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I've been playing MtG since Ice Age (mostly with friends) so I'm now sitting on a massive duffle bag of cards, plenty of decks, and quite some experience of the game.

I want to teach the game to someone completely new. I know there once was a set called Portal which was designed exactly for that purpose, is it a good resource for teaching?

It seems like a lot to explain mana, phases, the stack, capabilities, planeswalkers, and all that at the same time using a full compliment of modern cards :-) Which terms are key and must be taught? Which can be avoided for a few games while I get them hooked?

I'm happy to buy starter decks or to print out some proxies to get my friends started.

So, what's the "recommended" way to teach someone MtG starting from the basics ?

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This article on the Magic site today offers some good tips for introducing new players to the game! wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ld/130 – thesunneversets Feb 18 '11 at 21:21

5 Answers

up vote 22 down vote accepted

Have to say, I hated Portal. If someone can't cope with the word "block" (Portal used "intercept" instead) or the concept of playing a spell at instant speed, they're not going to get on with Magic in the long run. So why even bother with a watered-down version?

Modern Magic Core sets, like M11, are pretty well designed so that they contain everything that makes the game great, while remaining pretty accessible to a beginner. Sure, there are some moderately advanced concepts in the set... but they tend to be restricted to uncommon or rare cards. The commons are pretty straightforward, and have important rules clearly reiterated on the cards, in the form of reminder text. You don't have to worry about explaining at great length how Flying works: it says so on every common card.

Sure, Magic is a pretty complicated game. However, it's gotten a lot easier from the worst bad old days of interrupts, mana burn, damage on the stack and the subtle difference between "destroy" and "bury". Anyone who can cope with Settlers of Catan shouldn't have a problem getting their head around Magic! All you really need to explain is one land a turn, sorceries only in your turn outside of combat vs. instants at any time, and the fact that you have a window to do things after attackers are declared, and then after blockers are declared, and you've explained 90% of the "intricacies" of the game.

Don't sell your friends short - let them into the full and wonderful game. If you must simplify it, then build some decks with only simpler cards in them, and play with those, gradually introducing more concepts as you go along. But I really don't think there's any call for Portalizing the game. Anything that is in a modern Core Set has been proven to be "grokkable" even by beginning players by extensive WotC market research. I think people respond better, in general, to you giving their intelligence the benefit of the doubt, rather than patronizing them with a vastly reduced experience!

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+1 - While I miss mana burn and damage on the stack, it certainly has made things friendlier to newcomers, I think. – LittleBobbyTables Jan 30 '11 at 5:24
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I had success in the past with making successive ses of learning decks. Start with 1 color, basic land and only creatures. Then add in enchantments. Then sorceries. Then instants, then two colors, then artifacts. – Neal Tibrewala Jan 30 '11 at 7:43
Cheers, thanks for sharing your opinion. I think I'm going to follow your advice and just build a simple deck with creatures, and then I'll move on from there. – Gyom Jan 31 '11 at 8:46
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@Gyom: Try removing the uncommons and the rares from a pool of cards from a modern Core Set. I'm pretty sure all the concepts on the commons are both simple and annotated with handy reminder text. And then you can add in uncommons and rares as your pupil's confidence level grows! – thesunneversets Jan 31 '11 at 18:20
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@thesunneversets: I think removing all of the uncommon and rares may make the game a little easier to run, but it would also remove a lot of the things that may get a new player to become excited about the game. So I would recommend judiciously remove some of them depending on their complexity and ungrokkability. – adamjford Jun 22 '11 at 15:32
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Wizards has a new product released this month (September 2012):

Booster Battle Packs (MSRP $9.99)

Each Booster Battle Pack contains:

  • Two 20-card semi-randomized decks
  • Two 15-card Magic 2012 Core Set booster packs
  • Magic "learn to play" guide
  • Rules insert

The ad copy says:

Each pack contains a pair of semi-random decks, each with land appropriate for the deck's two colors. To play Booster Battle Packs, each player selects a deck, opens a booster chooses up to five cards from it, and shuffles them into their deck, then the spell-slinging begins. Since each pack will have four different colors, the two decks won't overlap. And when you add the booster to the equation, Booster Battle Packs create nearly limitless limited play options.

So, that's a pretty affordable way to get your feet wet. Don't drown.

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I believe this product is currently called "Fat Packs" – Stephen Sep 20 '11 at 13:40
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I believe they're called "Booster Battle Packs"! Fat Packs have existed for ages, are slightly less focused at providing an out-of-the-box introductory two-player gaming experience. – thesunneversets Sep 20 '11 at 15:23

A totally different approach would be to download the old PC game "Shandalar", it was produced by wizards of the coast and should be freely available nowadays as it is quite outdated. I played this before going out and buying a lot of decks and boosters etc. it was definitely a big factor in drawing me to the card game.

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The original MtG computer game (with the two expansions) isn't a bad way to learn (especially given that you can actually build a deck, as opposed to the way the current version works) ... just keep in mind that "freely available" isn't necessarily the same as "legally available". – Dave DuPlantis Jun 22 '11 at 13:04
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Problem is there would be a HUGE learning curve when you transition to modern rules (the stack, no interrupts, combat), and there would be no familiar cards whatsoever (except maybe Giant Spider and Lightning Bolt.) I say this even though I loved Shandalar to bits back in the day. :) – adamjford Jun 22 '11 at 15:59
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The game won't run out of the box on a modern system - it requires Windows 95/98. It's been a while since I've tried, but I'm not sure the built-in compatibility shims are sufficient to overcome this. Also, the name of the game is "Magic: the Gathering" - Shandalar was the setting. – BenOfTomorrow Aug 17 '11 at 21:15
Shandalar is not a good resource to teach the game to new players. It's a great nostalgia piece for those of us who played the old rules, or to show someone how it used to work. – Stephen Sep 20 '11 at 13:39

Best thing to buy would be the Duels of the Planeswalkers game. It's got a good subset of the core rules, and because they're computer determined, (including the default decks), it's less intimidating in terms of making a mistake. It's available on the PC (via Steam), XBox Live Arcade and PS3.

Then move to the cards on the floor.

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The game is actually called Duels of the Planeswalkers 2012, and saying an Xbox game is available on PC and PS3 seems kinda awkward. :) – adamjford Jun 22 '11 at 15:46
Agreed. Edited. – deworde Jun 22 '11 at 18:18
I don't agree that teaching the PC version of the game is the easiest way to introduce a new player to the card game. Additionally as these games get dated, they don't keep up with modern rule changes. – Stephen Sep 20 '11 at 13:39
Hey, scanning the MM website, it turns out Maro agreed with me! – deworde Jun 14 at 21:52

Wizards has released ten 30-card sample decks (2 in each color) designed for exactly this. Unfortunately, they do not appear to be a product. I saw boxes full of these given out at conventions as freebies.

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I went to the Magic guy at my FLGS and asked for them, telling him I was going to use them to teach new players. He gave them to me for free, as long as I told them to drop by his store. :) – adamjford Sep 19 '11 at 18:03

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