Personally, I feel that what you guys are proposing is overly complicated. All you really need to "tutor" a newbie is to sit down with him for a few minutes, examine his deck, point out its flaws and strengths, suggest how to mod it a bit, and go from there. I'm not a fan of video tutorials and hypercam unless they're personal and aimed at one person. Just a few minutes in a chat with a 1:1 would be fine. Even if it's a different mentor each time. If you're an experienced vet and a newb pops into chat, just take a few minutes, answer his questions, and help him.
For sure, this is truth. However, I think that having 1-on-1 sessions in a PvP format (PwP - Player
with player?), would allow for a much more detailed analysis of
how and
why a deck works or doesn't work, on a play-by-play basis - without the added distractions that chat brings. It's like learning to play almost any card game - a sit-down with an experienced player, with both players' hands visible, gives a chance to explain not only which cards belong (or don't) in a deck, but also a chance to directly
show why and how they work. I imagine a new PvP/Sandbox format - multipurposed to not only allow for tutorials, but also to test out ideas from CI&A, to swap one card for another in mid-game (for example, to show the relative situational benefits of Otyugh vs. Maxwell's Demon, by swapping one for the other on board), to set play parameters (for example, to show your trainer the exact situation your last match was in, just before you lost), and whatever else.
A few points:
a) The Trainer is already a thing. So, adding/altering a player's access to various cards and upgrades, in a limited environment, is doable.
b) PvP 3 is already a thing. So, having deliberate match-ups, negotiated in chat (or by schedule), between trainers and pupils, is doable.
c) Spectator Mode is already a thing. So, a lecturer/assistant, with observing pupils (like any large college class), explaining their game as they go, is doable.
I envision an E:tG PvP with a simple "Sandbox mode" box to check before play. I'm not sure how complex that would be from a coding perspective, but conceptually I can't see how it would be any more complex than what we have now. If anything, I think it would simplify matters some: having scheduled demonstration games would allow for the maximum number of new players to observe a single game, saving instructors the time and effort required to continually answer the same questions in chat, over and over again. Not to mention the planning that War teams could do in such a space.
I propose that, as part of the title "Master of (element)," one of the responsibilities be being availible to instruct newbs, on a semi-regular (bi-weekly? monthly? whatevs) basis - pointing out the strengths, weaknesses, and internal synergies, in that element's domain.
Anyways, it doesn't seem too complex to me - however, a caveat: it's very, very late, and I haven't slept. Chances are, I'm missing something obvious.
edit: spelling error. *Yawn*