urza-Onslought Standard (Late Urza Block to early City of Guilds before I left and came back during end of RtR (with a little play during Zendikar Standards)) what kept on pushing me away was the acid the playerbase had for some archtypes (Stompy Green Decks and Elves, in particular, being that is what I play, and played (Symbiote why not in Modern :()
This means including sighing under your breath and mentioning things, by extension accept you lost because you lost. Not because of mana screw, flood, or anything, if that is true they will see why you lost. Now somthing else, dealing with stealing, under and the assumption they are you're cards, end of each session, count up every deck, memorize every deck contents, if a card is missing tell everyone to stop. Put everything down, take everything out, starting the owner and those he played against. If nothing comes up, you have a choice don't let individual return, or access cards, or explain to the class what stealing means. Possibly somthing as saying "My cards go missing I'll have to take them back and not dish them out again." And cheating is dealt with in the easiest way possible, at the start play a few games, cheat, yes I said cheat. Then explain exactly what you did there, repeat the process explain how the cheat works, what it does, and then if you see someone do it. Call yourself over, pause the game, if someone dares say snitchs get stichs, you should ask if someone stole a (insert volume of cash or somthing) you would not say anything? Then bring up those cheaters in Magic, and explain that they got caught because there were snitchers.
I hope this helps, I apologize if it doesn't help at all, and admit my situation was very different
*nothing against EDH (I'll admit I am bias here) but EDH by its nature results in an Arms Race, and includes cards at prices, that can drive players away
(Realized halfway through I quoted the wrong person)
CerberusJund (Modern)GRB
Sidisi, Brood Tyrant Morphentress (Commander) GUB
I also play YGO (DragunFusion) and Hearthstone (Dragon Control Warrior)
Mtg is great for empowering communication,
Math, arithmetic, and vocabulary.
It also can inspire art as well and creativity. Also it promotes logical thinking and question skills. Problemishes solving. I think it's a general empowerment of the mental activity in the mind.
-Made By PortalWish Studios-
you don't have to manage power levels of decks so much. Casual players will find a way to manage, whether it comes from just tighter deck building or casual experimentation with new decks, or something else, people will find a way to play with unrestricted decks and still manage to have a good time. I know that my playgroup managed when I was in school.
As for theft, Kids do need to learn to either watch or lock down their stuff. This doesn't apply to just magic cards, but it also applies to phones, bicycles, graphing calculators and a whole bunch of other things. It's probably better that they learn this in school than later in life when they have significant amounts of money to steal.
I will admit that theft definitely is a problem. Even what appears to be well-adjusted school communities, there are plenty of kids who have no problem stealing whatever then think that they can get away with.
-Made By PortalWish Studios-