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Your avatar on the bottom right is a shortcut to your deck and single player campaign (or online play depending on your settings).
You will in fact be facing a diverse number of decks. Yes there is a developing meta-game with staple decks including goblins, aggro/swarm, but you also be facing, recursion, seance, life-gain, control, flying, combo decks, izzet, etc and more are being discovered by the day. As more cards are released expect the variation to increase.
Magic the Gathering is a very comprehensive game and can seem overwhelming at first. Do not let this throw you. It is a great game at it's core and is very fun to play.
A lot of this overwhelming sensation derives from the fact it's so vast. So many cards. so many abilities. So many colours and colour combinations and variations of deck.
Magic 2015 Is not the friendliest for newbies. I would reccomend Magic 2014 or even the installment before; Which goes under the title - Duels of the planeswalkers: 2013.
tip#1) In ordeer to expand on your knowledge you must first have a solid foundation of the basics. So often you want to rush headstrong into a new game and just figure it out as you go. Mtg is not one such game.Sure, magic 2015 throws an arbitary tutorial phase at you, but the surface is unscathed, let alone unsratched.
--So, Some bacis:
Basics#1) Each colour has it's own unique signature or play style. Combining two colours produces a 'guild'. Combineing a third will likely make it a 'shard'. The explainations and origins of shards and guilds is all in the story of mtg and explaining that won't help you be a better player. If you want explainations for these things; By all means ask. But in order to keep this post concise for other noobies - I will ask you to bear with me and understand that each shard and guild or stand alone colour has it's own play style. Finding out which style best suits you will help you take to magic better. After time and experience, you will find yourself being capable of playing any scolour, guild or shard depending on your mood.
Bacis#2) Now that we've picked our colour - Let's look at the actual game. Magic is a turn based game. Each turn is sectioned into phases. What phase of the turn it is determines what actions you can take, spells you can cast, abilities you can activate and what happens next. Please comment back if you are interested in having me break this down further. Again, trying to cram as much information as possible without it being wordy.
Basics#3) Though it may be impossible to know every term in mtg, some are very commonBecause they appear in every... core set. core sets, sets and blocks - again are terms that somebody exclusively new to the magic experience and knows only of duels of the planeswalkers has not been introduced to sets and blocks, though it is suggested in the game, as it is what drives the campaign. Again, if you want to know more about lore and story, just ask. back to the point. Some abilities such as; Haste, lifelink, flying, vigilance, deathtouch, defender, first strike, double strike, reach and fear appear often enough that they are the ones worth getting a grasp on first. Other abilities you will find, often only appeared briefly. Though how much we see of these mechanics is skewed in the DoTP games.
Basics#4) Learn the stack. The stack was the most complicated thing for me to learn, because I practically taught myself how to play magic. I didn't have internet or friends to help me. How spells enter the stack can drastically alter the outcome of the interaction.
The stack follows F.I.O.L (That's an acranym) - First in, out last. Personally I found it easier to think of the stack as a physical thing. taking the metaphorc meaning of the word stack. or pile. And in physical game, that is exactly how it goes.
In magic every spell must go on the stack before it resolves. spells come off the stack and resolves one at a time - The last cast is the first to resolve (Again, think of a pile of cards stacking up on a table, and you peel cards off the stack one at a time from the top, to the bottom)
The stack starts resolveing when all players decline to add another spell to the stack (That's what that 1-2 second delay after every card played is, an oppurtunity for either yourself or another player to add to the stack before things start resolving)
So, lets mock up a common example. Player 1 has a 1/1 creature. ***[1]/1 The one in brackets is it's power, the amount of damage it deals. 1/[1] The one in brackets (after the "/") is it's toughness. Total damage it can be dealt in a turn before dying***
Scenario#1 Player 1 attacks with the1/1. After declaring their creature as an attacker, player 1 adds Giant growth to the stack (Giant growth is a card that reads: Target creature gets +3/+3 until the end of turn.) After giant growth has entered the stack, Player 2 casts shock (Shock is a card that basically reads:Deal 2 damage to target creature or player.) Both players are out of mana and decline to add anything else to the stack. Since Shock is on the top of the stack (or pile) it resolves first. Dealing 2 damage to the 1/1 creature, killing it. Giant growth then attempts to resolve, but having no legal target is countered and goes to the graveyard.
Scenario#2 Player 1 attacks with the 1/1. After declaring no blockers, but before damage is dealt, player 2 casts shock, adding it to the stack. Player 1 then responds, casting giant growth. Again, both players are tapped out and have no other actions to take so the stack starts resolving. giant growth resolves first this time, since it is on the top of the stack (again, call it pile in your head if that helps) giant growth resolves and makes the 1/1 creature a 4/4 until the end of turn. Shock then resolves, dealing 2 damage to the creature. the creature is a 4/4 with 2 points of damage (represented as "4/2*" *the 2 will be red. this indicates that damage has been dealt to the creature and that is it's effective toughness until the end of the turn), The creature deals 4 damage to player 2 and the attack phase ends.
It will take some time to get familiar with the stack. Blue exploits the stack more than other colours (generally) and that is why very few noobies like blue, initially. It took me years to warm up to the concept of blue because I wasn't comfortable with the play style. And it requires a lot of forethought and planning out your turns. It can be very fun and rewarding to play but many people in general are bitter towards blue mages.
Again, this post is the beginning of the basics. The stack, admittedly is a little bit more advanced than "basic" but it needs to be a well known thing for "intermediate" tips and "pro" tips to be understandable.
I hope you enjoyed reading my post. Feel freee to Ask me anything :) I have subscribed to the discussion and will answer as best I can