Magic: The Gathering Drive to Work Podcast - #415: Teaching
Episode Date: March 3, 2017I'm often asked about the best way to teach Magic to a new player. In today's podcast I explain how to do it. ...
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I'm pulling my driveway. We all know what that means.
It's time for another drive to work.
Okay, so today's topic was suggested by somebody on my blog.
They said to me, you know, I really have some friends.
I'd love to play magic, but I have no idea how to teach them magic.
And so today's podcast is all about, okay,
how do you, a magic player, teach a non-magic player how to play magic?
Because I've talked about it a lot, that one of the big, what I call the barriers to entry about magic is,
it's an intimidating game.
You know, it's relatively complex when you add everything together.
And it is very easy for people on the outside to see their friends on the inside
and go, whoa, whoa, that's way too much. I'll never learn that.
You know, it's not for me.
And I've seen a lot of people who I knew would even enjoy the game if they learned
get really intimidated by it.
And so today I'm going to walk you through some things you need to do if you want to teach somebody.
Okay, so here's the first thing to understand.
And this is probably the guiding, the most important thing about teaching somebody.
It's not even just magic.
It's true of any games.
But it's particularly true of magic.
Which is, the most important thing is you want them to enjoy their first experience.
Now that might sound, some people go with that.
Well, of course they want, but no, no, no.
That's your priority.
That is more important than anything else.
You want them to enjoy their first time.
And people say, okay, I got it, yeah, yeah, yeah.
And then they don't prioritize that.
So let me put this in a larger context.
It is not important
at the end of the first game of Magic that they
understand all the rules.
It's not important at the end of the first game
of Magic that they even know all
the possibilities, or even some
of the possibilities. They don't need to know everything.
All they need to know in the first game
of Magic is enough to enjoy
the first game of Magic. It's all they need.
And here's the important thing. If at the end of the first game they go, oh I had a
good time, they'll want to play again. And if they want to play again, then you
have time. They'll learn the things they need to learn. And I think one of the
biggest problems I see when people are teaching is they don't
take this maxim to heart, which is teach them as little as you have to teach them
for them to enjoy the game.
So remember, number one rule, they need to enjoy it.
Number two rule, teach them as little as possible.
The less you can teach them, the better.
And I know some people, they just want to,
it's kind of like, okay, here's magic,
and just start throwing everything at them.
It's too much.
I mean, the thing about magic is, magic at its core, at its core, the base game actually isn't that complex.
The actual, like, one of the interesting things is, we used to make a product called Portal.
And what Portal was, was one of our attempts to sort of introduce people to magic.
And so we really simplified it.
And I did a lot of teaching of Portal and stuff.
And what Portal made you realize is how fun the base-based game is.
Because the thing about Portal was Portal had creatures, had sorceries,
and had land.
That is it. No
instance, no artifacts, no
enchantments, no planeswalkers.
It had creatures,
sorceries, and land.
So basically, only things
you did on your turn. You never did stuff
on your partner's turn. You just did stuff on your turn.
There are a few rare exceptions where they cheated. But mostly you did stuff on your turn. You never did stuff on your partner's turn. You just did stuff on your turn. There are a few rare exceptions
where they cheated.
But mostly you did stuff
on your turn.
And so the idea is
that you don't need
to introduce tons of things.
I mean, I remember
in between,
we would go to different
local festivals and things
and teach.
And in between,
when the bands were playing and people weren't pouring in,
we would sometimes play each other.
But all we had was the Portal decks.
So we would play Portal games against each other
and they were actually interesting games, even though
there was very, very little, you know,
a lot less options than normal Magic.
And it really made me appreciate
sort of, like, just attacking and
blocking. There's a lot of complexity
and once again in Portal
we're talking these were simple creatures
you know the creatures basically
were vanilla, french vanilla
or you know
most of them either had an enter the battlefield
effect if they weren't vanilla
or french vanilla or a few of them
had like an attacking trigger
but there wasn't a lot.
It was pretty straightforward stuff.
And so when you were teaching somebody,
first and foremost,
what I recommend if you want to teach somebody,
what I recommend if you want to do it right,
is you want to go through your collection
and you want to build two decks to start playing with.
Now, there's stuff like sample decks.
So what happens is we make these things called sample decks
that we give away to stores and stores give away to players
that are meant as an introduction to the game.
Sample decks are built to be first-time decks.
So if you don't want to build your own deck,
you can go to a store and try to get your hand on some sample decks.
Sample decks are a very good introduction. But
you can make your own sample deck or you can make your own introductory deck. Basically what you want
is, so here's the first thing. Remember the caveat
I started with. Make sure they have a good time.
So what that means is, understand you
hopefully if you're teaching someone to play, you, hopefully if you're teaching someone to play,
you know the person you're teaching how to play.
