maybe
average turns in field ~ resilence aproach could be better
things like phoenix got low Hp but high resilense.
This is already the case
Resilience is 1 of 3 large variables for my new constructed theory.
Each of these 3 large variables has both a primary definition and components
Resilience is the average duration of a card's effects per effect against an undefined competitive deck.
Resilience is made of many components
A) Resistance to Control
a1) HP
a2) means of attack (Immaterial, Momentum, Dark/Death, Water/Other)
a3) Recovering (Heal, Growth, Ablaze, Steam, Rebirth ...)
B) Lasting Effects
b1) Damage
b2) Poison
b3) Destruction (quanta, creatures, permanents)
However we always start with the easiest steps so we are currently analyzing HP's effect on resilience.
Since nobody has responded to my previous bait of a probably wrong relative Resilience based on hp I decided to try a better version to see if it agrees with the intuitions.
How does this look?
HP | Unupped Relative Resilience |
1 | .70 |
2 | .85 |
3 | .95 |
4 | 1 |
5 | 1.15 |
6 | 1.20 |
10 | 1.30 |
15 | 1.60 |