anchor.diff:      //if i some how have both, living target will be the one i pick.
       String getTargetNames() {
         if(livingTargets.isNotEmpty) {
  -          return turnArrayIntoHumanSentence(finalLivingTargets);
  +          return turnArrayIntoHumanSentence(new List<GameEntity>.from(finalLivingTargets));
         }else {
  -          return turnArrayIntoHumanSentence(finalLandTargets);
  +          return turnArrayIntoHumanSentence(new List<Land>.from(finalLandTargets));
         }
   
     }
  
positive.code: 
      //flavor text will not influence the actual actions going on, but will change how it is narratively
    String flavorText = "Describe what happens in this scene in human words, based on what it targets and what it does to the targets. You can add a script tag to refer to the target or targets, but everything else should be your own words, including the Big Bads name.";
    List<GameEntity> livingTargets = new List<GameEntity>();
    //can include moons or the battlefield
    List<Land> landTargets = new List<Land>();
  
  
  
  
negative.code:       }
        landTargets.addAll(session.moons);
  
        livingTargets = new Set<GameEntity>.from(shuffle(session.rand, new List<GameEntity>.from(livingTargets)));
        landTargets = new Set<Land>.from(shuffle(session.rand, new List<Land>.from(landTargets)));
  
  
        for(TargetConditionLiving tc in triggerConditionsLiving) {
            livingTargets = new Set.from(tc.filter(new List<GameEntity>.from(livingTargets)));
        }
        if(triggerConditionsLiving.isEmpty) livingTargets.clear();
  
  
        for(TargetConditionLand tc in triggerConditionsLand) {
            landTargets = new Set.from(tc.filter(new List<Land>.from(landTargets)));
        }
        if(triggerConditionsLand.isEmpty) landTargets.clear();
  
  