Mr. GameBrain said:
Anyway, better not get ahead of myself. Afterall I am asking for advice here. So any suggestions?
Yeah. Make sure you have the disposable income.
Yes, you can just make a few decks and play with friends, but eventually you'll have all the decks figured out and get bored. Since every local CCG shop I've been to has Friday Night Magic, you'll probably enter one of those tournaments and get involved with the crowd there.
You'll fail a lot at first because you don't know the metagame, how to recognize strong cards in new sets, or how to make a gimmick deck that's not already well-known.
As you play, you become better, and games eventually start becoming less laugh-fests of a few random creature cards pinging each other for 2 HP and more "who has the most power cards" or "who has the best power-combo."
There's a pretty set pattern of:
1st in the series - Well balanced, usually some power cards, lots of mediocrity.
2nd in the series - A few power cards, lots of shit.
3rd in the series - A slew of really powerful cards, and usually the most powerful set to end on a high note before moving to new mechanics.
The XXXth editions are just reprints of old cards from old sets, and serve two purposes: To devalue old cards, and to fill in the spaces between the actual story-related trio sets. There's usually a mix of a few powerful cards, a few cards that will ALWAYS be reprinted (Wrath of God, Shivan Dragon, Serra Angel, etc.), and very few set-related mechanics (Shadow, Phase Counters, Buyback, etc.).
There are several types of tournaments, and most are pretty fun. Some require you to purchase cards (Draft tournaments), and some never see the light of day at local stores (whatever the modern equivalent of T1 is, I forget).
However, if you get into MtG seriously, just realize that you'll probably be buying boxes of cards every few months as new sets come out in an effort to get the power rares. It will suck up as much time and money as you want to put into it, and unless you're very lucky, you're not going to make that money back.
It's a very fun hobby if you have the time and cash to spare, and want to hang around with other people while picking their brains on good strategies. I enjoyed it for years on-end, and if I hadn't gone to college, I might still be playing it.
However, there's also a lot of reasons I just sold my collection. It's a fun game, but as I said before - the game has the potential to be an endless time and money pit. It's designed that way. So, sure, I'd say you're ready to play MtG - it's not that hard, and deck building (with physical cards) is really fun. It really is a fun game, but just make sure it doesn't supercede more important things - like getting exercise, eating healthily, or learning really interesting stuff. It also might behoove you to know that even though MtG is marketed as a CCG, because almost ALL of the focus is on the latest sets, very few cards are actually "Collectible" in the sense that they'll be worth more than a few cents down the road. The ones that are worth more than $1 in 5 years are the bat-shit powerful cards that pair to make broken combos, and the EXCEEDINGLY rare cards (like stuff you can't buy in booster packs that have an incredibly short print run).