Threat: Difference between revisions

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A '''threat''' is something that if not dealt with will cause a player to lose. [[Answer]]s deal with threats, while [[chump blocker]]s delay the loss, provided the threat comes in the form of a creature. <ref>{{NewRef|lo/threats-and-answers-2014-09-08|Threats and Answers|[[Reid Duke]]|September 8, 2014}}</ref>  
A '''threat''' is something that if not dealt with will cause a player to lose. [[Answer]]s deal with threats, while [[chump blocker]]s delay the loss, provided the threat comes in the form of a creature. <ref>{{NewRef|lo/threats-and-answers-2014-09-08|Threats and Answers|[[Reid Duke]]|September 8, 2014}}</ref>  


==See also==
===Threat reliability===
* [[Threat durability]]
''Threat reliability'' indicates the degree to which a [[card]] has a consistent answer to threats.
 
The fewer weaknesses a card has, the more reliable it is. If a "new" <c>Savannah Lions</c> was made with "[[Indestructible]]" and no differences in [[cost]] or function it would be more reliable than the original. Generally cards with built-in weaknesses are not reliable. They can be made so, but alone they are not. Also cards able to "[[win]]" the game when they enter the battlefield or a few turns after can be considered reliable. Though it would seem logical to play with 4 cards of any superior reliability-card there are a few cards so reliable that only 1 card is needed in the deck, and usually this is supported by cards that "[[fetch]]" that card in one way or another. Cards with [[effects]] based on the [[Flipping a coin|flip of a coin]] are probably the most unreliable cards (most of the time they have a 50% chance of failure).


==References==
==References==

Revision as of 06:51, 16 September 2014

A threat is something that if not dealt with will cause a player to lose. Answers deal with threats, while chump blockers delay the loss, provided the threat comes in the form of a creature. [1]

Threat reliability

Threat reliability indicates the degree to which a card has a consistent answer to threats.

The fewer weaknesses a card has, the more reliable it is. If a "new" Savannah Lions was made with "Indestructible" and no differences in cost or function it would be more reliable than the original. Generally cards with built-in weaknesses are not reliable. They can be made so, but alone they are not. Also cards able to "win" the game when they enter the battlefield or a few turns after can be considered reliable. Though it would seem logical to play with 4 cards of any superior reliability-card there are a few cards so reliable that only 1 card is needed in the deck, and usually this is supported by cards that "fetch" that card in one way or another. Cards with effects based on the flip of a coin are probably the most unreliable cards (most of the time they have a 50% chance of failure).

References