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*** A corollary to this is that cards that do nothing but give you life points are considered worthless, except in very [[ShapedLikeItself exceptional]] situations.
*** It is potentially possible to put together a deck which abuses life-gain cards and uses cards which get better when you're above a certain life total...
*** Or abuses life-payment cards to activate [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193467 Near-Death Experience]].
*** This sort of tactic is why Mana Burn was removed, to the annoyance of many players.

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*** A corollary to this is that cards that do nothing but give you life points are considered worthless, except in very [[ShapedLikeItself exceptional]] situations.
*** It is potentially possible to put together a deck which abuses life-gain cards and uses cards which get better when you're above a certain life total...
*** Or abuses life-payment cards to activate [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193467 Near-Death Experience]].
*** This sort of tactic is why Mana Burn was removed, to the annoyance of many players.
situations or matchups.


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** Due to how the stack works, this trope can be combined with NoOntologicalInertia. When a player loses, any effects they controlled that were yet to resolve are immediately canceled. This means it's possible to avoid death by an unstoppable combo by killing its caster before it resolves, which becomes very easy to do if they've been generous with life expenditure.

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** Unlike Magic, in ''Yu-Gi-Oh!'' this applies to the monsters you battle with themselves. So long as the monster you're battling with has more Defense or Attack (depending on the position of the monster) than the than the Attack of your battling monster, that monster will stay on the field regardless of the amount of times it battles.

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** Also applies to most creatures, who can take damage equal to their toughness and retain their power (attack damage), abilities, etc. and are back to full health by the next turn. Averted with certain creatures such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205112 Protean Hydra]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214060 Phyrexian Hydra]], which lose power when they take damage (albeit in [[HydraProblem Protean Hydra]]'s case, [[FeedItWithFire only temporarily]]).

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****** This sort of tactic is why Mana Burn was removed, to the annoyance of many players.


* ''MagicTheGathering'' has this. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202596 Channel]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221550 Fireball]] (or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205264 Blaze]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3456 Kaervek's Torch]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106636 Disintegrate]]...) [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194977 Necropotence]], which only gets better with [[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=15193 Yawgmoth's Bargain]]. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202596 Channel]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23024 Bog Initiate]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26618 Drain Life]]. Remember that it's relatively easy for green to get ahead in mana or for red to get ahead in life. Another combo of this variety is [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46617 Avatar of Hope]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24569 Blessed Wind]]. Once you're down to three life, play the Avatar, and then play the Blessed Wind.
** A fairly common adage among MagicTheGathering players is that, while you start with 20 [[HitPoints life points]], only the last point really matters. Cards like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202596 Channel]] (allows the player to exchange one life point for one point of mana to cast spells) and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194977 Necropotence]] / [[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=15193 Yawgmoth's Bargain]] (pay one life point to draw one card) turned out to be brutally overpowered as designers did not immediately anticipate that players would gladly pay all their life but that last crucial point. Turns out it's pretty hard to lose a game where you've just drawn 19 extra cards.

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* ''MagicTheGathering'' ''TabletopGame/MagicTheGathering'' has this. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202596 Channel]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221550 Fireball]] (or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205264 Blaze]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3456 Kaervek's Torch]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106636 Disintegrate]]...) [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194977 Necropotence]], which only gets better with [[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=15193 Yawgmoth's Bargain]]. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202596 Channel]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23024 Bog Initiate]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26618 Drain Life]]. Remember that it's relatively easy for green to get ahead in mana or for red to get ahead in life. Another combo of this variety is [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46617 Avatar of Hope]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24569 Blessed Wind]]. Once you're down to three life, play the Avatar, and then play the Blessed Wind.
** A fairly common adage among MagicTheGathering ''Magic: The Gathering'' players is that, while you start with 20 [[HitPoints life points]], only the last point really matters. Cards like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202596 Channel]] (allows the player to exchange one life point for one point of mana to cast spells) and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194977 Necropotence]] / [[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=15193 Yawgmoth's Bargain]] (pay one life point to draw one card) turned out to be brutally overpowered as designers did not immediately anticipate that players would gladly pay all their life but that last crucial point. Turns out it's pretty hard to lose a game where you've just drawn 19 extra cards.