Maybe you've played other games with them.
Maybe you just know things that they like.
The key is, when you're trying to make decks for somebody, what you're trying to do is two things.
First and foremost is pick things that will excite them.
And here's an important thing to understand.
that will excite them.
And here's an important thing to understand.
It is okay for somebody to not understand everything of something
if they get enough of it
to have fun with it.
And what that means is
it is better to have something
that's flavorful
and a little bit above their head
than something that's not particularly flavorful
but simple.
I want to have fun,
meaning I prioritize them having fun
over them understanding everything.
Because if they have a good time,
I mean, they need to get the gist of what's going on,
obviously,
but if you have to help them a little bit,
and as long as with your help
the game's able to progress
and there's fun things going on and they're enjoying
it and the flavor is cool,
they're going to have a good time and they'll come back.
So one
of the things I say is, try to think
about what they will
like. Now, the
interesting thing is, when you introduce the
game to them,
a couple things. First off,
okay, sorry, I'm jumping ahead. So make decks with them in mind. Now, in general, when you're making your decks, for sure put creatures in. Creatures are not only fundamental to the game, but are pretty easy to understand and make sure the game will end. Um, I'm not saying you can't put instance in, you can, I mean, I would lean a little more towards sorcery. But you can put a few instants in.
Just make sure you're picking instants that, like, it makes sense when you're going to use them.
So, like, oh, this happens during this time.
Okay, you can cast it during this time.
I will not say not to put enchantments or artifacts in if you think that that will be appealing. Like, one of my big things is it is more important that you excite the player
than you enable them
to understand everything.
What you want is,
here's the things they need
to understand in the first game.
They want to get the sense of life,
you know, that there's a score total,
and that what you're doing
is driving their life from 20 to 0.
And you want to make sure
they understand casting spell, how to cast a spell to make sure they understand how to cast a spell.
But if you understand how to cast a spell,
how to attack with the creature,
and how to track life totals,
you'll get by enough to enjoy the game.
You don't need to know tons more than that.
So the big thing is,
when you're teaching somebody,
here's the next lesson,
is don't talk to them and then start playing.
You should talk to them very little before you start playing.
What you want to do is give them a little tiny bit of intro and then teach them while you're playing.
Because somebody talking to you can get boring.
because somebody talking to you can get boring.
You know, I mean, now, part of what makes... Actually, I'm jumping ahead of myself.
First thing you want to do, okay,
so you want to make decks for them, for you and them,
so you sort of make it keep from being too complex
and that you are playing into things you know they like.
Okay.
So sit down.
The first thing you do when teaching someone to play, the first thing you do is take the magic cards and put them in their hands.
And, and then this is important, don't talk, let them look at the cards.
Now, some people go, but wait, the cards won't make any sense. That doesn't matter yet.
Remember, the number one caveat of teaching someone to play is making sure their first
experience is good. Magic cards are fun to look at. And, and, so if you guys remember,
I talked, I haven't done the podcast yet, but I talked about this in my column on my speech.
One of the things about getting people invested is people are more invested if they feel they're the ones initiating things.
So if I sit cards in your hand and you read them and you're like, oh, what's this mean?
And you ask me, then I get an answer and I'm answering your question.
You're more invested.
So the first thing you want to do is put the cards in their hand.
Let them look at it.
The art is pretty, you know.
And they know
they're not going to understand everything, but you want to first sort of get them in
your hands. Let them see it. Let them look at it. Let them ask questions. But the key
is you want to start playing pretty quickly. You can answer a few questions, but don't
spend too long talking about the game. We want to start playing. Okay, so the very first thing you need to teach somebody is make sure they understand
what spells are. So the first thing you want to do is explain to them the goal of the game.
Okay, because if you remember my 10 things every game needs, number one was a goal. People
always want to know, okay, what's the point of the game?
What do I have to do?
So, and keep it very simple.
Say, okay, here's what's going to happen.
We each have 20 points.
Now, in this game, we call it life because that's the flavor.
We're wizards, you know, magic users dueling with magic.
And we each have 20 points that we call life and the goal of
the game is to get the opponent's life total from 20 down to zero and I'm going to show you you have
a whole bunch of different spells and things to do that that's the goal of the game to get me from
20 to zero now another thing I would say is use probably paper.
You want to make sure that the score,
well, however you want to do it,
it needs to be visual.
You want to be able to see,
I have 20, you have 20, I have 20,
and as the score changes,
they watch it change.
Being able to see the numbers and see the change is a lot of the drama of the game,
and it's important.
Do not, do not just like off the drama of the game and it's important.
Do not, do not just like off the top of your head say, I have 20, you have 20.
Okay, now you're at 18.
See it.
Make sure they see it.
They need to be able to rock that.
The score is a very important part of the game.
Okay.
