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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

  1. Devin Low (May 16, 2008). "Answers Need Answers". magicthegathering.com. Wizards of the Coast.
  2. Erik Lauer (July 3, 2009). "Developing an Answer". magicthegathering.com. Wizards of the Coast.
  3. Reid Duke (September 8, 2014). "Threats and Answers". magicthegathering.com. Wizards of the Coast.
  4. Melissa DeTora (September 15, 2017). "Counter Play: Finding the Right Answers". magicthegathering.com. Wizards of the Coast.
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