Casual: Hobusu vs robinz

I really ought to concede here, but am just playing on for the hell of it to see if I can delay the inevitable enough to possibly mount a comeback.

P2T4


Tech StartingHand Workers

TECH
Steam Tank
Marauder


STARTING HAND
Charge
Gunpoint Taxman
Nautical Dog


WORKERS
Scorch
Makeshift Rambaster
Pillage
Nautical Dog


NextHand

Bloodrage Ogre
Charge
Bombaster


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Build Tech 2 - Anarchy - ($4)
Gunpoint Taxman - ($2)
Bloodburn kills off one avian pest (contrary to widely-believed propaganda, they are not cute AT ALL, but vile killers)

Float ($2)
Discard 1, draw 2, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman [3/3, Anti-air]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina lv. 1 [2/3]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn [3]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech 2 HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

Ugh, going to concede before long, because he can certainly break my Tech 2 (suicide both Rambasas to clear out Taxman, then Rook+the remaining bird waltz past Jaina). But I see no way to prevent that. (I could just not build it, but then he can hit my Tech 1 instead and delay my getting Tech 2 stuff even more.) I’m still starved of cards, and everything is dying around me. I don’t really see any prospect of recovering, but I’ll play on for now. I wonder how it came to this - he’s not even built Tech 2 yet!

(Well, didn’t draw a Tech 2 anyway. Not sure whether this is good or bad! Maybe a Charged Ogre couuld shake things up?)


2 Likes

Player 1 Turn 5


Tech, Starting Hand and Workers

TECH

Training Grounds
Earthquake


STARTING HAND

Aged Sensei
Grappling Hook
Safe Attacking
Morningstar Flagbearer


WORKERS

Smoker
Fox Viper
Fox Primus
Entangling Vines
Grappling Hook


Next Hand

Mind-Parry Monk
Savior Monk
Training Grounds


Tech 2 card(s)
Get Paid + float - ($9)
Bird’s Nest summons a new bird (and I figured out a better method of marking which one is which, at least for this turn)
Worker - ($8)
Build Discipline Tech II - ($4)
The Bros. team up to take out Gunpoint Taxman; Mario takes a pipe back to the Mushroom Kingdom and Luigi hides in a corner somewhere (aka to Codex and to Discard)
Rook and the Bird that survived last turn ignore Jaina and destroy your Tech II, your base takes 2 damage
Research Safe Attacking - ($3)
Recruit Morningstar Flagbearer - ($0)
Patrol as shown below

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Morningstar Flagbearer (2/2) [Must be targeted if possible]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Garus Rook Lv. 7 (4/6) [Unstoppable by a lone patroller, Two Lives]
  • Bird’s Nest
  • :hatched_chick: (1/1) [Flying]
  • :hatching_chick: (1/1) [Flying]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Just keeping up the pressure! Now that I have a Flagbearer in play, he has to get rid of it before he can continue slowing my aerial assault. Shouldn’t be too hard for him to do, but he’ll have to give me a card back, so it all works out in my favor regardless! Also, now that Safe Attacking is up, building a Tower won’t kill an attacking Bird anymore. Unless he has another Taxman, it’s curtains for him!

1 Like

What’s with calling the Rambasas Mario and Luigi? (And I know it’s not just you.) Is there some connection I’m not seeing between Tiger Monks and Italian plumbers?

1 Like

People needed a way to say “Not that Rambasa Twin, this one!” Thus, lots of people assign them (and other things when they have more than one of them) funny names. In this case I think it’s just that how close the Twins are reminded someone of the Mario Bros, and the names stuck. I’m curious who started it, though…

1 Like

P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Bombaster
Bloodrage Ogre
Charge


WORKERS
Scorch
Makeshift Rambaster
Pillage
Nautical Dog
Bombaster


NextHand

Steam Tank
Chameleon Lizzo
Bloodlust


Discard

Gunpoint Taxman
Charge
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Rebuild Tech 2
Bloodburn kills a bird again
Bloodrage Ogre - ($8)

Float ($8)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre [3/2+1A]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina lv. 1 [2/3]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn [3]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 8
  • Workers: 10
Thoughts

Not a complicated turn here. Just trying to stall and stop him breaking Tech 2 again, while I go for Tech 3 and the gunships. I needed 2 patrollers, so that dictated my play pretty much.

My main hope here is getting to Tech 3 - we all know Pirate Gunship is a game-winner, and I don’t think Tech 2 discipline has any anti-air or fliers, so he’d have no defence other than the birds - which should be easy to pick off (bloodburn will kill 1 per turn, as can Jaina if I go to midband with her). He can only attack with 1 bird, Flagbearer and Rook, and while he can kill both patrollers (giving me a much-needed extra card in the process), he can’t do more than 4 to my Tech 2 (if bird+flagbearer take down the ogre then Rook slips past Jaina). So I can Tech 3 next turn, and then I just need to protect it long enough to play a gunship.

