Welcome back, readers, to another lesson here at Crit the Books. This week, we’ll be looking at the old gaming adage, “There are no wrong threats, only wrong answers” and dissecting it piece by piece. You’ll learn what a threat is, what an answer is, and why one can be “wrong” while another can’t be. It’s an important part of constructing your strategy and learning how to maximize your ability to win.
First off, we’ll start by looking at threats. Put simply, a threat is any component of a game that directly contributes to achieving your win condition. We use the term because these components threaten to win the game on their own. Threats pose a question to your opponent: Can you either win the game before I do, or prevent my threat from winning the game for me?” Because of this, you’ll often hear threats called “question askers,” especially in tabletop miniature gaming.
In contrast, an answer is any component of the game that neutralizes a threat. Related terms include removal or control; all of these terms point to the same core idea. An answer is how you stop your opponent’s threats from winning the game for them. While sometimes you are able to present threats that win the game faster than your opponent, answers are more reliable, since they don’t depend on the overall tempo of the game moving in your favor.
It’s important to realize that, in many strategies, a single component can serve as both a question and an answer in given scenarios. Let’s look at Magic: the Gathering. A 1/4 creature can serve as a threat, albeit one that will not win the game quickly, because it can attack your opponent 20 times to put their life total to 0. That same creature, however, can block a 2/1 creature and kill it, removing the threat that the 2/1 presents. In this way, that 1/4 creature can serve as both a threat and an answer, dependent on the situation and the threats your opponent is presenting.
To look back at the phrase we mentioned earlier – There are no wrong threats, only wrong answers – let’s examine this same situation but with some of the variables changed. Let’s say we have that same 1/4 creature, but this time our opponent has a 4/4 creature on the board themselves. Our 1/4 is still presenting the same threat to our opponent; it still has the ability to swing in 20 times. However, it is no longer an effective answer to the 4/4 threat. While it can block and prevent the damage once – a point that could still be very relevant! – it will no longer destroy the creature. It does not answer the threat our opponent is presenting.
In addition to this, all but the most simplistic of games will have answers that are limited in some way. If a game has answers that are too efficient or universal, the game trends towards a static state, where neither player can maintain a threat long enough to achieve their victory condition. Because of this, answers often trade situations where they are useful for efficiency vs. threats, or vice versa. Answers that are efficient and useful in a variety of situations tend to be the cream of the crop when it comes to answers or can even present powerful threats themselves. The Magic: the Gathering card Lightning Bolt, for example, is both an efficient answer and useful in nearly any situation in a game. Even when there are no threats for it to remove, it can still deal damage to a player, moving the caster closer to their victory condition.
This is where the phrase we mentioned earlier comes from. Threats, no matter what, will always apply pressure to the opponent that they must respond to in some way. This is very important – by applying that pressure with threats, you maintain control of the game and can direct it to flow in your preferred way. However, there will be situations in which nearly every answer is all but useless – perhaps it is not able to deal with the threats your opponent has presented, or perhaps it is so inefficient that playing it would be an active detriment to you. This is how we come to the phrase that is central to this article: There are no wrong threats, only wrong answers.
When constructing a strategy, be it building a decklist, putting together a team composition, or deciding which class features to take on an RPG character, it is important to keep this adage in mind. In general, your strategy should be more focused on threats then on answers. While there are strategies that focus more on answers than threats – control archetypes of most games being the most well-known example – these strategies tend to be more effective in stabilized metagames, where the ability to predict what your opponents will bring minimizes the possibility of wrong answers. Even then, those decks can sometimes flounder by facing a number of threats that outweigh their answers.
When using strategies you have constructed, it is also important to keep this adage in mind. When your opponent presents a given threat, your first instinct may be to answer it as soon as possible. This is a mistake that I see many new players to control archetypes make. They will see something and acknowledge that it is a threat to be answered but will spend resources or answers that would be better spent later on to answer a larger threat, or more than one threat at once. Remember that your answers are not universal, and sometimes should be saved for threats that are only answered by a smaller set of the answers you brought.
Another point to remember is that if you are trading threats and answers on a 1 to 1 basis, the player who manages to have access to more threats over the course of the game will most likely win. Because of this, it is important for heavy answer strategies to have some way to make their answers more efficient or meaningful than the threats presented. Many ways that these strategies do this is by looking at 2 for 1s – using an answer to deal with 2 (or more!) threats. Answer-based strategies will have to keep this in mind and will sometimes make sacrifices in efficiency or universality to achieve this.
When constructing a strategy and when piloting that same strategy, it is important to keep in your mind which components will be answers and which components will be threats. It is important to have both and finding the correct balance between the two is often the most difficult part of constructing a strategy! However, by learning the differences between the two and keeping the strengths and weaknesses of each in mind, you can put yourself on the road to gaming mastery.
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As always, remember that it’s not enough to just hit the books if you want to win. You’ve got to Crit the Books!