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3 years ago ::
Nov 25, 2009 - 10:39AM
#1
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This thread is for discussion of this week's Feature Article, which goes live Monday morning on magicthegathering.com.
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3 years ago ::
Nov 29, 2009 - 10:32PM
#2
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Date Joined:
Feb 13, 2006
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As a budget player, I still mourn the loss of the Theme Decks, but understand the 41-card Intro Packs have their place in Magic. The idea of both the Theme Deck and Intro Pack were to introduce mechanics and kewords of new sets to players, mostly new players.
A few months ago my daughter (11) asked me to teach her how to play. She has mild mental disabilities, so going slow was the only way I knew how to approach the deckbuilding. I searched the web, including this site (reading Anthony Alongi's articles helped), but I found two decks (one R/G aggro, one U/B Control) that had been tested against each other quite a bit. They are made of mostly M10 commons and a few uncommons thrown in. The decks really show off the interplay between control and aggro and how cards can "trump" others: Runeclaw Bears killed by Assassinate or Doom Blade, but Cudgel Troll can be regenerated; Merfok Looter gains card advantage, but Sparkmage Apprentice can take it out and be a body on the battlefield; Air Elemental with Cancel backup is a house, but can be shot down by Seismic Strike. Terramorphic Expanse in both decks show how important having access to both your colors is.
Overall, the decks look like they would play well together and there is enough redundancy in them (in other words, no one-of cards) to have the new player really get the hang of "their" deck.
Hopefully my teaching experience will go well and I can easilly introduce other evergreen concepts and set specific mechanics later. If anyone would like the decklists, feel free to send me a message here and I will give you the link (I was unsure if I was allowed to place the link in this post).
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3 years ago ::
Nov 29, 2009 - 10:59PM
#3
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Date Joined:
Apr 19, 2008
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I think have to disagree with the articles suggestion of "not showing them all the doors".
After teaching people this way i find that what happens is they'll be playing a game and their opponant will do something that within their understanding of the rules is impossible. This is obviously quite frustrating as they feel like they had a grasp on the game but something has just come out of no where which they didn't even think was possible and they'll probably lose because of it(damage on the stack was a good example but there are still other things that people don't see in a "basic" rules explanation). If this happens multiple times it can be enough for people to give up learning.
Another problem with not teaching people the full game is that if two of the incompletely taught people end up playing together they will often come across a point in the game where they need to make a decision on how something works , often with an incomplete ruleset they will interprate things inccorectly. When two people form an incorrect decision on how something works and carry on playing like this they assume it's correct ,when they then play someone who actually does know how it works the new players often will assume the correct player is wrong and will argue the case until someone who is seen as a rules expert corrects them.(often me as the local tournament organiser and judge or a few other players who kept in high regard)
I agree if a new player is expected to learn everything in magic within the first tiem they learn the game it's an unfair exspectation. Which is why what i tend to do is start by saying something like
" Ok something that is great abotu magic is it's vast, problem is there's alot to learn. What i'll do is go through as much as i can now and then we'll play some games and again i will at every oppertunity explain as much as i can. You do not need to take even 50% of this in. I want tomake sure at least i have mentioned most things so that when they come up in a game you're not learning them from scracth only being reminded about them. Seriously do not worry if you forget anything i say just take in as much as you can handle and all is good "
Then i'll go through casting costs,card types, creature combat and damage, players turns ect ect then some more advanced stuff and then i'll play a few games with them withboth our hands revealed and go through the options they have explaining the hoices to them.
Now obviosuly this is a little more time consuming than here's magic you have lands that tap for mana they pay for the spells cost. attack with creatures and now go and play him and learn the game but it' s worth it in the long run. People who have been taught in the basic manner are still asking rules questions after playing for many years, just because they have made many years of false assumptions and have got so confused between them and the rules they actually do know. People have been taught more completely seem to never have a problem with any basic or intermieidate aspects of the game and only have to ask for clarification on complex aspects at which point they usually have made the correct decision on the interaction because of their solid foundation of understanding.
Anyways thats just a little insight and personal expeiriance from my times as a tournament organiser,i've taught people of all ages with my style and it seems to work well for them . People who have been taught by others using the basic explanation as i say, end up down the line alot more confused than they should be.
Dan
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3 years ago ::
Nov 29, 2009 - 11:10PM
#4
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Date Joined:
Mar 10, 2008
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My roommate is currently teaching one of his friends to play, and he's going the "all open doors" path. He sent me a text message asking how double strike versus first strike death touch would play out. And another one about indestructible creatures receiving lots of damage.