I can’t afford to wait another shuffle to play Gunships, so I’ve teched both of them, and hope I don’t draw both next turn before I can play them! (Actually, this was based on a misconception - for some reason I thought I was about to reshuffle while drawing my hand, but I’m still some way off that.)

I never thought I’d float so much gold - but I have nothing sensible to do with it. I need Jaina to patrol, and levelling her up does nothing to her HP, so there’s no gain to doing so this turn (other than taking more health from Rook’s first life if he kills her this turn, which I don’t think is really worth the gold investment). I would have played a second hero and levelled them up if that was a legal play (I don’t have a functional Tech 2 this turn :() So next turn, with 18 gold (!), I can buld Tech 3 and then play as much as I need to protect it and/or hurt his threatening units. I’ll probably just play the minimum needed to protect Tech 3 though, to increase my chances of getting a gunship sooner.

And my draw doesn’t look too bad - some good defence AND an attacking option in my 3-card hand :slight_smile: I may well lose, but am not going down without a fight here.

Bloodburn has to target a Flagbearer if one is on my side of the board. Do you want to change your turn based on that, or will it just hit Morningstar Flagbearer instead of a bird?

That’s Bloodburn, right? :slight_smile:

3 Likes

Oops, you’re right. I think I need to change the turn in that case - but not sure how.

I don’t know when I’ll get time tonight, but I’ll definitely post a new turn in the next 12-24 hours.

(And I was going to make a point about Bloodburn/Bloodlust, but Jadiel got there before me :slight_smile: )

1 Like

…Well, now I’m sad I’ve made the same mistake. To be fair, the statement was still correct; he would have to target a Flagbearer with Bloodlust if he had played it.

1 Like

Apologies, new turn is below. Changes are very minor:

  1. Have changed Bloodburn to target the flagbearer, as was required. I suspect this will make essentially zero difference, but there’s no reason not to do it, I’m not short of runes on bloodburn :slight_smile:

  2. I have switched the positions of my 2 patrollers. (Yes, this is a direct result of you still having 2 birds. Can explain more of my calculations after the game, although it almost certainly doesn’t matter anyway.)

  3. I have also belatedly realised it might be sensible to build a Tower with some of that huge pile of gold. This isn’t related to the rules mistake I made, just me thinking of it too late. Hopefully you’ll let me get away with it :slight_smile:

I have also redone my draw. (I don’t like my new 3-card hand as much as the previous one, but it’s not dreadful either given the circumstances. Depending on what you’ve teched/drawn, I’m almost certainly going to get battered whatever I drew.)

P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Bombaster
Bloodrage Ogre
Charge


WORKERS
Scorch
Makeshift Rambaster
Pillage
Nautical Dog
Bombaster


NextHand

Marauder
Steam Tank
Careless Musketeer


Discard

Gunpoint Taxman
Charge
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Rebuild Tech 2
Bloodburn does 1 damage to Morningstar Flagbearer (almost certainly irrelevant)
Bloodrage Ogre - ($8)
build Tower - ($5)

Float ($5)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Jaina lv. 1 [2/3+1A]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bloodrage Ogre [3/2]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn [2]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 5
  • Workers: 10

Player 1 Turn 6


Tech, Starting Hand and Workers

TECH

Earthquake
Fox’s Den Students


STARTING HAND


Savior Monk
Mind-Parry Monk
Training Grounds


WORKERS

Smoker
Fox Viper
Fox Primus
Entangling Vines
Grappling Hook
Savior Monk


Next Hand

Rambasa Twin
Young Lightning Dragon


Discard

Earthquake
Fox’s Den Students


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Summon Setsuki - ($6)
Build Training Grounds, giving my heroes +1 ATK - ($5)
My birds team up to peck your Ogre to death and are protected from your Tower by Safe Attacking, you draw 1 card
Rook walks past Jaina and single-handedly breaks your Tech II building, taking 1 damage from your Tower and dealing 2 to your base
Recruit Mind-Parry Monk, who prevents my units from being targeted by spells and abilities - ($0)

Float ($0)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Mind-Parry Monk (5/4+a) [Prevents my units from being targeted by your spells and abilities]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Morningstar Flagbearer (2/1) [Must be targeted if possible]
  • :target: [I]Lookout[/I]: Setsuki Hiruki Lv. 1 (2/3) [Resist 1]

[B]In Play:[/B]

  • Safe Attacking
  • Bird’s Nest
  • Garus Rook Lv. 7 (5/5) [Unstoppable by a lone patroller, Two Lives]
  • :hatched_chick: (1/1) [Flying]
  • :baby_chick: (1/1) [Flying]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • Training Grounds

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 5
  • Disc: 2

[B]Gold:[/B]

  • Gold: 0
  • Workers: 10
Thoughts

Continuing to oppress him. I’ve wanted to kill Jaina for a while now, and I might regret keeping her alive now, but I’ve got a really solid setup here. I’m expecting a concession soon, especially if I can use Training Grounds to max all of my heroes over the next two turns.