Once you've explained the goal to them, the next important thing you need to do, and do
this by looking at the cards in their hand.
What I recommend is when you teach somebody, the first game you teach them, play everything face up. Play the hands face up.
Explain to them that in the full game, you don't see each other's hands. It's secret.
But for learning purposes, we're going to play face up. And the reason for that, the
reason you want to play face up is you, the person teaching, want to be able to monitor everything in the game.
Because here's the goal.
Once again, I will repeat this many times today.
Your goal is to make them have fun.
If you want them to play more, you want them to have fun.
So what you are doing when you are running them through the first game is you are trying to make an exciting game as possible.
You're not trying to win the game. You're not trying to make an exciting a game as possible. You're not
trying to win the game. You're not trying to beat them. You are trying to make the
game as fun as possible. So you have a different goal than normal. Your goal is
not to win. Your goal is not to lose. Your goal is to make the game as exciting as
possible. What you want is a really close game. And one of the
reasons to play everything face up
is that gives you all the information you need
so you can understand what you need to do
to make sure you have a close game.
Remember,
the new player is not going to
understand all the nuance of the game.
They're not going to understand when or
why or where you do or don't cast spells.
So, what you want to do is, and by the way, just as a magic player, you can look and see what the
spells are and understand the light totals. And you know, what you want to do is create drama.
And you are teaching them what to do. So one of the things you want to have happen,
things need to happen. You don't want a game where nothing happens.
You want a game where things happen.
You want a game where creatures attack,
where spells are cast,
where, you know, you want things to happen.
Because part of what makes a game exciting
is that there is drama to the game.
You know, life totals have to change,
creatures attack,
creatures fight with each other,
there's creatures dying and spells casting, and you want things to be happening. And here's a good way to think
of it is, after the game, if you went back and explained in narrative terms what had
just happened, it should sound exciting. You know, I cast a goblin. And then I attacked
my goblin. But out of the blue, they had a griffin that appeared, and the griffin beat my goblin.
But ah-ha, I had a magical spell that, you know, withered the goblin, whatever.
That you want a lot of back and forth, and you want to encourage the other player to do things.
One of the biggest problems that beginners have is they freeze up and don't do anything
out of a fear that somehow they'll do the wrong thing.
That is not particularly fun.
Not doing things is not fun.
So what you want to do in the first game you play with them is you're going to help them
make a lot of decisions.
In fact, kind of what you want to do for the first game is you want to do a lot of encouraging.
Now, that doesn't mean that you want to give them choices because one of the things is
they're playing.
You want to make sure they feel like they're playing the game.
What you don't want to do is like, I'm just playing the game for both of us and you're
watching.
What you want to do is give them decisions.
Now, they'll ask your opinion and you can say things like, well, I would do blah here, that's fine
but what you want to do is
set things up, encourage them
encourage action, but then
also occasionally give them a choice
like, for example
a very common thing is, let's say I attack the creature
and I say, okay, here's what's going to happen
you have
let's say you attack with a creature
and they have two creatures.
And you can say, okay, here's what's going to happen.
I've attacked my creature.
Now, you have three
choices. Or four. You have four choices.
You can not block at all.
Just let my creature hit you and you'll take so
much damage. Let's say my creature's a 3-3.
I'll do three damage to you. You'll go from 20 to 17.
Or, you can block
with your 1-1 creature.
If that happens, they get in a fight.
My 3-3 will do 3 damage to
your 1-1, and your 1-1 will do 1 damage to my 3-3,
which means my creature will kill
your creature, but you'll stop me from damaging you.
You could block with your 2-2
creature. If you do that, they get in a
fight. You do 2 to my creature, I do 3 to yours.
Once again,
my creature would destroy your creature, but your creature wouldn't destroy my creature. If you do that, they get in a fight. You do two to my creature, I do three to yours. Once again, my creature would destroy your creature, but your creature wouldn't destroy my creature.
Or, your fourth option
is both creatures could block
your 1-1 and your 2-2, and then you
do one damage plus two damage, which is three damage,
enough to destroy your creature,
and I would do three damage, one and two, enough to destroy
both your creatures. So you could block with both creatures, and
all of your creatures would be destroyed.
And so, you give them options
and let them go.
Oh, well,
do I want to just take the damage?
Do I want to just block
and not take damage
and just lose one creature?
Do I want to lose,
you know,
you walk them through choices
and explain what's going to happen.
But I will stress that
if you find them
sort of a
always opting to avoid
things
sometimes you just want to do some encouragement
like it's okay to say to them
okay it's your turn
you have a creature, your creature is bigger than any of my creatures
it's pretty safe to attack with it
I would recommend attacking
do stuff like that where
give them choices but also some of the time, just make
recommendations that push them toward action.
