Hello forum, i have been playing edh since about 2010 so along time now. In my playgroup that has changed alot there has always been players that just dont seem to understand the game. They make bad decisions, dont bother to check the threats before acting etc etc.
My question is what type of decks should i build that i can lend out to these kind of players. Last deck i made to lend out was HALANA AND ALENA, PARTNERS which i thought would be like xenagos lite. Play alena then some 5 drop that attacks etc. And even that didn't seem to work.
I would like to make some decks that are pretty straightforward but not boring to play or to play against.
My group is casual so usually no 2-3 card combos, no timewalks, mostly combat oriented with either aggro or control decks. usually the decks that ramps and draws wins the most it seems.
I have a budget Tatyova, Benthic Druid deck that I like to loan out. It's good for new players or bad players. It generates so much card advantage without being overly complicated to play. I mean, Simic landfall-draw a card is hard to screw up.
As someone who has spent time teaching kids games the main problem is the decision making. When there are less descions or easier descions the gameplay becomes smoother. Applying this to magic stick to cards with global effects and etbs, limit targeting and reactive spells. And straightforward mana curves, if they play the biggest thing each turn kind of stuff.
Things like countermagic and Looting is nearly always going to be handled worse than a vindicate or Divination.
Kaalia is one of the easiest to build and pilot decks, because it plays very linearly. And, because there are just so many angels, demons, and dragons in the game, it can be built on a budget and still be a threat, because 6/6 flyers are always something that needs to be dealt with. And, red, black and white have the best removal spells in the game. Whenever a new player starts at our LGS I always start them with my Kaalia deck because it’s the easiest to comprehend.
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It's always a little touch and go with newer players, but I really don't think you're doing them any favors by giving them the most direct big creature go squish kind of decks. The reason being that by the time they've made it to the table, they're clearly committed to the learning curve and if they're only used to straight swing to the face type decks it's going to be a million times more frustrating for them when they come up against a deck that seems custom built to hose them. I think that one of the most effective ways is to disguise some of the more complicated things behind straightforward tribal. Ghoulcaller Gisa is great for this because it has the appeal of a straightforward zombie deck, and obviously there are going to be a few Zombie lords in there, but you can fit in lots of sacrifice strategies, different types of loss of life (like how to use Massacre Girl as a sweeper if your opponent gets out of hand) and Lilliana type planeswalkers. Don't be afraid to curb stomp them if they start to rely on combat based creature issued damage as a crutch because it'll help them understand why varying your damage sources is important even if the simple stuff might be more mana efficient. Another good way to help with the teach is by helping to change the way a new player naturally thinks about the game. Most newbies see the game as a math problem where big numbers win, and, while that's true in a sense, it's really only half the game. Try to show them that Magic says 'Here's a simple rule set to play. Now figure out how to break those rules to win'.
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My question is what type of decks should i build that i can lend out to these kind of players. Last deck i made to lend out was HALANA AND ALENA, PARTNERS which i thought would be like xenagos lite. Play alena then some 5 drop that attacks etc. And even that didn't seem to work.
I would like to make some decks that are pretty straightforward but not boring to play or to play against.
My group is casual so usually no 2-3 card combos, no timewalks, mostly combat oriented with either aggro or control decks. usually the decks that ramps and draws wins the most it seems.
All advice would be great!
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Things like countermagic and Looting is nearly always going to be handled worse than a vindicate or Divination.
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