ok… i’m not entirely sure how flagbearers work with blooming ancient. but as far as i read it in the unofficial manual rewrite, you have to give all runes to the flagbearer as long as he’s in play:
Flagbearer: While you control a flagbearer, your opponents’
spells and effects must target a flagbearer if possible. You can
target a non-flagbearer normally (unless your opponent also
controls a flagbearer).
If a flagbearer has resist, you’re not required to target the flagbearer
if you can’t pay the resist cost. For example, if you have 2 gold and
you play a spell that costs 2 gold, you aren’t required to target a
flagbearer with resist 1.
This doesn’t affect spells and abilities that don’t target .
Attacking cards aren’t forced to attack a flagbearer.
If a spell or effect can target multiple cards, it only needs to target
a flagbearer once. For example, If a card lets you deal 3 damage
divided among any number of units, you could deal 1 damage to
the flagbearer and 2 damage to other units. Codex Unofficial Manual Rewrite | Codex: Card-Time Strategy – Deluxe Set
Tech 2 card(s)
Get Paid - ($9)
cast Martial Mastery, discard a card, draw two, look at your hand - ($8)
build a Sanatorium - ($4)
Worker - ($3)
hire a Flagbearer - ($0)
hm… a straight forward anarchy tech 2 unit would do a better job now. i think i’ll try to dive for a grappling hook or sanatorium with martial mastery. glad he’s not going for blood…
but i have to tech before i do that…
ok, got the sanatorium and he has no immediately threatening hand. so i’ll go for it. just realized that two chaos mirrors probably would have been better than the lizzo, as i can mirror elephant values after attacking with them and before they die at the end of my turn
Hi! Thank´s for the information but I didn´t put a +/+ on Ancient…
You are right, now it´s my turn 6…I had to reset my turn in the spreadsheet because I made a mistake…
[b]P2T6[/b]
Tech StartingHand Workers
TECH
Pirate-Gang Commander
Pirate-Gang Commander
STARTING HAND
Spirit of the Panda
Blooming Ancient
Mad Man
Bloodrage Ogre
Polymorph: Squirrel
Blooming Ancient
Blooming Elm
Crash Bomber
Bombaster
Mad Man
Spirit of the Panda
Pirate-Gang Commander
Pirate-Gang Commander
Tech 2 card(s)
Get Paid - ($9)
Play Blooming Ancient -($5)
Play Mad Man: Ancient gets +/+ - ($4)
Play Drakk Ramhorn: Ancient gets +/+ - ($2)
Bombaster suicides into Zane
Crash Bomber suicides into Zane: he dies and deals 1 damage to Zane he dies; Drakk levels to Level3
Level Drakk to Level 4 - ($1)
Mad Man suicides into Grave: 2 damage
Argagarg Garg kills Grave: you draw 1 Card, Drakk levels to Max
Are you sure? Blooming Ancient doesn´t have a target symbol…
Only spells and abilities that use the [target] symbol interact with a flagbearer. For example, Manufactured Truth does NOT have the [target] symbol, so it can copy a unit other than a flagbearer even if the opponent has a flagbearer. — Sirlin, 03/04/16
don’t worry about making errors. and plz read my posts carefully, too! there will be bugs! part of the game. in real live even more than with the spreadsheet, i guess. a rules enforced version certainly would be nice… someday
i thought about that, and i’m 99% sure, that it’s not retroactive. however, i’m not in the mood to search the rules thread for it. here you go, if you want
anyways, it won’t change significantly what i will do:
Tech 2 card(s)
Get Paid, draw a card for technician - ($10)
summon Calamandra - ($8)
tap Sanatorium, pay a gold, draw - ($7)
put a rampaging Elephant and a Gunpoint Taxman with haste and ephemeral into play
Jumbo attacks twice and tramples Drakk and Ancient
GPT shoots down Arg, Calamandra to max level
hire a Huntress - ($5)
build Tech 3 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Huntress (3/3a)
Elite:
Scavenger:
Technician: Calamandra Moss, L5 (4/5)
Lookout:
In Play:
Sanatorium HP: 4
Morningstar Flagbearer (2/2) - buff me!
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
oh, i didn’t realize that chameleon lizzo sticks to my hand after paying for it with sanatorium that’s probably the main synergy of the card within the anarchy deck. so i guess i’ll tech in another copy. plus a second surprise attack maybe? or am i overshooting? i actually have enough money to afford a tech 3 building and i have a max calamandra after my turn. so i’ll put in feral strike on top… play all my tricks in one game
Tech 0 card(s)
Get Paid - ($10)
cast boosted Feral Strike - ($2)
put two Pirate Gunships into play
tap Sanatorium, draw, put two Chameleon Lizzos into play - ($1)
Gunships and Lizzos deal 22 dmg to your base
anytime! wp by the way. you just went a little too offensive in the early game, I think. and you are not yet familiar with the all the different game plans of the specs… but you never stop learning. I never grasped the power of chameleon lizzo together with sanatorium until this match…
take your time choosing a deck! I’ll stick to my deck for the moment