The other thing
to remember with new players is, there are
a few things that new players in general,
I'm making a blanket statement,
this is not true of everybody, but there's a few
things that they tend to like, so be aware.
Number one is
they overvalue the numbers of life total.
I think what happens is you get better with magic,
you start to realize, okay, I have 20 life,
I can lose some, it's okay.
They really, really like making the opponent's life total go down,
and they get really nervous when theirs goes down.
So one of the things you might want to do
the first time they take damage or something
is reaffirm and say, oh, okay, you just took three damage, which takes you to 17.
Oh, but you know, you have a lot left.
You still have 17 life left.
That reaffirms to them that they have, you know, that there's some fear sometimes that
just taking even any damage is, because the game is about going to zero.
So every time I take damage, I'm closer to losing.
Oh, that's bad.
And so make sure that you sort of, as they take damage, that you explain to losing, oh, that's bad. And so make sure that you sort of,
as they take damage, that you explain to them,
you know, give a little context of,
you know, it's okay, yeah, you took three damage, but you're still at 17.
You still have a lot of life left.
They don't know, for example,
that being at 17 is, yeah, you're still
in pretty good shape. They don't know that. So you make sure you want to
give some of that context.
Okay, so
the first thing you do is you explain life total. The second
thing you do is you want to start explaining how to cast a spell, what a spell is. Don't worry about
the different, when you first teach spells, don't get into the different kinds of spells yet.
You have to worry about that right away. What you want to do is
teach them what the mana is. So it requires
you talking about the five colors of magic. Now, in my, what I've generally learned is that people
enjoy the colors of magic. Once again, don't spend too much time on any of this. You want to do a
quick version, but what you want to say is, look, there's different colors, and the way I always explain it is,
okay, you're a planeswalker, which means you're a mage, a wizard, and you're casting magical spells.
When you're casting magical spells, you need to get this energy from the earth, this magical energy that the game calls mana.
And then what you need to do is every spell tells you how much magical energy,
how much mana you need to cast it. So let's look at it. Okay now see this and
you point out that you can point out the colored mana symbols. There's different
colored mana symbols. See this? That is a little swirl of fire. Well a little swirl
fire means red magic. You know red magic is a destructive magic and red magic has
a little fire as its symbol.
So on this card, notice there's a two, there's a two in a circle,
and there's a little fire in a circle.
A little fire in a circle means red mana.
So what that's saying is this is a red spell,
and in order to cast a spell, you need at least one red mana.
Well, where do you get red mana? Well, let's look.
See these things called land.
The land is, you get magical energy from the land.
And you're allowed every turn to put one land into play.
And once again, by the way, when you're walking them through,
you want to sort of walk them through the steps of the turn and say,
okay, now you can do this.
Like normally what I do is on the first turn I say, okay, let's start.
You go first. Okay, usually I have them draw the, on the first turn, I say, okay, let's start. You go first.
Okay, usually I have them draw the card on the first turn, even if they go first,
just because teaching them play drives isn't quite necessary yet, and drawing a card is exciting.
And so I say, okay, first thing we want to do is we want to play a land.
First thing you always do, look in your hand, you see a land.
See, it says land on it.
And then once they play a land, I then explain the mana
system. And so let's say they have red in their hand.
I go, okay, well where do you get the red mana? Well, see the land
you just played? Look, there's a red mana
symbol on it, just like in your hand.
This land makes
red mana. And it shows you it
makes red mana by having a big red mana symbol.
So what that means is, in order to
cast a spell, you need to have
a red mana symbol. And then what the two means is you can have two mana a spell, you need to have all red mana symbol,
and then what the two means is you can have two mana of any color you want, doesn't matter.
It can be anything.
So right now, so that spell would cost one, two, and a red.
So three, you need three lands.
Do you have three lands out?
No you don't.
Okay, so right now you have one land out, let's look at your hand.
Is there anything you can cast having just one red out?
And look at their hand. If there is, say, oh, like one of the things you want to do when you're teaching is every turn
get them to play the land first. Just teach them to play land.
I
understand as they get more strategic. It is fine as they learn strategy better to realize some of the base things you taught them
aren't always true. But when you're teaching somebody, it is easier to learn absolutes than it is to go, well,
you know, here's the reasons why you may or may not want to play mana.
That's confusing.
Every turn if you have a mana, if you have a land, play a land.
And later on you can teach them, like, it's okay to later un-teach them things or teach
them that there's more subtlety than you first learned.
But when you're first learning,
the key to teaching somebody
is they want,
they're overwhelmed.
Remember this, by the way,
when you're teaching somebody.
They're overwhelmed.
They have a lot of information
and they are trying to take in all the information.
What they want from you is
they want you to make it easier for them to
help them figure out what to do. So a lot, when you give them some rules to follow, like for example,
the first thing you do every turn is, well, first you draw a card and then if you have a land,
you put a land play. Only one per turn, but if you have a land, put a land to play.
