I've experienced this issue in multiple playgroup. These were the most effective solutions in my experience.
1) Using shortcutting for tutoring: 2 of the groups I play with honor players cracking fetches and use top activations before waiting to get to the player-to-the-right's endstep with the premise that, if a game action or change in game state would change that choice, they can without penalty. For fetches, that's physically denoted by shuffling the library, finding the land, and jamming it into the corner of your library so it sticks out.
This speeds up the end of turn delays while actively engaging that player on other people's turns, which has shaved off up to 10 mins in a six player game to turn 10.
2) Introduce reward mechanics to entice players to act. Playing cards that give monarch is huge, as everyone knows how badly player will want to draw cards. The same is true for running cards like Edric and Curse of Opulence; work really well and dont water your deck down by running them.
3) Play bigger threats for creatures. When player play with cards like Etali, Con-Sphonx and the like, players are incentivised to act because not acting is just going to give the game away. Oftentimes, the bigger the threat that resolves, the more a table has to wiri together to beat it, and that can mean trying to kill that player before they untap. This is especially true if someone flashes Brago, Grand Arbiter Augustin, Derevi, or other such commanders at the start of the game.
4) Play more lands. There are so many times that mana scree forces 15 minutes of mulligans until everyone is ready to start a game. When in doubt, add the extra land, and games will actually start on time. This took much longer to sink in with one group, but now that everyone has been tightening up their mana bases, games have been more enjoyable and there have been less feel-bads overall.
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Blue: teaching Magic players manners since 1995
Shops: Teaching blue players manners since 2009
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1) Using shortcutting for tutoring: 2 of the groups I play with honor players cracking fetches and use top activations before waiting to get to the player-to-the-right's endstep with the premise that, if a game action or change in game state would change that choice, they can without penalty. For fetches, that's physically denoted by shuffling the library, finding the land, and jamming it into the corner of your library so it sticks out.
This speeds up the end of turn delays while actively engaging that player on other people's turns, which has shaved off up to 10 mins in a six player game to turn 10.
2) Introduce reward mechanics to entice players to act. Playing cards that give monarch is huge, as everyone knows how badly player will want to draw cards. The same is true for running cards like Edric and Curse of Opulence; work really well and dont water your deck down by running them.
3) Play bigger threats for creatures. When player play with cards like Etali, Con-Sphonx and the like, players are incentivised to act because not acting is just going to give the game away. Oftentimes, the bigger the threat that resolves, the more a table has to wiri together to beat it, and that can mean trying to kill that player before they untap. This is especially true if someone flashes Brago, Grand Arbiter Augustin, Derevi, or other such commanders at the start of the game.
4) Play more lands. There are so many times that mana scree forces 15 minutes of mulligans until everyone is ready to start a game. When in doubt, add the extra land, and games will actually start on time. This took much longer to sink in with one group, but now that everyone has been tightening up their mana bases, games have been more enjoyable and there have been less feel-bads overall.
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009