A problem with apprentice mode is that it only teaches you the very basics. It doesn't teach you as much about the different kinds of cards and mechanics in the game since its only two mages playing it at a time, and without their ability cards, and the game only uses half the cards of a normal game anyway.
Perhaps more important to note: While Mage Wars is very intuitive, you can't expect new players to know that right away. The reason for this is that there are a lot of things to keep track of in the game. So even though nearly everything is intuitive once you think about it, a new player that isn't used to multi-tasking in this game is going to be focusing a lot more of their thoughts on just trying to keep track of everything going on in the arena—remembering to pay upkeep costs, turning over markers, keeping track of ranges between different objects, etc.
Just last night both my opponent and I each forgot to reveal our nullifies at vital moments. My opponent when I cast a spellbound drain power, and me when I was force pushed without armor through a wall of thorns. And perhaps surprisingly, that game was the closest I've ever come to winning. I've lost count of how many games I've played and I'm bad at estimating, but I joined this forum nearly two months ago and have been playing a lot more frequently since my summer classes ended a couple weeks ago, and I even taught one of my friends how to play in real life.
I haven't won a single game yet, and I still keep coming back for more. While having a steep learning curve is daunting to most new players, Mage Wars isn't like other games in that losing doesn't make it any less fun. It's is a 1-3 hour game—quite a time commitment for someone who doesn't love it.
In other games, if you lose your first ten games then you're too frustrated and discouraged to continue. in Mage Wars, if you've even played enough to feel like you're constantly losing, that probably means you already love the game. Mage Wars is such an enriching experience that even if you mess up a lot and lose your first many games consecutively, it's still fun.
I think the problem is that people see the learning curve and are scared away because they wrongly assume the game is too difficult to enjoy. Strategy guides would probably be helpful, but I think in their introductions they should emphasize that
1. Mage Wars is dynamic and evolving; no two games are likely to be exactly alike and there are always more strategies to discover. Be adventurous and creative!
And
2. The main point of playing is to have fun, and winning/losing is secondary to that. (In fact if you're willing to play a 90 minute game a second time at all it's kind of expected that you'd like it.) So don't be afraid of making mistakes and messing up A LOT in the beginning.
One more thing: a strategy guide is a guide, not a manual. It shouldn't be taken as a be all end all authority on the game.