And then the idea is teach them to say,
okay, let's look how much land we have.
What do we have in our hand? Can we cast it?
Now, there will always be a few spells,
if you put ores in or giant growth in,
there's a few spells where you can cast it faster than you want to cast it.
Let's say you put giant growth in a deck.
On turn one, can I cast it? Oh, you can cast it
you have a force that produces a green
but let's look and see what this spell does
so it says
target creature gets plus three plus three
until end of turn
target is a special word in the game that says
you get to choose
you get to choose what's the target
of your spell, you get to choose what you want
but you have no creatures in play so this does things to creatures You know, you get to choose what's the target of your spell. You get to choose what you want.
But you have no creatures in play, so this does things to creatures.
Well, until you get a creature in play, the spell won't do anything.
So we're not going to cast it yet because we don't have a creature.
That's the kind of stuff you can explain to them.
You can give them the parameters.
And once again, always talk in terms of things they understand.
There's no value to you using game terminology or you getting into the strategy.
What you want to do is just explain to them in simple terms.
They go, okay, I understand what you're saying.
Now, at some point, you want them to get your creatures out.
Hopefully, you've made decks that have mostly creatures.
Creatures are the bread and butter, especially teaching new people how to play.
Okay, so the things that will confuse people with creatures,
for those that haven't taught beginners, is a couple things.
Number one is the idea of power and toughness.
It takes a little getting used to.
The idea that there's two numbers and what they represent.
That is why when I teach people,
I tend to give them square-statted creatures to start with. Square-statted creatures are just
easier to understand because in some level you're learning one number rather than learning two.
So when you're making your deck for your first intro game. Now that doesn't mean you have to
all square stats, but one of my tricks is I make the
lower cost things square stats,
and if I have non-square stats, I put
them on higher creatures.
It means we have to get farther in the game before I have to
explain what that means.
And that, by the way, is a very good
way to think about it, is
think about the mana curve
of your deck when you're teaching,
and put the simpler things lower down
so that they don't have to encounter more complex things.
Okay, so once you make them understand the mana,
and one of the tricks when you're teaching somebody is,
this is a teacher trick,
is people will say they understand something
when they don't understand something.
So the answer is not, do you get that? Do you understand? Because the response to that is,
yeah, I'm not a dummy. Yeah, I understand. What you want to do is have the person explain back
to you what you explained to them. So for example, let's say you just,
So, for example, let's say you just—one second.
Hydroplane there.
Safety first.
One of the things that you want to do is you want them to be able to recite what— so let's say, for example, you're doing Manakas.
What you don't want to say to them—okay, do you understand?
What you want to say to them is, okay, let's look at a spell in your hand.
Okay.
How much does this Okay. How much
does this cost? How much land
do you need to cast this? So you're asking
a question in which the only way for them
to get it right is a demonstration that
they understand the principle you just taught them.
And the
good news is, if they get confused,
then it helps you understand
what the confusion is. Oh,
well, I see a two and a
I see a thing with two
and a thing with red
so that's two
no no no
the number means
you can explain things
but remember
the key is
explain as little
as you have to explain
but when you need
to explain something
make sure they understand
the thing you're explaining.
So once
they know how to cast a spell, you then get
to creatures. Like I
said, I tried to do square instead of creatures.
So the confusion people have with creatures is, one,
they think creatures attack other creatures,
so you have to explain
to them that creatures only attack
another player, but that creatures
can then get in the way and protect
their wizard,
their planeswalker. It is fine
by the way
if
magic has some terminology, like
library, like graveyard, like
planeswalker, that
or
planeswalker for the player,
like you're a planeswalker,
you do not need to use all the terminology out of the gate.
You know, you could say, for example,
this is your deck.
In the game, we call it your library, you know,
but that doesn't mean you can't refer to it as a deck early on
to get them to understand it.
Now, at some point, they'll have a card that refers to a library.
Remember, remember, your deck
is your library. And that
when you're using terms, it's okay to
explain, I mean, briefly
what the term is.
You're a wizard, and this deck
recommends your book of spells.
So, it's called your library
because all your spells are in it.
You can explain stuff like that.
So, creatures, they think they can attack other creatures
and they often,
you're going to want to walk them through a creature combat.
And usually what I do is line up the creatures
so their numbers are touching each other
and say, okay,
especially if you do it against each other,
that way your power is against their toughness and their toughness is against your power. You say, okay, remember if you do it against each other, that way your powers against their toughness,
their toughness against your power.
You say, okay, remember, my creature does two power,
your creature has two toughness.
And what I would do is explain a little bit,
and then say, okay,
and then once you've explained once or twice,
in future times, say, okay, what would happen?
