You got it right. As BlanketEffect explained, the target benefits from other attacks distracting the target and deals more damage. If you're facing multiple opponents. you can't guard effectively against all of them. Some allies with the skill to deal critical hits, will deal more damage.
Notice that she would get Flanking only in a warrior deck. Since the warriors don't have abilities that target the hero, the bonus could only be the result of an ally attack. Allies however will have a harder time. So if the hero or an ally was attacked previously in this turn by Puwen and Kristoffer, Isabeau would become 4/4.
I first introduced the Flanking ability with Askaria Slasher. Back then the +1 bonus was given only when the target was dealt damage, but dndfreak suggested that I should change/try it for "... each time the target was targeted this turn". I thought I should give it a try, but I think I like better the original design since it has this 'combat tactics' feeling instead of 'general warfare tactics'. Nothing is final with the abilities or the cards. It a process than is in progress and changes may happen to achieve the best result.
I also think that having allies who can occasionally get big bonuses is a plus. It doesn't happen often, is an immediate result of skill at commanding your forces (sometimes luck too), and it will make the games faster and unforgiving (as is real life). I also think we should get more 5+ allies with attack of 4+. Right now it's like we are trying to protect the 3-cost allies from being killed, when they have an obvious advantage over the 3-cost allies. Aeon is OK with 3 attack because he draws all attacks to himself, and Raven is OK too because her ability is crippling the enemy allies, but I don't want all 4+ cost allies not being able to deal with Jasmine or Bad Wolf. It's like the attack of the allies is stuck to 3. Brutal Minotaur and Shadow Knight are cards towards the right direction. It would be good to see allies with 6+ cost having attack values 5+, or even lower cost allies who get conditional bonuses, instead of trying to find 10 different ways to give a hero who is overrun by enemies a second chance at winning at the last moment. You messed up your strategy, now you have to pay.
I'm not saying allies/abilities that can give a second chance shouldn't exist, but it shouldn't be what we're after if we want to make games fast. I'd prefer a fast, exciting game where I lose after trying everything I can, instead of playing a tedious, long game which lasts 30 minutes so I can run out of cards in the end. Control decks should have cards available who incapacitate allies or heroes, even controlling them (MC), but there should be counters for them too. If we want control decks to become a viable option in a game where the goal is to have fast games, then inevitably there should be a mill twist(discard or remove cards from deck) in them, and of course max duration of a game ~20 min.
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