I'm planning to build two decks to introduce the game to my friends. Red and green can easily explain certain mechanics like the stack so I came up with a simple Goblins vs Elves with no tribal, just for the sake of flavor. These are the main criteria that I followed:
- No rares, pretty much the same amount of uncommons;
- No keywords that are not evergreen, and only the primary ones for that color;
- Both the deck contains each card type except for tribal and planeswalker; I picked an artifact and an enchantment without sub-types for the red one, an equipment and an enchant creature aura for the green one;
- My collection is entirely Modern so I stood within this format.
The red deck looks quite similar to the beginners deck I've built several years ago, and I think it's pretty solid. A few things, though. First, I would add 1-2 Blaze instead of Spire Barrage to the deck, to give the player the ability to scale. And second, Raging Goblin is quite underwhelming and loses value fast. I'd rather add a pinger as 1-drop, probably Goblin Fireslinger. Or maybe Bloodlust Inciter to give something else haste, or Goblin Arsonist to introduce a death trigger. Adding a sweeper, even a lesser one like Pyroclasm, is pobably a bad idea, but you could put Arc Lightning/Flames of the Firebrand/Pyrotechnics/etc. into the burn suite to make the deck able to deal with multiple threats and gain some card advantage. The green deck has some means for that, and I think that should be balanced out more.
In the green deck, the 8 mana dorks seem out of place, because there isn't really anything they would accellerate towards. I'd add a few of green's many big creatures, something that has trample even, like Colossal Dreadmaw (or Vulpine Goliath/Moss Kami if you think 6/6 is too much). Or simply something big and vanilla, like Colossapede. With only 20 lands, the green deck is also very much relying on its mana dorks to get to 4+ mana, which is troublesome when facing a burn heavy red deck. I'd simply reduce the dorks to about 6 and run 2 more Forests. Green is also one of the go-to colors for dealing with artifacts and enchantments, and the red deck has some that warrant dealing with, so about two Naturalizes seems like a good idea.
You could add a few vanilla artifact creatures to the decks, to introduce the concept of multiple card types as well as give the artifact hate in both decks some more targets.
Hey sorry for replying this late, really busy these days. I can't deny it, I found that thread while deckbuilding and picked some ideas so thanks twice. Anyway, these are the changes I made:
- No rares, pretty much the same amount of uncommons;
- No keywords that are not evergreen, and only the primary ones for that color;
- Both the deck contains each card type except for tribal and planeswalker; I picked an artifact and an enchantment without sub-types for the red one, an equipment and an enchant creature aura for the green one;
- My collection is entirely Modern so I stood within this format.
4x Raging Goblin
2x Lavastep Raider
4x Goblin Piker
4x Mudbrawler Cohort
2x Ember Hauler
2x Akki Coalflinger
4x Goblin Roughrider
4x Shock
4x Searing Spear
2x Demolish
2x Spire Barrage
2x Goblin Cannon
2x Raid Bombardment
22x Mountain
4x Llanowar Elves
4x Arbor Elf
4x Cylian Elf
4x Elvish Visionary
2x Thornweald Archer
4x Elvish Warrior
2x Civic Wayfinder
2x Drove of Elves
2x Wildheart Invoker
4x Giant Growth
2x Commune with Nature
2x Overrun
2x Horned Helm
2x Lure
20x Forest
Thanks for your feedback!
In the green deck, the 8 mana dorks seem out of place, because there isn't really anything they would accellerate towards. I'd add a few of green's many big creatures, something that has trample even, like Colossal Dreadmaw (or Vulpine Goliath/Moss Kami if you think 6/6 is too much). Or simply something big and vanilla, like Colossapede. With only 20 lands, the green deck is also very much relying on its mana dorks to get to 4+ mana, which is troublesome when facing a burn heavy red deck. I'd simply reduce the dorks to about 6 and run 2 more Forests. Green is also one of the go-to colors for dealing with artifacts and enchantments, and the red deck has some that warrant dealing with, so about two Naturalizes seems like a good idea.
You could add a few vanilla artifact creatures to the decks, to introduce the concept of multiple card types as well as give the artifact hate in both decks some more targets.
For more inspiration, here's a thread, where I helped someone else build beginner decks and posted my own:
http://www.mtgsalvation.com/forums/the-game/casual-multiplayer-formats/764583-help-me-build-decks-to-teach-my-kids
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
4x Goblin Arsonist
2x Mogg Fanatic
4x Goblin Piker
4x Mudbrawler Cohort
2x Dragon Hatchling
2x Akki Coalflinger
2x Boggart Brute
2x Stone Golem
4x Shock
4x Searing Spear
2x Arc Lightning
2x Demolish
2x Goblin Cannon
2x Raid Bombardment
22x Mountain
New entries:
- Goblin Arsonist
- Dragon Hatchling (a more classic firebreather compared to Lavastep Raider, plus gives green a real pretext to run reach)
- Mogg Fanatic (replaces Lavastep Raider cmc-wise and Ember Hauler effect-wise, offers a teachable moment when compared with Goblin Arsonist or Goblin Cannon)
- Boggart Brute
- Stone Golem
- Arc Lightning
4x Llanowar Elves
2x Arbor Elf
4x Elvish Visionary
2x Thornweald Archer
4x Elvish Warrior
2x Reclamation Sage
2x Drove of Elves
2x Giant Spider
2x Yavimaya Wurm
2x Enormous Baloth
4x Giant Growth
2x Commune with Nature
2x Overrun
2x Horned Helm
2x Lure
22x Forest
New entries:
- Reclamation Sage
- Giant Spider
- Yavimaya Wurm
- Enormous Baloth
Still haven't had the chance to test them though.