Played EDH at lunch yesterday; loaned out decks to people. The following problems happened.
1. One deck that I handed out (Raksha) had a lot of "wow, this is way more complicated than I remember Magic being." She drew a lot of like...sword of fire and Ice and Umezawa's Jitte and such cards with overfull textboxes. Another deck we gave out, which was supposed to be the "beginner deck"--basically a deck with big creatures that attack, the new pilot's comment was "you guys seemed to have an endgame and were comboing cards; was I playing my deck wrong? How do I do that?"
Trying to put together a deck with combos and endgame, but which is not too complicated for beginners.
General
Roon of the Hidden RealmThe idea is to have a bunch of enters the battlefield abilities. It should be fairly obvious to new players "Oh, every turn I should pick one of these I want to have happen again, and then target that with Roon."
NOTE: there are two templates for this. "When this creature comes into play do X" (the old template) and "When this creature enters the battlefield do X" (the new template). For consistency's sake we're going to go the same way on these every time, and that way is going to be "Enters the Battlefield". If a card isn't printed with that template, too bad.
Other important synergy
Angel of Glory's RiseFor some reason, I really want to make this card work, and it's not overly complicated. There are two measures of complexity that I have been watching:
1. number of lines of text. Note that you can mentally subtract about 1 line when it has "When Angel of Glory's Rise enters the battlefiled"--this text will get mentally "chunked" very quickly upon learning the deck.
2. Static effects on the battlefield, and triggered effects on the battlefield. Once effects (and effects that are re-triggered) don't have memory issues, but people will forget about stuff they have in play.
Angel of Glory's Rise is 5 lines, but with an Enters the Balttefield line so basically 4 lines, and Flying is one of the few keywords that don't need to be explained to people.
Anyway, the point is, there will be a focus on humans.
The next mini-synergy is the Splicer cycle; either running five, or maybe even all six:
Blade Splicer Maul Splicer and friends
They're a little bit on the wordy side, but you know what I loved when I was new? Slivers. My friend also pointed out that newbies tend to love tokens. And they all have a similar template and art. And even if you get them on their own, they make 3/3s so that's cool. And they're all humans for Angel of Glory's Rise.
Here are the notes I've taken so far.
Mana base:
All lands add 1 mana. Include some simple tap duals like guildgates. Obviously the tri-land. Nothing with weird choices when it enters the battlefield.
blunt force commander stuff:
This deck is meant to be given to beginners, and not necessarily played every lunch, so we can put in some top-end cards with a lot of blunt force, since a lot of such cards are actually quite straightforward, like 2 lines of text.
Storm Herd (3 lines of text)
Boundless Realms (4 lines of text)
Jin-Gitaxias, Core Agur (4 lines of text (ok technically 5 due to poor linebreaks))
Craterhoof Behemoth (6 lines of text) (bonus: combos with Roon)
Elesh Norn, Grand Cenobite (3 lines of text)
Mirari's Wake (4 lines of text, decent amount of memory stuff, though; I've seen new players trip over this one)
Consecrated Sphinx (3 lines of text)
Avacyn, Angel of Hope (3 lines of text)
Novablast Wurm (2 lines of text)
Memnarch (4 lines of text)
Blatant Thievery (2 lines of text)
Priviliged Position (3 lines of text)
Lightning Greaves (2 lines of text)
Inkwell Leviathan (1 line of text)
Keiga, the Tide Star(2 lines of text)
Tidespout Tyrant (3 lines of text--maybe redundant, though--probably more fun for people to get this effect through comboing their commander with man-o'-war)
Time Stretch (2 lines of text)
Reya Dawnbringer (4 lines of text)
Omniscence (2 lines of text)
True Conviction (2 lines of text)
Serra Ascendant (4 lines of text)
I think take everything with 2 lines of text, possibly excepting stuff that's heavy on keywords (Inkwell Leviathan has 3 words, but a beginner will probably ask what all three mean).
And then pick and choose from the 3-4 liners. Like...Consecrated Sphinx even the veteran player we need to keep reminding him "hey, I drew a card with this spell, are you drawing 2?" Jin Gitaxias is probably actually simpler since you don't need to pay attention to opponents.
Reject pile: Cards that are good, but have like...seven lines of text:
Rite of Replication (7 lines of text)
Prime Speaker Zegana (7 lines of text)
Frost Titan (7 lines of text)
Solemn Simulacrum (7 lines of text)
Progenitor Mimic (7 lines of text)
Duplicant (7 lines of text)
Deadwood Treefolk (8 lines of text with the reminder text)
Avenger of Zendikar (8 lines of text)
Vorniclex, Voice of Hunger (7 lines of text)
Deadeye Navigator (8 lines of text with reminder text)
Karmic Guide (7 lines of text)
Phyrexian Metamorph (6 lines of text)
Birthing Pod (8 lines of text, library searching, yeah no)
Sundial of the Infinite (6 lines of text, and relies on weird timing stuff)
Prophet of Kruphix (5 lines of text...but also has an unexplained "flash" keyword and a lot of memory stuff; on the fence here)
Woodfall Primus (7 lines of text...granted 4 of those are persist).
