I just wanted to get a general idea of what the best colour for new players is.
some things that I have in mind are:
1. what is the most attractive for new players who don't know much about the game.
2. what colour is the easiest to get a hang of?
Depends on who your target audience is. Many players enter the game as a Timmy who likes to make big splashy plays and do "fun, cool stuff". For them, green is probably the best. However, those players quickly realize that they're not going to draw their 1-of Kalonian Behemoth in their 150-card singleton deck they "built" by throwing together every green card they ever opened very often, and then get fed up with the game.
On the other hand, some players like looking for interactions and interesting combos. For them, blue is probably the best because it contains the most Johnny cards, and support for Johnny-type strategies. However, a new player will quickly learn that finding a bunch of combos and putting 1 copy of each card in their deck and "hoping to get there" isn't going to cut it, and get fed up when they draw 4 or 5 different combo pieces which are each pieces to a different combo.
I don't think a "newer player" who "needs an introduction to the game" could be labelled as a Spike, so I'm not even going there.
Essentially, it's not important what colors to use. What's important is teaching strategy and theory so that, whatever color the person is drawn to, they know how to properly execute a working strategy that won't make them frustrated and quit the game.
Private Mod Note
():
Rollback Post to RevisionRollBack
Old terminology reference:
Play (noun): Battlefield
Play (verb): Cast/Play
RFG: Exile
CIP: Enters the Battlefield
Green and Red. Not listing white because new players completely overvalue lifegain, black because they don't know how to value drawback cards, and blue because it's blue.
Green and anything is usually a great combination. I usually like Green and Black, because Black's creature kill doesn't double as direct damage, making it slightly harder to "misplay" as a new player.
I also started with red/green beatdown with white weenie soldiers. I think these are the easiest mechanics to learn from. Plus, these colors can help new players foster an early and permanent hatred for all things blue, since that's the color that's going to destroy those other 3 colors the most.
Green is the best colour for teaching players because it's strategy is so simple(play creatures, smash face).
Red is good for teaching them about instants and sorceries as well as when the best time is to use your burn spells.
White is similar to green as it's mostly creatures, just make sure to remind them that lifegain by it's self is not that great.
Blue can be difficult for beginners because it requires casting the right spells at the right time(as opposed to just plopping down creatures and turning them sideways) and it is also a very reactive colour, meaning much of the time you simply respond to your opponents actions rather than making your own which can be boring for newbies.
Blacks' need to sacrifice life or creatures or discard cards can be a big turn-off for new players as losing any of their resources is a very unwelcome feeling.
Private Mod Note
():
Rollback Post to RevisionRollBack
Why waste time thinking when you can spend it smashing.
Adding fire automatically makes everything awesome.
Then have him eat Nicol Bolas and the Magic universe can be awesome again. He takes over the Infinite Consortium and turns it into a trans-multiverse Izzet League. His agents scour the multiverse in Venser's planeships looking for magic to learn, technology to improve upon, and less intelligent people to condescend to.
I learned on a green deck. I thought a 4/4 creature with trample was the greatest thing ever.
Black is the trickiest to learn.
so I'm not the only one who used to think that big creatures with trample were the best creatures.
I wouldn't like creatures without it when I was newer.
I don't know about black being harder to learn than blue though
Probably White. It can do just about everything but card draw, so it can give a newbie a chance to toy around with a lot of stuff and have a balanced deck. They can field good weenies, good big stuff, remove all kinds of permanents on the spot, and prevent damage/gain protection.
Blue. Once they get good they'll be playing blue anyway, so why not start early?
Seriously though, I'd say that in order of challange, it goes GWRUB. Green's 'ramp into big things' is a pretty easy concept to grasp. White plays alot of little dudes, bit it does more things. Red has to teach players that burn that hits creatures is more important, blue has to teach players card advantage, and black has to teach players about the economics of sunk costs and resource management.
Speaking as a Vorthos/Timmy combo who just started playing about three months ago, Green/Red splash mana ramp is good (Especially with the Primeval Titan and the three 'drazi I pulled in my Deckbuilder's kit.) I also built a White Weenie with my other cards, and I could play those pretty good too. The only problem with WW is when all of your friends who are "teaching" you like to play Blue control...
I still use my Green/Red splash, but I've made it more red focused since I traded my Titan for a Koth.
I'm still new-ish, I know, so I can say that I find Black infect fun to play right now, and is easy enough to understand with the small amount of time under my belt.
I think it depend on what play style you're trying to teach them. I've taught a few players since I started and all of them were playing magic on there own more or less in a little over an hour. The deck I used is my main deck actually. Every card in it except for a set of Howling Mines cost one R to play.That made it really easy for them to pick the game up right there. I even managed to turn a couple of them into brutal, remorseless, killing machines!:D
It's funny but I kind of agree that you should tailor things to the person you're dealing with if possible. I learned how to play on Blue and it's still my favorite color. It took a bit for me to really learn though as I discovered that the guy who was teaching me wasn't giving me a good grasp of blue with the deck he was teaching me on. Still, I think that the reason it was easier for me was because I already played a ccg pretty well. Once I actually read what the strategies were I got much better at playing blue.
My opinion is actually to explain the basic strategies of the colors and let the person make their choice.