* Since the ''YuGiOhTradingCardGame'' was directly inspired by ''MagicTheGathering'', this trope applies just as much to it. You're still in the game as long as you have Life Points left, and it can sometimes be to your ''advantage'' to simply take a hit and sacrifice some LP rather than waste a vital card on a stopgap solution. A number of powerful effects, including the all-negating Solemn Judgment and the summon-negating Solemn Warning, demand a high cost in terms of LP, but if that 2000-4000 LP thwarts the opponent's game-winning move and gives you a chance to retaliate, it's an investment well spent.

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* Since the ''YuGiOhTradingCardGame'' ''TabletopGame/YuGiOh'' trading card game was directly inspired by ''MagicTheGathering'', ''TabletopGame/MagicTheGathering'', this trope applies just as much to it. You're still in the game as long as you have Life Points left, and it can sometimes be to your ''advantage'' to simply take a hit and sacrifice some LP rather than waste a vital card on a stopgap solution. A number of powerful effects, including the all-negating Solemn Judgment and the summon-negating Solemn Warning, demand a high cost in terms of LP, but if that 2000-4000 LP thwarts the opponent's game-winning move and gives you a chance to retaliate, it's an investment well spent.

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* ''MagicTheGathering'' has this. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202596 Channel]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221550 Fireball]] (or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205264 Blaze]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3456 Kaervek's Torch]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106636 Disintegrate]]...) [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194977 Necropotence]], which only gets better with [[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=15193 Yawgmoth's Bargain]]. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202596 Channel]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23024 Bog Initiate]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26618 Drain Life]]. Remember that it's relatively easy for green to get ahead in mana or for red to get ahead in life. Another combo of this variety is [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46617 Avatar of Hope]] / [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24569 Blessed Wind]]. Once you're down to three life, play the Avatar, and then play the Blessed Wind.
** A fairly common adage among MagicTheGathering players is that, while you start with 20 [[HitPoints life points]], only the last point really matters. Cards like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202596 Channel]] (allows the player to exchange one life point for one point of mana to cast spells) and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194977 Necropotence]] / [[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=15193 Yawgmoth's Bargain]] (pay one life point to draw one card) turned out to be brutally overpowered as designers did not immediately anticipate that players would gladly pay all their life but that last crucial point. Turns out it's pretty hard to lose a game where you've just drawn 19 extra cards.
*** A corollary to this is that cards that do nothing but give you life points are considered worthless, except in very [[ShapedLikeItself exceptional]] situations.
**** It is potentially possible to put together a deck which abuses life-gain cards and uses cards which get better when you're above a certain life total...
***** Or abuses life-payment cards to activate [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193467 Near-Death Experience]].
*** Interestingly, this was averted in earlier editions of the game; a player didn't lose, even with no life points, unless a phase ended. Prosp-Bloom, the first combo deck, exploited this by playing cards like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15393 Vampiric Tutor]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3298 Infernal Contract]], often dropping to a negative life total in the process of assembling the combo, before finally casting a mammoth [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26618 Drain Life]] that would both kill the opponent and gain enough life to get back to a positive number. In fact, the entire point of the Mirror Universe combo deck was this.
* Since the ''YuGiOhTradingCardGame'' was directly inspired by ''MagicTheGathering'', this trope applies just as much to it. You're still in the game as long as you have Life Points left, and it can sometimes be to your ''advantage'' to simply take a hit and sacrifice some LP rather than waste a vital card on a stopgap solution. A number of powerful effects, including the all-negating Solemn Judgment and the summon-negating Solemn Warning, demand a high cost in terms of LP, but if that 2000-4000 LP thwarts the opponent's game-winning move and gives you a chance to retaliate, it's an investment well spent.
** And now there's Endless Decay, a horrifying monster which has its ATK equal to half your opponent's Life Points. It becomes even easier to summon the few turns between you and Critical Existence Failure.
* In the Manga/{{Naruto}} and Manga/DragonBall TradingCardGame, injured status has its own separate point values. They are often weaker, sometimes stronger, and sometimes they stay the same.
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