I think it’s time for me to call it a day - well played.

You probably guessed, I was just trying to hang on to Tech 2 (and then Tech 3) long enough to get a gunship or two on the board. But even getting to play some Tech 2 stuff might have helped! As it turns out, my hand is totally dead this turn, apart from a Careless Musketeer who I can’t even give haste to (I guess I could suicide Jaina to summon Drakk, but that wouldn’t exactly have you getting worried.) Believe it or not, I planned my turn for a bit, before realising I’d just played 2 Tech 2 units that I wasn’t allowed to!

I knew it would be over if you played Earthquake, or a YLD or two appeared - I’d overlooked Training Grounds as a way to smash my Tech 2 that turn.

I’m glad you got a win, you’re definitely overdue one in this series! As I already said, I was effectively dead after your turn 4 - I must look back over what I did those first 3 turns to see where it all went so wrong. (I’m sure Red doesn’t really suit me, mind you.)

1 Like

Good game! I think my turn 3 really decided it, since it got me some of those free levels that Rook really needs if he’s going to get to max. From there it was just white doing white things, really. I can’t look to see what the better play would have been right now, but that’s what you should focus on when looking back over the game.

Edit: Took a quick look, and that wasn’t a very good hand to work with on your turn 2. If you had skipped Bloodburn and used Makeshift Rambaster to kill Aged Sensei, you could have patrolled Mad Man… But I could still get the kill with either Grappling Hook (if you patrolled both) or Rook’s midband (if you only patrolled Mad Man). You would still have had 2 units on the board, so that might have helped you get a revenge kill, but if I had thought there was a real danger of that I would have spent the $1 to max him right after killing Drakk…

I guess maybe if you’d teched more Fire spells (especially Flame Arrow), those could have done some work since I never killed Jaina. Either that or use her as an attacker, since every turn I destroyed your Tech II and you kept her around was a turn I didn’t have to worry about Zane popping out or Drakk buffing your units. Zane would probably have worried me most when I only had max-level Rook, since suicide him wouldn’t have cost you cards or given me levels, and depending on the circumstances he could have given you a gold or card as he left.

I wouldn’t worry about Red not suiting you, since there’s several ways to play it. It is one of the harder factions, since it requires so much careful planning to avoid overextending, but if you experiment I’m sure you’ll find a plan or two that you’ll like!

Are you up for another game, @robinz?

1 Like

Yeah, I’d cetainly accept another game.

I’d really like to start experimenting with some multicolor decks - but it’s probably sensible to play another game as Red so I hopefully don’t make a hash of it this time :slight_smile:

1 Like

It’s up to you, but I was just thinking that I’d like to try a multicolor myself! I’ll only try it if you use a multicolor codex; if not, I’ll stick with White.

OK, I’ll try to be a bit crazy - so you can join me! I have no idea if this deck even really does much (it’s not as if I’m looking at a specific combo that’ll win the game, although there are a few possibilities maybe), I’ve got a feeling it might crash and burn horribly. But I think it sounds fun so I have to try it in a game at some point :wink:

So I’m going to try [Future]/Necromancy/Balance. If you want to roll for first player, I got 52/100.

1 Like

I rolled 91, so I’ll go first with [Ninjutsu]/Growth/Present. Good luck!

Player 1 Turn 1


Starting Hand and Workers

STARTING HAND

Grappling Hook
Sensei’s Advice
Savior Monk
Fox Primus
Fox Viper


WORKERS

Fox Viper


Next Hand

Aged Sensei
Safe Attacking
Morningstar Flagbearer
Smoker
Snapback


Discard

Savior Monk
Grappling Hook
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit Fox Primus - ($0)
Patrol as shown below

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fox Primus (2/2) [Frenzy 1, anti-air]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 0
  • Workers: 5
Thoughts

First time using multi-color, and I’m trying a codex with two of my favorite heroes that’s meant to activate my favorite upgrade! Not the best opening hand, but if he doesn’t have Fading Argonaut it’ll let me get a good bit of early pressure. I’m not sure what the synergy with his codex is supposed to be, but if he focuses on summoning skeletons with Garth I’ll just tech Shuriken Hail.

