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Been really into building ultra-budget decks lately. I figured a good utilization of this would be to make a "series" of casual builds to try and get people into the game. (heads up- card prices are for when i built these originally, and I did not count basic lands so the EV here might not under a dollar- every card i put in was 2 cents or less at the time of it being added to the list)I'm not trying to make "optimal" decks. I want to put potential new players minds at ease by trying to defeat the two biggest concerns most seem to have before getting in the game- that MTG is: 1. Hard to learn2. too expensive they also happen to be modern legal, but these obviously aren't competitiveFor this mono-colored "round" I'm trying to build decks and find cards that :1. illustrate what the individual colors tend to do in the general color pie of magic, that...2. are not overly mechanic-intensive... at first...for the most part- you'll notice a shortage of instants and cards that typically are only good when used in "combat trick" types scenarios especially in Green and White, (there are still the opportunity for those things to occur like with creature abilities- but i chose to use cards that still made sense if played at sorcery speed because- at least in my experience- i notice beginner players have a tendency to want to play everything on their first main phase)3. are cheap as dirt4. have functional sideboards to fight the other 4 decks to get players to start learning how to evaluate the "playability" of cards in certain matchups. I'm building these decks with a bit of a complexity hierarchy. Green will be the easiest and have the lowest amount of "complicated" pieces (the least amount of instant-speed stuff/more obscure mechanics etc). Obviously, blue's hallmark of counterspells and things of that nature require that one know how the stack functions and the like- so I put it last. I think the "complexity level" of the decks will follow the below order from the easiest to use to the hardest generally (At least thats the plan). I'm hoping to match power-levels as close as possible though so the games are still fun. So in general, if its a totally new player, it's probably best they start with green, and the opponent starts with white, and then gradually go down the list yadda yadda. 1. green (ramp stompy kinda)2. white (life gain tokens kinda)3. red (lower to the ground- with a small "combo" win con)4. black (graveyard utilization and discard)5. blue (rudimentary control deck with a small artifact theme)full deck list linksGREEN: https://www.mtgvault.com/hipponox/decks/1-starter-green/WHITE: https://www.mtgvault.com/hipponox/decks/1-starter-white/RED: https://www.mtgvault.com/hipponox/decks/1-starter-red/BLACK: https://www.mtgvault.com/hipponox/decks/1-starter-black/BLUE: https://www.mtgvault.com/hipponox/decks/1-starter-blue/
Ramp and stompyI tried making this one have some mana ramp in the form of Humble Naturalist and Silhana Wayfinder, as well as do the classic stompy game plan with win cons like Greater sandwurm and Silverback shaman. i incorporated vineweft and marauder's axe just to introduce the card types. Mechanics like trample and deathtouch are also introduced on cards that have the explanatory text on them as well (if you're buying these decks, id always suggest getting the versions that). sideboard is tuned to fight flyers, it has some graveyard hate, and some hexproof stuff to fight control/removal, as well as rudimentary board clear for swarms, and some life gain against burn. There ARE instants in the side- the logic being that after a game or two, a player might understand how they work better and can use them in later games- but they are not in the main board so its easier to understand and play right off the bat.
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NOTE: Set by owner when deck was made.