And a lot of combat is you walking through scenarios
of them understanding what would happen, and then once they understand what would happen, and a lot of combat is you walking through scenarios of them understanding
what would happen, and then once they understand what would happen, say, okay, now what do you want
to do? What you will find, by the way, with beginners is the two most obvious things that
beginners will do is one of the two extremes. Either they will be uber aggressive, wanting to
knock you down at every level and constantly attack, or they will be uber aggressive wanting to knock you down at every level and constantly attack or they will be super defensive
and be afraid of losing any life
and never attack
and so usually what you need to do
is if you see they're attacking all the time
you have to explain to them
when they're doing dumb attacks
explain to them, oh, this doesn't make a lot of sense
because you have a 2-2 creature
they have a 3-3 creature
if you attack, they're just going to block and kill your creature and nothing's going
to happen.
You'll just lose your creature.
Meanwhile, on the flip side, if they're being too cautious, you might go, okay, you have
a 3-3 creature.
All they have is a 2-2 creature.
Their creature can't stop your creature.
I mean, they can't kill your creature.
So if you attack, they can block it, but if they do that, their creature will die and
yours won't.
Walk through and give them explanations of why to do things. And then, okay, so let's say you walk through,
you do this. If you're able to teach them the basics of how to cast a spell, how life
total works, how to cast a spell, and what creatures are, you can have a fun game. You
actually need much more than that to have a fun game.
Part of what you want to figure out is
you want to put enough stuff in the decks that some,
like, you want a few things to happen that are, like,
like, I like having one card that breaks rules.
And there's some creature keywords that do that.
Like, for example, V example vigilance is an interesting one
where you teach them
that things attack
and then you go
ah
but this creature
has something called
vigilance
now remember how I taught you
that every time you attack
you have to tap a creature
vigilance creatures
don't tap to attack
and why is that important
oh
well you need
normally if you tap
with a creature
and you tap it
you can no longer
block with it
but a vigilance creature
because it doesn't tap
you can both attack with it and block tap it, you can no longer block with it. But if Vigilant Screecher doesn't tap, you can both attack with it and block with it.
So also, by the way, an important thing when you make a deck is,
and you can make a deck out of comments and stuff,
but not just make a deck, make a deck and give it to them.
This is now your deck.
There's a lot of potency in ownership.
And so one of the things when I like to make a deck is give it to them, deck. There's a lot of potency in ownership.
And so one of the things when I like to make a deck is give it to them and now they have something that's theirs that they can play with.
Okay.
So, you sat down with them, you made a deck,
you played with them. Oh, let's say you can't make a deck. Okay, well sample decks are the best, I think.
But if you can't, there are other things that you can play with them the thing to be careful with
is make sure that the thing you're teaching with doesn't have like one of the problems sometimes
with teaching people with extra expansions is or you know standard legal expansions is there can
be stuff in there that is on the more complex side and it's not for example that i dislike vehicles
but our vehicle is something i want to teach somebody on the very first side. And it's not, for example, that I dislike vehicles, but are vehicles something
I want to teach somebody
on the very first time
they're playing?
Same with energy.
I just, I kind of want
to give them the basics
before I teach them
the add-on stuff.
But I want to make sure
that in the first game
they play,
there's a couple,
usually spells,
but sometimes creatures,
that just do something
a little out of the ordinary.
And you want to teach them the idea
that the spells supersede the rules.
So, like, normally you do this.
Ah, but this spell says you can do it,
so you can do it.
That concept's pretty important.
You definitely want to find a place
where you can explain...
Like, one of the cool things about magic
is a couple things.
One is the idea...
What?
Oh, one is the idea that you have something that's
yours that you customize, that you make. Most games, when you play it, it's the same thing.
So when you play a game, for example, it's the same game from game to game. Like when you sit down and play
Monopoly, look, it's the same board every time. But when you are playing Magic, you
are making your own deck. You're creating your own experience. That's a fun thing. Someone
has their own deck and that ownership is cool. So when you're teaching someone how to play,
it's important to make the deck so that they can have the deck.
Because that way they can learn the sense that it can be something of their own.
The other thing that's really different from magic is the flavor and the guidance of flavor.
So if you can steer them... One of the things that's cool is once they make their own deck, then you can say,
okay, then you can encourage them to start tweaking their deck or make changes
or whatever.
But getting them their own deck when they start is pretty important.
Okay, so the big question is once they play, hopefully you've made the deck for them, you
can give them your deck.
The thing that I tend to like with people, and it depends on why they're playing or how
they're playing.
We make a bunch of different products that give you a pre-made deck.
There are Planeswalker packs, which is probably my favorite way to start beyond something
that you make for them.
Planeswalker packs are geared more toward beginners, and it introduces you to the IP
of Magic, and you get a Planeswalker, which is cool.
The other thing that's very good for beginners is what's called the Deck Builder's Toolkit.
