Good Starter Inventions
If you haven't played an Invention before or perhaps only know one or two, you might want to tackle the more accessible ones first. Here's a list for you.
The easiest to begin with: Nos. 1, 4, 8 and 13 (though No. 13 has some extensive arpeggiated figures you may not want to deal with during your first journey with an Invention.)
After the ones above I would suggest: Nos. 6, 14, 10, 15 (The key signature of No. 6 can pose some issues especially with the additional accidentals to keep track of. Be aware of the trills in No. 15 - they can be tricky.)
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