Not exactly.
It says 'each time you target a creature' not 'for each creature targeted by the attack'
In this case, the four creatures would be 4 different triggers.
You take 1/2 of 5 (which is still 5) and you take it each time it is triggered independently (4 times).
In the end, there is no benefit to phasing for this.
But, you might consider other ways to cure HP on this figure afterwards.
Design. That's the initial idea, the first putting of pen to paper after a general consideration perceived gaps in the meta, potential new game mechanics, and interactions with other pieces.
Development does a couple things. It scrutinizes the wording of the powers, looking for triggers that will absolutely cause problems later in the game, and it similarly carefully investigates potential combinations with other miniatures that will be unacceptable for future play. Less dramatic, but still important are mistakes that can be made in grammar or templating during writing/re-writing that compromise professionalism, change meaning, or risk loss of uniformity that we are increasingly trying to achieve. During this process, alternatives are offered that keep the flavor of the piece. Sometimes, an idea is discarded as untenable, or 'untenable for now.' This is rare, however - and usually a piece morphs during this process to something balanced, playable and interpretable.
Comments
7 July 2011
1 year 40 weeks
12 January 2010
3 years 23 weeks
Not exactly.
It says 'each time you target a creature' not 'for each creature targeted by the attack'
In this case, the four creatures would be 4 different triggers.
You take 1/2 of 5 (which is still 5) and you take it each time it is triggered independently (4 times).
In the end, there is no benefit to phasing for this.
But, you might consider other ways to cure HP on this figure afterwards.
10 July 2013
3 years 47 weeks
12 January 2010
3 years 23 weeks
Design. That's the initial idea, the first putting of pen to paper after a general consideration perceived gaps in the meta, potential new game mechanics, and interactions with other pieces.
Development does a couple things. It scrutinizes the wording of the powers, looking for triggers that will absolutely cause problems later in the game, and it similarly carefully investigates potential combinations with other miniatures that will be unacceptable for future play. Less dramatic, but still important are mistakes that can be made in grammar or templating during writing/re-writing that compromise professionalism, change meaning, or risk loss of uniformity that we are increasingly trying to achieve. During this process, alternatives are offered that keep the flavor of the piece. Sometimes, an idea is discarded as untenable, or 'untenable for now.' This is rare, however - and usually a piece morphs during this process to something balanced, playable and interpretable.
10 July 2013
3 years 47 weeks
7 July 2011
4 years 24 weeks
7 July 2011
4 years 3 weeks