As someone who has been playing seriosuly for about a year now, I will tell you that Black was the deck I was most interested in at first, but I moved to Green because, as many have already stated in this thread, it's style is so straightforward and easy. Just get mana out and put down really big creatures to win the game. As I have begun to advance, I am beginning to see the beauty in other deck types.
Private Mod Note
():
Rollback Post to RevisionRollBack
'And I'll tap seven manna to play All is Dust....don't worry, this wont take long....
This is a bad question. Find a simple deck to play and have them play it. It doesn't matter what color it is because most strategies are the same.
Aggro decks are "simple" (but most aggro players will point out there are nuances) because swinging with dudes is an easy concept to grasp. Control isn't so simple, but some people are born with an incessant need to do nothing except deny people fun stuff, so that might be their proverbial cup of tea. I'd stay away from teaching them with combo decks, but then again, there are some people that really enjoy piecing together a machine like that.
It all depends on who you are teaching, not the color they're playing.
some things that I have in mind are:
1. what is the most attractive for new players who don't know much about the game.
2. what colour is the easiest to get a hang of?
I agree, aggro, burn, or even white weenie are probably the most straight forward and are probably best to learn the basics.
My Trade Thread
I collect cards altered by their original artist. PM me for sales.
Step 1: Mana-ramp
Step 2: Put out fatties
Step 3: Swing with fatties.
Step 4: Repeat steps 2 and 3 until either you or opponent is dead.
On the other hand, some players like looking for interactions and interesting combos. For them, blue is probably the best because it contains the most Johnny cards, and support for Johnny-type strategies. However, a new player will quickly learn that finding a bunch of combos and putting 1 copy of each card in their deck and "hoping to get there" isn't going to cut it, and get fed up when they draw 4 or 5 different combo pieces which are each pieces to a different combo.
I don't think a "newer player" who "needs an introduction to the game" could be labelled as a Spike, so I'm not even going there.
Essentially, it's not important what colors to use. What's important is teaching strategy and theory so that, whatever color the person is drawn to, they know how to properly execute a working strategy that won't make them frustrated and quit the game.
Play (verb): Cast/Play
RFG: Exile
CIP: Enters the Battlefield
Fetchland: Arid Mesa
Shockland: Watery Grave
M10 Dual: Glacial Fortress
Red is good for teaching them about instants and sorceries as well as when the best time is to use your burn spells.
White is similar to green as it's mostly creatures, just make sure to remind them that lifegain by it's self is not that great.
Blue can be difficult for beginners because it requires casting the right spells at the right time(as opposed to just plopping down creatures and turning them sideways) and it is also a very reactive colour, meaning much of the time you simply respond to your opponents actions rather than making your own which can be boring for newbies.
Blacks' need to sacrifice life or creatures or discard cards can be a big turn-off for new players as losing any of their resources is a very unwelcome feeling.
Adding fire automatically makes everything awesome.
Black is the trickiest to learn.
My theory is after 3 games he'll be the best player ever, trounce everyone, and quit after a week.
so I'm not the only one who used to think that big creatures with trample were the best creatures.
I wouldn't like creatures without it when I was newer.
I don't know about black being harder to learn than blue though
Seriously though, I'd say that in order of challange, it goes GWRUB. Green's 'ramp into big things' is a pretty easy concept to grasp. White plays alot of little dudes, bit it does more things. Red has to teach players that burn that hits creatures is more important, blue has to teach players card advantage, and black has to teach players about the economics of sunk costs and resource management.
But all colors have easy strategies to start off.
I still use my Green/Red splash, but I've made it more red focused since I traded my Titan for a Koth.
I'm still new-ish, I know, so I can say that I find Black infect fun to play right now, and is easy enough to understand with the small amount of time under my belt.
Also, my first post! Yaay!
My opinion is actually to explain the basic strategies of the colors and let the person make their choice.
You can check out my artwork here and here
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Creature Beatdown is the best deck to start them out with ... there easy to play and very straight forward.
My Facebook Page
https://twitter.com/JamesFullard
To Counter a Spell Jon Finkel Simply Taps Two Islands and Says No!
My Twitch Streaming Account
My Youtube Channel
:symw::symu::symb::symr::symg:
•●«It's Pronounced Duh Mah Juh»●•
Aggro decks are "simple" (but most aggro players will point out there are nuances) because swinging with dudes is an easy concept to grasp. Control isn't so simple, but some people are born with an incessant need to do nothing except deny people fun stuff, so that might be their proverbial cup of tea. I'd stay away from teaching them with combo decks, but then again, there are some people that really enjoy piecing together a machine like that.
It all depends on who you are teaching, not the color they're playing.
the main thing when trying to get new people into the game is to keep the number of mechanics they have to deal with to minimum.
BEtched Champion/InfectB
WSoilders/knightsW
WUVenser SplicerWU
RRDWR
GFeed the Pack comboG
WUPool of ExhaustionWU
EDH
GEzuri, Elf OverrunG
BGeth, GraverobberB
UThada Adel, ThiefU
RUrabrask, Big RedR
WElesh Norn, CrusadeW
WUGAngus Makenzie, Bant ControlWUG
Extended
WGElvesWG
Legacy
RGoblinsR
UBGFariesUBG
UBGRaffinityUBG