We start with Taking a Turn because most players believe they know how to do so. If you ask them, they’ll rattle off “Untap, Upkeep, Draw, Main, Combat, Second Main” pretty convincingly. Then you drill into it - they don’t realize when a player receives priority, the complexities of declaring an attacker or the difference between the End Step and the Cleanup Step.

Once you convince your candidates that there is a lot to learn, by showing how much they don’t know, they’re more likely to return. If you started with Layers, or SBAs, they know they don’t know that material, and won’t be hooked when you show them that.

While the lesson doesn’t explicitly cover priority or mana abilities, this is a good time to cover the basics, as it is critical to a complete understanding of the turn.

This is a great lesson to ask leading questions to see if you can get your candidates to explain how a turn happens. Ask them what the first thing in a turn is, and walk through why the turn is ordered the way it is. Usually, you candidates can guess most of the material, especially if you lead them in the direction of the answer. Using the socratic method like this is beneficial because the candidates can build their own connections and understanding, rather than being handed an external interpretation.

You can also try running a “Complete Turn” with no shortcuts, and every priority pass explicitly stated. Of course, this gets old very quickly, and we don’t recommend playing an entire game like that.