Sun Titan (6 lines of text, but people seem to forget "oh I should attack with this to get this other stuff to happen")
Noble Hierarch (4 lines of text, but everyone forgets exalted, there's simpler mana accelerators)
Snapcaster Mage (8 lines of text)
Spike Weaver (8 lines of text)
Perplexing Chimera (7 lines of text)
Brutalizer Exarch (7 lines of text)
Angel of Serenity (7 lines of text)
Reveillark (8 lines of text, 5 if we ignore evoke, but it's also a leaves trigger instead of an enters trigger)
Captain of the Watch (6 lines of text)
Geist Honored Monk (6 lines of text)
Knight Captain of Eos (5 lines of text, and stalls like crazy; not ideal for lunch games; close to simple enough)
Lavina of the Tenth (7 lines of text)
Cloudgoat Ranger (7 lines of text)
Treasure Mage/Trinket Mage (6 lines of text, and searching a deck you don't know)
Masked Admirers (5 lines of text -- iffy on this, though; triggers from graveyard and all that; there might be better options)
Land Tax (7 lines of text, requires counting and memory)
Karmametra, God of Harvests (7 lines of text)
Faith's Fetters (7 lines of text)
Reject pile - wrong templating
Palincrhon (5 lines of text, most of which are short; shame about this one)
Combo stuffs Seedborn Muse (3 lines of text...but important memory stuff)
Coiling Oracle (4 lines of text)
Armada Wurm (5 lines of text)
Acidic Slime (4 lines of text)
Clone (3 lines of text)
Eternal Witness (3 lines of text)
Farhaven Elf (4 lines of text)
Mulldrifter (6 lines of text, 3 lines of text if we ignore evoke)
Mystic Snake (4 lines of text)
Restoration Angel (6 lines of text, but 2 of them are keywords)
Stonehorn Dignitary (4 lines of text)
Wall of Blossoms (3 lines of text)
Wall of Omens (3 lines of text)
Wood Elves (4 lines of text)
Conjurer's Closet (4 lines of text and memory stuff)
War Priest of Thune (3 lines of text)
Angel of Glory's Rise (5 lines of text)
Mistmeadow Witch (4 lines of text)
Archaeomancer (4 lines of text)
Venser, Shaper Savant (4 lines of text)
Bane of Progress (5 lines of text)
Luminate Primordial (6 lines of text)
Thragtusk (5 lines of text)
Angel of Finality (4 lines of text)
Banisher Priest (4 lines of text)
Aether Adept (3 lines of text) (Man-o'-War exists too, but wrong template)
Borderland Ranger (5 lines of text)
Sylvan Ranger (4 lines of text)
Sea Gate Oracle (5 lines of text)
Master Thief (4 lines of text)
Village Bell-Ringer (3 lines of text)
Blade Splicer (6 lines of text, but larger font)
Master Splicer (4 lines of text)
Maul Splicer (6 lines of text, but larger font)
Vital Splicer (4 lines of text)
Wing Splicer (6 lines of text, but larger font)
Body Double (4 lines of text)
Sower of Temptation (4 lines of text)
Indrink Stomphowler (3 lines of text)
Sunblast Angel (3 lines of text)
Nephalia Smuggler (3 lines of text)
Loxodon Hierarch (4 lines of text)
Ondu Giant (5 lines of text, big font, though)
Soul of the Harvest (4 lines of text; one of which is trample; some memory)
Djin of Infinite Deceits (4 lines of text; one of which is flying; requires learning about "owns" vs "controls")
In general, it looks like enters the battlefield triggers don't get below about 3 lines, which is fine. I'd say put the cutoff at 4 unless there is a pretty specific reason to go over (like mana fixing, or being part of a theme). Remember that mentally the words "when X enters the battlefield" are like -1 line, so this cutoff should maybe be 3 for cards that don't have that.
Basic ControlWe want control. If there is a problem thing, it's nice to be able to blow it up. There isn't really a good excuse for it being complex or wordy; it's not the fun focus of the deck; can probably keep these 3 lines or less, honestly. Note: I'm avoiding stuff that really slows down the game like Wrath of God; games should end.
Swords to Plowshares (2 lines of text)
Control Magic (2 lines of text)
Treachery (3 lines of text)
Aura Shards (4 lines of text)
Bant Charm (4 lines of text)
Trygon Predator (5 lines of text)
Path to Exile (5 lines of text)
Banishing Light (5 lines of text; simpler than Oblivion Ring)
Return to Dust (4 lines of text)
Condemn (3 lines of text)
Evacuation (2 lines of text; synergizes decently)
Beast Within (3 lines of text)
Counterspell (1 line of text)
Curse of the Swine (4 lines of text)
Archon of Justice (3 lines of text)
Ramp/Card drawThese can be kept fairly simple. A lot of these 3 liners are deceptively not really 3 lines
Birds of Paradise: (3 lines of text)
Bloom Tender: (3 lines of text, but somewhat complex)
Oracle of Mul Daya: (6 lines of text, but big font)
Brainstorm: (3 lines of text)
Explosive Vegetation: (4 lines of text, big font)
Skyshroud Claim (3 lines of text)/Ranger's Path (3 lines of text)
Chromatic Lantern (4 lines of text, but simplify things)
Prismatic Omen (2 lines of text)
Cultivate (5 lines of text)
Kodama's Reach (5 lines of text)
Harmonize(1 line of text)
Gilded Lotus (2 lines of text)
Sol Ring (1 line of text)
Darksteel Ingot (3 lines of text, but only due to poor linebreaks)
Elvish Piper (2 lines of text)
Exploration (2 lines of text, but does have memory issues)
Show and Tell (4 lines of text)
Rampant Growth (4 lines of text)
I think I do want to run Elvish Piper and Show And Tell, because they are hilarious and splashy (and I liked Elvish Piper when I was new). Note: there's plenty of this in the combo section, so we don't need to go overboard here.