I remember learning to play with lands, creatures, and maybe a sorcery or two. Then once I thought my deck was pretty good against similar decks, my friend would pull out a deck that made use of Terror and Drain Life. Then I'd try to make a deck full of Terrors and Counterspells, and he'd produce a token swarm deck. Two years later I finally built a controlling Megrim based deck (oh, look at that username, will you). It had discard, creature kill, counterspells, Racks, and even a Memory Jar too enable a kill out of nowhere.
Back to my roommate's friend, he came over this weekend for our multiplayer night. His deck was full of singletons and odd choices, but he also included Pacifisms to nullify threats and even some light mana fixing to smooth out his three color deck. He got to see my Sway of the Stars deck fail miserably and saw how important synergy is (ally decks are sweet when the mana comes together).
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3 years ago ::
Nov 29, 2009 - 11:47PM
#5
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Date Joined:
Nov 28, 2007
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I phrased this much nicer the first time, but then my browser crashed, and now I don't have the patience to repeat my polite lead-in. The crux of what I wanted to say is this: The 40-card intro packs are ludicrous. Tournament Sealed players aside, MOST magic decks use the 60 card minimum. I agree that with new players, simplicity is very important, but what's even more important with a game is playability. If I'm trying to teach someone TO PLAY Magic, it just makes more sense if I have a deck they can actually PLAY. Yes, I'll go over the basics of what the cards are, what a creature is as opposed to an instant, a land vs an artifact and so on, but then I would play a game and teach them as we go. It just makes so much more sense to me.
Imagine if you wanted to teach someone how to play chess, and you go buy a chess intro game, and it gives you a 6x6 checkered board and only two-thirds of the pieces. Could you teach that person the basics? Yeah, probably. Would that intro game game be of any real use? Not really, unless you go out and buy the rest of the pieces somewhere else. And that's precisely what the intro packs want you do do. Buy something that has no real value and then go buy more to make it work, when as recently as a two years ago that sold you everything you would need in one nice, little box.
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3 years ago ::
Nov 30, 2009 - 12:00AM
#6
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Date Joined:
Oct 11, 2007
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Sales of intro packs must be down.
I can't say I'm sad, I don't think they're very good. I looked at ebay (UK), and for the cost of getting one of each Zendikar intro pack I could get a bulk lot of Zendikar commons and uncommons, and probably have some cash left over for whatever rares came in the fixed packs.
From there, its easy to look up the deck list and put together your own version of the intro pack, for less money. You also have a much bigger selection of cards for when your friend eventually wants to experiment and try different decks, because they will, and then they'll be disappointed that they spent so much on a poor selection of cards.
They're just not worth the money.
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3 years ago ::
Nov 30, 2009 - 12:50AM
#7
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Date Joined:
Apr 19, 2008
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Imagine if you wanted to teach someone how to play chess, and you go buy a chess intro game, and it gives you a 6x6 checkered board and only two-thirds of the pieces. Could you teach that person the basics? Yeah, probably. Would that intro game game be of any real use? Not really, unless you go out and buy the rest of the pieces somewhere else. And that's precisely what the intro packs want you do do. Buy something that has no real value and then go buy more to make it work, when as recently as a two years ago that sold you everything you would need in one nice, little box.
I think this is an inapropriate analagy, this example basically says th game of magic you play with 40 cards in your deck is different form the one you play when there is 60, which is obviously not correct. I think the intro packs are great for people who want to grab a deck and learn. They are pre-built which means they have the right land/spell ratio , they generally stick to a theme so are easy to understand and also feature many aspects of the game (foil rares, boosters, and a fair share of each card type)
Another aspect of the intro pack is that if you know how to play they are actually still worth buying. Often they showcase the themes of the set and many players buy them to play with the new stuff going on( e.g allys). This was true for theme decks but with intro packs you get 3 rares instead of two so they are better value for money and many of these players bought/buy two copies to merge into one deck anyway, having an extra 20 junk cards in each one doesn't help.
Personally when i was learning i never saw the interest of theme decks, they were always made from bad cards and i was much better off buying 3 packs. Now i'm at the stage where i'm not the kind of player who would buy them, but there is a big section of our player base who do and generally seem quite happy about them.