And what that is, is we made a box that just has a lot of cards in it
to give people the opportunity to learn how to sort of make their own deck.
And that just, like I said, one of the compelling things about Magic in the first place
is how much control you, the player, have.
Usually when you're first teaching somebody,
you want to give them a made deck, a deck that's done,
because it's intimidating to have to make a deck.
But once they have a deck, once you've made a deck for them,
and they have something to work off of,
the first thing you want to do is teach them how to tweak,
because tweaking is fun.
Tweaking is the first step. Tweaking
a deck to me is kind of like making a deck with, what do they call them on a tricycle
when you have safety wheels, little training wheels, training wheels, that allows you to
sort of make decisions with a lot of support and And like, okay, I have my deck.
One of the things to teach them, by the way, is teach them, build them a deck and say,
okay, trade same kind of spell for same kind of spell.
If you want to put a creature in, take a creature out.
If you want to put a sorcery in, take a sorcery out.
If you want to put a land in, take a land out.
For their first substitutions, sort of, you will build something that kind of is generally balanced
and tell them
if they match the card type,
then the deck will stay
generally balanced.
If they start doing stuff
like taking out land
to put in creatures,
well, their deck's
not going to work.
And so,
that's a good rule.
So anyway,
probably the first two things
I recommend are
Planeswalker Packs
and Deck Builder's Toolkit.
Another good thing that you might want to do the next step is dual decks,
or products in which the pre-made decks are there.
If you think, for example, they might enjoy Commander, there's Commander decks.
The thing to be careful of when teaching is just don't throw them too deep and
throw too many concepts at once.
The idea is
what you want to do is you want
to introduce them to the game and then slowly
let them see other things.
The thing that will make somebody
like, what are the dangers
when you're teaching somebody? So let's walk through what
they are. Number one is
being overwhelmed. That's the first thing.
Is going, oh, there's so much.
Okay, this is too much.
This is too much.
I can't handle this.
So you've got to be careful.
That's why I only want you to give them
as much information as they need.
Number two is they get bored.
So like I said earlier,
you want to make a fun experience.
That doesn't mean you have to give them
the absolute simplest possible magic cards.
If there's something they really will enjoy that's a little more complex,
that's fine. Let's say, for example, like, would I normally put artifacts in a deck? It depends.
If I think they will really enhance the play of the, you know, like, oh, they love magic wands,
and I can give them magic wands, and they can have a magic wand, oh, they love magic wands. Yeah,
I'm putting magic wands in the deck. You know what I'm saying?
Or they love suit of armor
or sword or whatever. If there's something
they really would enjoy that would enhance the experience,
even though that thing's a little bit complex,
you know, the number
one dictum is making sure they have a good time.
Not minimizing
complexity. Like anything else you
think might be a priority, I'm telling you
the priority is them having a good time.
And the other thing,
by the way,
is when you're playing,
if they ask questions,
ideally what you want
to do is play,
have things come up,
and in the situation
explain what's going on,
and let them have questions.
Let them ask things.
Just be careful.
Don't,
your answer should be,
so here's the tip I'll give.
So,
my mother used to do a lot of testimony in court
for her job,
and she's a psychologist.
She used to do expert testimony.
Anyway,
one of the things they taught her when they put
her on the stand is do not answer anything more than what is asked of you. If someone says to you,
where were you the night of January 12th? You give the shortest, simplest answer. You say,
I was home. Not, don't give a story.
You just answer the question.
Never give more information than what they're asking of you.
So I'm going to give you the same advice.
So see, I'm going to help you both for court and teaching magic.
Someone asks you a question, answer the question directly.
Answer the question.
Do not give them extra information if you do not need to.
Don't say, oh,
well, you know, this.
But, you know, this is
holding the thing you never heard of. Let me talk about that.
No. You want to answer the questions
and, I mean, you want to give them the answer.
You want to give them what the answer to the question.
But do not bring extra information
if you can avoid it. Because the number
one reason people will leave is they're overwhelmed. And the number one reason people will leave is they're overwhelmed.
And the number two reason people will leave is they're bored.
Those are the two biggies you have to avoid.
You can't give them too much that they shut down.
You can't give them not enough that they're like, eh, this is not exciting.
And I've had some stories of people who have taught their friends,
dumbed it down so much, like simplified it so much
that their friend's like,
okay, well, thanks.
Yeah, it's not that exciting.
Like, no, no, no, there's so much more,
but you didn't get a glimpse of more.
So it is important that when you build your deck,
the top, yes, you want to simplify some things,
but you also want to throw a few things in there
that are a little bit more complex
just so they go, ooh, what is that?
And it doesn't need to be a lot of things.
It's not like I introduce artifacts. I need to introduce lots of artifacts.
I can introduce one artifact.
