An answer is the opposite of a threat. An answer is a card used to negate a threat.[1][2][3][4]
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).
- See also: Hoser.
References
- ↑ Devin Low (May 16, 2008). "Answers Need Answers". magicthegathering.com. Wizards of the Coast.
- ↑ Erik Lauer (July 3, 2009). "Developing an Answer". magicthegathering.com. Wizards of the Coast.
- ↑ Reid Duke (September 8, 2014). "Threats and Answers". magicthegathering.com. Wizards of the Coast.
- ↑ Melissa DeTora (September 15, 2017). "Counter Play: Finding the Right Answers". magicthegathering.com. Wizards of the Coast.