I think white is not bad, because Rook provides enough defense early (or Grave with the early midband) that you will definitely feel like you have a chance to play the game.
But Shax's post was specifically about doing okay at a tournament level, facing PPA and MoLaC rush and all that goodness. I think that's why @Bob199 narrowed it down to white/black/purple (as he sees them as solid) and @EricF suggested purple and red.
As a hyper-aggressive player, I would warn new players off of Red, for the same reason I'd warn them off of Geiger (my favorite character) in Yomi. You look at those cards, and you immediately see the awesome, and you immediately want to play the awesome, and the game will let you. It will let you play all of the awesome. And then you have no hand and you lose. I think Red's cheapies really lend themselves well to overextending and never coming back (esp. if you're willing to skip workers), which is the hardest thing to learn not to do as a new player.
I've been playing some purple lately, and I've found the expensive units force me to play much more defensively and worker more consistently (ignore the last few turns where I've skipped workers in my current game (; ), and generally be a bit more successful.
As @Bob199 mentioned, you can play the very straightforward Stewardess into Present Tech II, but there's also a fairly simple Stewardess/Argo -> Omegacron option, or Future fliers. If you can add in Ready or Not for the turn Omegas come out, or Now!+Voidstar, you can probably get some nasty damage on the table. And Argo+Past Golghurt stall into Archon could also work.
Yeah, it's complicated to keep track of the runes, and it gets way more complicated if you want to get really tricky with Geiger or Prynn flickering, but overall I'd say it encourages you to play the game more safely in a way that's healthy for newbies. And Mox and Nullcraft make you feel powerful from the start.