The idea is, once they see a little bit of, oh, here's a thing that works differently than what you know,
they start to get the idea of, oh, there's just things that are different.
And it only takes one or two cards that are, you know, one or two
cards that are a little wacky or a little big in the effect
or whatever. Oh, the other big
thing about teaching beginners is
as
a general rule,
players, when they first
start playing, tend to be a little more
Timmy-ish, if you will.
Timmy-Tammy-ish. And what I mean by that
is, when you first start
playing a game, you have no...
It's not until you understand
the game that you get invested
in proving what you know.
It is hard to be super spiky when you
are learning. It is hard to be. You don't
know anything.
Likewise, in order to be
expressive, you have to have a decent
understanding of what is there.
So both Johnny, Jenny, and Spike tend to come a little bit later.
The thing that you get earliest on when you first start learning to play is a visceral thrill.
The thing that Timmy and Tammy latch onto is the thing that's easiest.
So it's not necessarily that more...
When you're beginning, you're more likely to lean in that direction
only because it's the easiest thing for you to sort of experience.
It's harder to prove something or exhibit something than it is to just feel something, you know, to experience something.
And so when you're teaching, early players have a lot of Timmy Tanny qualities to them.
What that means is you probably want to put
a few,
when I say big effects,
a big creature
or a big thing happens.
Something in which you go,
ooh, wow,
that's a big thing.
You know?
So, for example,
like I,
my son and I
for many years
played starter decks.
Just,
he enjoyed playing
starter decks.
And,
you know, eventually we got to intro decks and stuff.
But the thing he loved about the starter deck was he loved, like,
there was a green deck and it had a Terra Stomper in it,
which I think is an 8-8 Trampler for whatever, six man or something.
And the thing that he loved was it was big, it was exciting,
it was hard to deal with, it often would win the game.
And I used to joke that I knew when he would draw it.
Like he was so excited by it that I could tell when he drew it
because he couldn't hide the smile on his face.
Make sure when you're building decks for new players
that you are putting some of that stuff in.
You're putting some, you know, you want to make sure that there's some...
And the reason you want the Terrorstompers of the world is a couple things.
One is it's big and splashy.
Second is it'll make the game end.
Make sure you want your playing time to be as short as you can make it.
You don't want to play too long.
Remember the dictum that you want the game to end before the player wants it to end,
and usually by at least five to ten minutes.
You want the game to end and the player to go,
ooh, I want to play again, not like, okay, what else you got?
Let's do something else.
So one of the things when you're building your decks
is make sure to make things that end.
Make sure you have things, and the nice thing about big effects
and big creatures and stuff like that is they make the game end.
So putting those in your deck will
be exciting and help make sure that the game
ends.
Okay, well I'm almost at Rachel's school, so
let me just reinforce
several lessons of today.
First and foremost,
make sure they enjoy the first
experience. Maximize them enjoying the experience.
Nothing else that's important. They don't
gotta learn everything the first time. They don't need, you know, tell them enough to
get them interested. Don't tell them more than that. You know, as a general rule of
thumb, use my court rule, use as little as you need. How little do they need to learn
and be able to have a good time? That's what you want to teach them. If you can make things
for them ahead of time, that's great. If not, Planeswalker packs and Deck Builder Toolkits are the best things for beginners.
Although, Planeswalker packs, you want a premium experience for the very first time you play.
Deck Builder Toolkit's good once they sort of have the general gist of it and want to build their own deck.
And maximize what it is that they find fun.
And remember that your job playing the first game and play your hands
face up is not to win or not to lose. Your job is to make an exciting and a fascinating
game. You want it close. You want back and forth. You want drama. And you want to end
it where the person who wins, you know, is like, oh, they won, you know. And you don't
have to have them win all the time. I think what's important is they
could see their chance to win. Not that they win, but they could see the chance to win. Like, oh,
if they just run another card, maybe they could win. I mean, you can also let them win, but
it's not crucial. It also depends on who you're teaching. Like, you, the teacher, have to understand
the student because some people, winning would really mean a lot to them and letting them win
the first game will draw them in.
Some people, you know, if they win, they'll feel like,
oh, how did I, the beginner, win?
This can't be that good a game.
So it's up to you to sort of figure that out.
But your job is to maximize an awesome first game experience.
Okay.
With all that, those are the things I've told you
about how to make their first experience the best it can be.
And like I said, make sure that you ideally make them a deck and let them keep the deck,
even if you don't make the deck, even if you buy the deck, if you really want them to play,
what you want to do is make sure that they have cards after the game ends.
That if you want them to continue to play, them owning their own deck by far is the best
way to make that happen.
But anyway, I'm now at Rachel's school,
and so you know what that means? It means the end of the drive to work.
So instead of playing Magic, it's time for me
to be making Magic. I'll see you guys next time.
Bye-bye.