Teach it: a twelve-lesson MTG Limited course

For teachers · a twelve-lesson course

This guide was written as a course. The last chapter of it is a syllabus for an instructor with a class: twelve lessons of two hours, one a week, each with a lecture, an exercise and — every few weeks — a tournament. It is free, it needs no licence and no account, and 11 of the twelve exercises now also run in a browser, so a student who misses a week can do the week.

What you need to run it.
  • Two hours a week, and a room with tables. The lessons are built for two hours; an extra half hour goes to more practice, never to more lecture.
  • Cards. Boosters where you can afford them, and recycled cards where you cannot — most of the lessons are built out of piles the instructor assembles, not out of new product.
  • A photocopier, twice: the stability sheet and the opening-hands sheet are written exercises.
  • The deck building for a tournament happens at the END of the lesson before it, or the tournament will not fit.
How a lesson is shaped. Lecture, then the exercise, then play. The balance is not equal everywhere and is not meant to be: some lessons are almost all lecture, some are a whole tournament, and a few replace the game with a written analysis, which is the part students remember.
Lesson 1 · The introduction

Four archetype decks played twice: once as a normal tournament, once with every deck arranged beforehand. What randomness is actually doing to the game.

Bring: four pre-built decks, one per archetype; they need not be strong, only clear.

No browser version: this one needs real games played twice over.

Lesson 2 · Exercise 1

One pack drafted three times over: with no mana at all, with every land making two mana, and in an ordinary draft. Turning the price of a card up and down moves the answer, which is the whole lesson.

Bring: any pile of cards to draft from. Read: The Golden Rule.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

Lesson 3 · Exercise 2

Tempo: accelerators, finishers, cards that cost something other than mana. Decks built around each, swapped at half time.

Bring: mana accelerators, two or three finishers, and three decks around the tempo question. Read: Mana.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

Lesson 4 · Exercise 3

Cards and life as resources. Decks go under the hammer and the bids are paid in opening-hand size and life total.

Bring: one deck per student, deliberately uneven, each built around an idea. Read: The Cost in Life.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

Lesson 5 · Exercise 4

A points draft: thirty points a player, cards revealed one at a time, the price falling as they go round.

Bring: a pile of 180 cards per group of four. Read: The Art of Drafting, Part I.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

Lesson 6 · Exercise 5

Split and choose. One student divides seven creatures, the other takes the pile he prefers, and the decks play with creatures as lands.

Bring: piles of creatures only, one between each pair, as varied as you can make them. Read: Creatures as Stable Spells.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

Lesson 7 · Exercise 6

The stability test, in writing: nine cards a sheet, each judged on how often it acts and what it is worth off its best case.

Bring: a photocopied sheet of nine cards, and a prize for the best analysis. Read: Stable versus Situational Cards.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

Lesson 8 · Exercise 7

Functional synergy: half-decks of one colour passed around, so every student plays several combinations of the same base pack.

Bring: two or three half-decks of twenty cards in each colour, each on one theme. Read: Functional Synergy.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

Lesson 9 · Exercise 8

Mechanical synergy: pools built entirely on one mechanic, drafted in a snake order, two or three pools a student.

Bring: as many 15 to 20 card mechanic pools as you can build. Read: Mechanical Synergy.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

Lesson 10 · Exercise 9

A draft run to a strategy drawn from a hat: pick early or pick late, in each of the two colours.

Bring: boosters, and the notes to draw. Read: The Art of Drafting, Part II.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

Lesson 11 · Exercise 10

Duplicate sealed: two identical pools, played against each other, and then both builds taken apart in front of the class.

Bring: identical pools, in pairs if you cannot make them for everyone. Read: The Secrets of Sealed, Part I.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

Lesson 12 · Exercise 11

Opening hands, analysed in writing: keep or mulligan, and why, before the class works through them together.

Bring: a photocopied sheet of hands, simple ones and hard ones. Read: The Initial Decision.

Run it in a browser: the exercise — the same decision, dealt from real cards and marked against the chapter.

The whole syllabus, in the author’s own words, is the chapter this page is drawn from: MTG Exercises. The exercises that run in a browser are listed under Exercises, and the chapters they come from are the rest of the guide.

If you run this with a class, a club or a store and something in it does not work, say so — the course has been taught, but never by everyone.

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