Talk:Twisted Fate/@comment-108.89.163.0-20110613162341/@comment-38.116.202.8-20110614174641

Yeah, magic penetration marks and items would be a reasonable idea.

WOB Silas put it pretty much - while AP lacks the sustained damage of AD, AD is fairly risky with his small attack range in a teamfight, meaning a comparable AD carry can leave you half-dead by the time you get in range to them. AD TF can still makes use of a good tank's initiation to let him tear the opposition up, but he's definitely not as good at it as other AD carries. AP, though, instead may spam Wild Cards out of attack range and occasionally Pick A (Yellow!) Card in a teamfight. It's generally a bit weaker for killing turrets, but it remains pretty damn good for that while having a more reliable use in a teamfight, so AP's my preference. AP will also generally have a better early-game since AP helps him burst damage and farm in the lane better.