2 Likes

P2T1


StartingHand Workers

STARTING HAND
Battle Suits
Nullcraft
Neo Plexus
Fading Argonaut
Tinkerer


WORKERS
Battle Suits


NextHand

Forgotten Fighter
Hardened Mox
Temporal Research
Time Spiral
Plasmodium


Discard

Neo Plexus
Tinkerer
Nullcraft


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
summon Garth Torken

  • ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut [2/3+1A, Fading, 3 runes]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: lv. 1 Garth [1/3]
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I’m not really sure what the “thing” of his deck is - but I guess you could say the same about mine! I guess he’ll go with stealthy ninjas buffed by Arg/Dinosize/SotP - or perhaps MoLaC followed by lots of Ninja Tokens. The latter could be pretty scary actually.

This deck I’m playing might not actually cope with that very well. But I’ve been thinking about it for a while as a deck to use, so I’ll give a relatively full introduction to my thoughts on it (warning: wall of text follows!):

The initial idea was really to use the Necromancy stuff (Garth+Bone Collector) to spam lots of skeletons, and hope to go with Future Tech 2 and, if I can keep lots of skeletons alive, sacrifice them all (+ other workers/units as needed) to get Omegacrons active. But that’s not the only plan - I love Future’s Tech 2 Fliers, and if I can get enough money (Promise of Payment may help) they could be a great game-winning option. I think I’ll generally need to turtle a bit in the early game and not rush for Tech 2 - early techs will be Bone Collectors and a Lich’s Bargain to be played 1 or 2 times, to give me some defence. (Garth’s other 2 spells are also great for protecting me from scary units/heroes.) For that reason, I think I need a Heroes’ Hall relatively early - Garth is the main hero for the early game, but I might need Vir or Midori for their spells relatively early (a max Vir will also help with the defensive wall if I can get some time-rune removal going, Tinkerer and Time Spiral are options for later, although of course I can’t play Tinkerer early).

I will generally want to go Future at Tech 2, as indicated - but Necromancy is an alternative, either if I can get enough skeletons to make me think Skeletal Lord is an option to cheat something into play, or if the opponent goes heavily hero-focused, so I can use Wight for hero removal.

I considered using the Black starter for this build, because of wating to play with Skeletons and having Garth out in the early game. I may yet decide that is better. But I do think I favour Purple at the moment, because the time-rune manipulators could come into their own in the midgame, and there are generally solid early-game units like Fading Argonaut and Hardened Mox (the latter is particularly good if I intend to stall before going to Tech 2, as likely). Plus Nullcraft could be key in some matchups.

As for the third spec - I’m not 100% sure what is best, and may change my mind later. But Balance is attractive to me for a few reasons - Moment’s Peace if I find myself facing superior forces and need to buy some time to get mine built up, Tiny Basilisk as a great Tech 1 unit (especially as I intend to stay at Tech 1 for longer than normal), and Midori, both to buff my skeletons/zombies and perhaps to get to max level if I need a flyer in a hurry.

That’s enough theorycrafting - what about this actual hand? Battle Suits is an obvious worker - it will just never get any play in this deck (I think the only soldiers I have access to are the Future Tech 1s, neither of which I intend to use). And Fading Argonaut is the strongest combat unit in the starting deck, so I’ve gone with that.

It’s curious that he played Fox Primus - which is expensive and usually workered pretty early. I’m guessing he was worried about Nullcraft? Whatever, my FA is safe for this turn if I put it in Squad Leader. Next turn I want to do worker+skeleton+Tech 1 (worker either Plasmodium or Forgotten Fighter), but that’s already 4 of my 6 gold so I can’t play the Mox. I may skip the Skeleton then, or perhaps not play a card from hand. Tech will definitely be at least 1 Bone Collector, and probably Lich’s Bargain - but a second BC or a Tiny Basilisk could also be options. Let’s see what he does.


Oh, and here’s a link to what I’m playing, for ease of reference: http://codexcarddb.com/deck/future/necromancy/balance/images

1 Like

Don’t forget (like I nearly did) that your first Tech I or Add-on costs extra with multicolor!

Player 1 Turn 2


Tech, Starting Hand and Workers

TECH

Argonaut
Inverse-Power Ninja


STARTING HAND


Safe Attacking
Aged Sensei
Snapback
Smoker
Morningstar Flagbearer


WORKERS

Fox Viper
Morningstar Flagbearer


Next Hand

Snapback
Smoker
Grappling Hook
Savior Monk


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Research Safe Attacking - ($1)
Recruit Aged Sensei - ($0)
Fox Primus duels with Fading Argonaut, both combatants suvive with 1 HP
Patrol as shown below

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Aged Sensei (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Fox Primus (2/1) [Frenzy 1, anti-air]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I just had the horrible realization that he has access to Assimilate, so any plan involving Might of Leaf and Claw is far too risky. With that in mind, I’m now looking at Blooming Ancient combined with Temporal Distortion and Fox’s Den Students. I’ll have to look at what he does to see if there’s anything wrong with that plan, of course.

1 Like