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3 years ago ::
Nov 30, 2009 - 1:39AM
#8
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Date Joined:
Nov 28, 2007
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Naturally, we are all entitled to our own opinions, and I don't expect to change your mind any more than you can hope to change mine. I certainly admit the chess analogy was probably a strawman argument, but I would suggest that your statement that an intro pack has more value than a theme pack only applies to those interested in becoming a collector of the cards rather than a player of the game. Both are valuable markets, to be sure, but if you are talking about the playability of the product, the theme decks had greater value because they could be played, at the same level that most people play the game, without any further investment.
If I'm teaching someone to play, they clearly do not know whether or not they want to begin playing regularly. If both products were still available, and they wanted to try it out in the typical 60-card format, they could either buy one theme deck, or two intro packs. That alone shows the advantage in terms of hard cash.
Besides that, there is another advantage to the theme decks that has nothing to do with new players. I started playing Magic in college, primarily with my roommate at the time. After we both graduated, neither of us were able to continue playing much, but on the occasions we do get to hang out, we still like to play, but neither of us have the money to buy enough boosters to construct two decent decks, nor the time to do so. In years past, we would each buy a precon deck or two, play a series of games, and move on. That has become impossible with the elimination of the theme decks.
I fully realize that my type of player is not the one Wizards would like to market to. They can simply make more money off of the other type, what I presume is your type, AkromaFTW. If that means players like me have no value to Wizards, then so be it. It's unfortunate, but understandable. Money is more powerful than enjoyment, and they've proven that, but all of that is neither here nor there. Essentially, I still vehemently believe that for the purposes of teaching a new player how to play the game, the theme decks are (were) superior to the intro packs simply because that allow them to do just that, PLAY. Naturally, counter-arguments are encouraged, but I've said my peace on the subject.
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3 years ago ::
Nov 30, 2009 - 2:48AM
#9
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Date Joined:
Oct 23, 2003
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One of my roommates has been learning to play Magic (playing more with another roommate and friends from his karate class than with me). He likes the Asian flavor of Kamigawa, so he ordered himself a couple of Spirit/Arcane theme decks online, and asked me to help him build a single deck from the card pool. I did, and built an intricate GW deck running on Spirit/Arcane triggers, Splice, and Soulshift. I now think that was a mistake. Although I could play the deck and enjoy the range of choices available (there's probably always something you can do to get out of whatever problem you're in - hey, a tie-in to Spike week!), my roommate would look at the same hand of cards and be paralyzed by indecision. When is it right to cast your two Arcane spells separately, for two triggers of your Spirit creatures, and when is it best to Splice one spell onto the other, saving a card but only getting one trigger? And which spell should be Spliced? I should probably have built his deck eschewing Splice almost entirely, just giving him a bunch of fat creatures and maybe some Soulshift. Sure, it would be "weaker", but he'd be happier playing it.
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3 years ago ::
Nov 30, 2009 - 3:03AM
#10
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Date Joined:
Apr 19, 2008
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I was talking in literal value. The extra 20 cards would be ~ 8 lands and then 12 extra commons and uncommons. In an intro pack you get a booster instead so you get 1 land(7 less) and 14 cards(2 more cards one is a rare ). Potentially the rare could be a lotus cobra or a fetch land which you could trade with a current player for an entire starting collection.(obviously i advertise this carefully as there is the risk of scaming but generally if a player asks about you can ensure the trade is fair) Furthermore it may be different in other play groups but in casual games here if someone is playing with an intro deck no one goes "60 cards minimum you can't play" .Usually here the only people who would enforce that are play testing a tournament level deck, which obviously neither the intro deck or theme deck have any chance against and the game would not be a very enjoyable experience for a new player. Lastly i don't see why you and your friend can't buy an intro deck each and play against each other ? You both are using 40 card decks so i wouldn't have said it really factored into it.(obviously it does as you haven't done this and i'm not trying to say your wrong i'm just more wondering why you don't ?) My point about not being the type of player is i have been playing for 7 years and have a huge back collection and i also play in competitive events. I buy magic in boxes which for me is enough to build and trade for my tournament deck and then build a casual deck for playing against members of the shop who arn't competitive. I think you'd be wrong to assume wizards doesn't care about you buying the odd theme deck , as it's a company and any sale is a sale especially in a game like magic where one them deck can lead to getting back full time in the game (believe me i've tried to quit twice and now i'm an organiser lol quitiing magic is hard unless you move to somewhere void of it :P ) As i say i don't think there is anything stoping you from picking up an intro deck and just playing. Just my £0.0121082 ($0.02 ) worth
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