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1 year ago ::
May 05, 2012 - 4:15PM
#1
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Ok so, so myself and a few other players are going to be helping out the new young players at our local spot with deck building, the basics, little bit of deck tech. now one on one i can talk to a kid all day aobut his deck, the problem is. we can't figure out how to make it more of a workshop so everyone gets to learn and we dont get stuck just talking about a few different deck types. ANY help here would be nice, deck building exercises, tips, any of that would help. thank you!
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1 year ago ::
May 05, 2012 - 4:27PM
#2
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Date Joined:
Mar 18, 2012
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Ok so, so myself and a few other players are going to be helping out the new young players at our local spot with deck building, the basics, little bit of deck tech. now one on one i can talk to a kid all day aobut his deck, the problem is. we can't figure out how to make it more of a workshop so everyone gets to learn and we dont get stuck just talking about a few different deck types. ANY help here would be nice, deck building exercises, tips, any of that would help. thank you!
Teaching them about the number of something to put in their decks(4 if want in starting hand, 3 if you want early, 2 if you want sometime in game, 1 if tutored out), giving them tips on the windows a card can be played(sorcs, insts), mana ramping, and general usefulness of some cards should get them a good start.
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1 year ago ::
May 05, 2012 - 4:32PM
#3
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Date Joined:
Jan 25, 2011
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This is pretty basic stuff and you probably had it in mind before but since some people that are used to it tend to take it for granted...
Explain them the importance of colored cmcs in multi-color decks. I swear I see kids all the time failling to get decent mana in games because they built the deck with the numbered cmcs in mind but not number of colored cmcs in individual cards and in said number cmcs (and spread out towards the deck). I see this especially in limited where I get color screwed less often in 4 colors than many kids who do in 2 color. (the importance of manafixing while at it). I believe the land distribution in multicolor is also a great challenge to new people.
Hope I explained myself well enough and that you get better advices here, cant think of much else right now.
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1 year ago ::
May 05, 2012 - 4:32PM
#4
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we figured we would go over all that first day. but here is a problem we're having. we arent sure if its gonna be us doing the same thing every week? or a set list of kids that come back everyweek and we go over something new each week. if thats the case i feel like we would have more time to really help. like you said tho, start with the basics and then move on from there. and thing else?
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1 year ago ::
May 05, 2012 - 4:33PM
#5
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If i were you i would start by teaching them on how to draft. So that way they can have the feeling of making a deck from scratch. At the start tell them what a draft is (I hope you know what it it xD) then tell them the best way of drafting that works for you. For example i would say...
"First of all you divide the boosters up into colour groups then in each colour group rank it by the highest drop(s). After you have done that with all of them, see which 2 colours you would like to play with. (you can play with three or one or more) Wh you are choosing make sure you look for thecards that are cheap and dont cost alot of mana but also do quite a bit of damage. then finally Count up the cards you have chosen to play with. 40 is the the best as you can get out your best creatures quickly."
I hope this helped. Chris.
Good luck with the workshop.
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1 year ago ::
May 05, 2012 - 4:40PM
#6
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yeah we were thinking about doing it that way. problem is we're trying to keep it cheap for the kids and the people we are doing it for have leagues going on right now so we have a limmited chunk of time. which is why i was hoping it would be the same set of kids for x amound of weeks. i do like that idea tho, if we cant figure something else out that may be the way we go. we're gonna have to go over that with them at some point anyway, but like you said, it helps with building form nothing lol
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1 year ago ::
May 05, 2012 - 4:44PM
#7
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Cool,
Good luck anyway.
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1 year ago ::
May 05, 2012 - 5:43PM
#8
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Date Joined:
Dec 16, 2008
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People always hate this method of teaching. Some people talk about not having access to 4 of each card (even if they cost as little as ten American cents), and others go as far as to thinking that 4 of each card automatically equates to "Tournament Spike Ruthless Deck". It doesn't. When I first came across this method, I did not know what I was doing, as this was before I had joined these forums and came across a link to this method. But I got tired of beating everyone I played and then having my friend visit for a weekend and getting curbstomped day in and day out. So I decided to make a deck that was exactly 60 cards (I knew this was the minimum, but I normally made decks that were 65 to 68 cards, and so did everyone else). I made a Bringer deck. Four of everything that I wanted, plus lands. As I later found out, this method is a very good method to teach beginners how to construct their first couple of decks. As they get better, they will then (and only then!) learn the value of having 1-ofs, 2-ofs, and 3-ofs in a deck. That Bringer deck was unbeatable in my circle that I played against back then. It's not because it was particularly good (it was horrible by the standards I have now, I should have been running a couple of countermagic spells at least), but it did what it was supposed to do every time I played it. That's something that couldn't be said for many of my peers of that time. The method is as follow: 1) Find nine cards. Cards that you want to use; it doesn't matter whether they are good or bad, but all the cards should serve some purpose of what the deck is supposed to do. 2) Get four of each of those cards. That's 36 cards. 3) Add twenty-four lands using the method of your choice on how to determine how many of each land is needed (I have never picked a method, as I just eyeball them, personally. Vektor480 knows a good method of deciding how many of each land one needs in multicolor decks). And there you have it. That's your deck. It may not win you every game, but at least it will do what you want it to do consistently. Learning how and why some control and combo decks run vastly different numbers of certain cards is not something that a beginner should be worrying about, but rather they need to understand how a Basic Deck is supposed to work. Anything beyond that is for later.
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1 year ago ::
May 05, 2012 - 6:58PM
#9
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Date Joined:
Jun 24, 2010
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I did help my friends and players who had questions back in the days, but I never was a teacher of the game in that manner. Still, to keep your workshop running, how about going back on older sets and abilities like banding or phasing and explaing the pros/cons of the cards & sets globaly. ? I don't know how easily accessible cards like Benalish Hero or Teferi's Curse are today (I sold all my cards a bit after Mercadian Masks came out and I never entered a card shop after), but it may keep your students interested. @JustTerrorlt, not a bad idea, that 9 cards set-up but isn't 24 lands just drowning your deck ? Even at 40/20 wich is the basis on wich I learned, you can get too much lands back-to-back. For the lands, I usually put 4 lands-search, Terramorphic Expanse , Bad River , Arid Mesa or anything similar for the appropriate colors in my decks, so that leave me 16 spots to fill. For mono-color it's a no brainer but for multi-colored decks I count the numbers of time a symbol  ,  ,  ,  ,  appears then I make a ratio on the total of all the symbols and apply that ratio to the 16 lands I have to get. For example, in a 2 colored deck I have  appears 15 times and  appears 5 times. Counting I have artifacts that don't really care for the color but less blue cards I splitted the lands 11 mountains, 5 islands. 5 may seem high, but my blue cards have more double or triple  while my red cards mostly have only 1  I have a black & white deck, where the numbers of symbols are 13  & 11  so I splitted my mana 8 of each. And so on, according to the numbers. I don't have scientific studies to back my method but so far it works pretty good, and if you have dual lands it helps too.
My decks, mostly casuals, but some I use online with some small changes:
http://www.mtgvault.com/Profile.aspx?UserID=91484
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1 year ago ::
May 05, 2012 - 7:00PM
#10
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Date Joined:
Jul 28, 2010
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24 is my minimum for decks that want to reach 6 cmc 20 is fine for rdw that goes up to 3
for control decks that can't lose an early landdrop I go with 27-29
this is for online with actually random shuffling for the insufficient shuffling that humans do 20 might be enough
proud member of the 2011 community team
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