Hello friends! Time for a set review! Buckle in, because we are going in hot. If you haven’t had a chance to check out my “Hot Takes” article where I preview the rough draft of a few decks I have been thinking about, be sure to take a look. This review will be for both ranked and draft, since I got a lot of requests last time for both. Thoughts on the review? Be sure to share them in the Reddit thread! Here we go!!

Ranked Ratings:

★★★★★ Format staple

Examples: Sandstorm Titan, Torch, and Wisdom of the Elders

★★★★ Archetype staple, or multi-deck support card

Examples: Waystones, Permafrost, Rally

★★★ Role player or narrow support card

Examples: Rakano Outlaw, Rise to the Challenge, Withering Witch

★★ Long shot or meme-tier

Examples: Knucklebones, Crown of possibilities, Groundbreaker

★ Unplayable

Examples: Idol of Destran, Copperhall Recruit, Daze

Draft Ratings

★★★★★ Bomb or ultra efficient removal

Examples: Twinbrood Sauropod, Annihilate, and Slimespitter Slug

★★★★ Above replacement level

Examples: Feeding Time, Mortar, Archive Curator

★★★ Around replacement level

Examples: Striped Araktodon, Hipshot, Highbranch Sentry

★★ Below Replacement Level, but not embarrassing

Examples: Centaur Outrider, Cabal Slasher, Cirso’s Meddling

★ Unplayable

Examples: Accelerate, Sanguine Sword, Aid of the Hooru

Granite Waystone

Ranked:

★★★★ This will be repeated throughout the different sections of the review, so I will say it once in full here. Granite Waystone is a lock for seeing ranked play, even if it is not exactly meta defining. Some 2 faction decks will play this card, and all mono Fire decks will play it. Powerbases have obviously become much more complicated with Waystones and Crests being introduced, so it is hard to guess right now exactly how popular these will be, but they will certainly see play.

Draft:

★★ I will repeat this in the other sections too, but the value of Waystones is WILDLY different between pack 1 and pack 4. In pack 1 you need to efficiently use every pick, hedging with off-faction playables. In that case Waystones are only a shade above actual garbage. In pack 4 you might know your faction balance and you playable count, so picking up a Granite Waystone is fine. Still not excited about it though.

Helpful Doorbot

Ranked/Draft:

★ Unfortunately our little buddy is not impactful enough to see play, but we love him anyway!

Iceberg Frontrunner

Ranked:

★★ I supposed there is a world where yetis wants this as a role player. Seems really weak, but giving out the second star is pretty free in this case.

Draft:

★★ You need to really need yetis for this to make the cut, and I just don’t really think a yeti deck is there for draft. Certainly not a card the average Fire deck will want.

Kaleb’s Intervention

Ranked

★ It is very important to realize this card is NOT a fast spell. If it were fast it would be much better than Pummel. Since it is slow your options are greatly cut off. I can’t even imagine wanting this in a side board.

Draft

★★ Here the second star is really pushing it. I supposed a heavy Grenadin deck might want this, but I am not excited about being forced to use the +2/+2 and overwhelm mode pre-combat.

Kennelmaster

Ranked

★★ This card is a very weird combination of pieces, and I don’t know how they are supposed to fit together. It does not have a relevant unit type, the dogs are reckless which means they die a lot, and you need to have 3 spells before he becomes active. I know this works in some sacrifice synergy deck, but aren’t there better options? There is certainly a world where it makes a minor impact, but I would bet against him being a major player

Draft

★★★ This card is going to be high variance in draft, ranging from a 1/1 for 1 no text all game lone, or totally burying your opponent in doggos. I would pick it up try it out, and then trade proactively to keep the ground clear of bigger units. Don’t be afraid to remove it from your deck, as it is probably unplayable if you have less than…. say… 8 spells?

Scrap Hound

Ranked

★ The activation would need to be much cheaper to make a dent in ranked.

Draft

★★★ Hard card to rate, as it hinges on how many Grenadin you can pick up in the average draft. 1/1 for 1 is not good enough, and 1/1 for 1 that upgrades to a 3/3 is not particularly interesting either. This rating could easily go down. Once you have over half a dozen ways to get Grenadin for cheap I think this is fine, but not exceptional. 3 is generous to start with, so if you have bas experiences with the card even in the correct type of deck, maybe this should be abandoned.

Combustion Cell

Ranked

★★★ I was honestly impressed by this card in the event, even when we didn’t have all the tools we might want to enable it. Gearcruncher is a powerful card, so it is worth jumping through a couple hoops to power him out. There are also obviously a ton of entomb synergies with Grenadin. If it does find success it will be in a narrow archetype, but it certainly has potential.

Draft

★ This is pretty close to unplayable in draft. Throwing away units in draft is a recipe for disappointment, and here you are not even getting enough of a pay off for it to be worth it.

Disassembler

Ranked

★★★ This card actually seems really annoying in the right deck. Isn’t it possible to set up a 1 turn kill with something like this? 2 Disassemblers plus an assembly line is 10 damage just from death triggers. Obviously this would just be a role player there, but seems like an important part of the puzzle.

Draft

★★★ It is harder to build around this card in draft compared to ranked, but 2/2 for 2 is also just closer to playable in draft. I don’t expect this to do much more than deal 2 free points of damage and trade with a 2 drop, but that is totally fine. If you happen to score the nut Grenadin deck with 3 or 4 of these you will be very happy.

Into the Furnace

Ranked

★★ I could imagine a world where dedicated Grenadin decks play 1 or 2 copies of this, especially if troublesome 4 health units are popular (such as Statuary Maiden). This is obviously a narrow card, but is not totally crazy to play it some of the time.

Draft

★★★ Relative to other burn spells this is not outstanding, even in draft. 2 damage as a base case is not a lot, slow speed is a big draw back, and not hitting face is pretty frustrating. Sill, removal is removal, and people will play the card if they like it or not.

Miner’s Musket

Ranked

★★★ This card is really weird. 2/2 Relic weapon for 2 has seen non-zero ranked play, and the difference between 2/2 and 2/1 is not really outstanding. The summon ability is obviously inconsistent, but situationally powerful. Imagine curving this into Jekk? It seems unlikely to become a fixture in a deck like armory, but it is worth trying.

Draft

★★★★ The Musket will probably always trade for a card, and then give you a nice bonus down the line. Respectable in an aggro deck as a means to keep the pressure up, and acceptable in a more controlling deck to set up a swing turn down the line. Certainly not a high impact card, but should make your deck 100% of the time.

Oni Cavediver

Ranked

★ Oni doesn’t have enough support to be an interesting tribe for me. It feels like there are better options. It looks like their might be a Praxis Explorers deck with only a minor Sentinels theme, and I suppose this might work there, but I am not quite sure what that deck is supposed to offer you yet.

Draft

★★★★ This card is a great split between aggressive and defensive postures, which you will see a lot on Praxis decks. 2/2s for 2 are fine, especially when they upgrade to 4/2s, and Scout is nice bonus.

Spark Hatcher

Ranked

★★★ Well, if there is a Grenadin deck this seems like it would fit there. This card is worse than Grenadin Drone or Assembly Line, but those are obviously going to be 4-ofs in any dedicated Grenadin deck. Important role player in a specific archetype, if slightly unexciting.

Draft

★★★ I feel like Hatcher is better than Grenadin Drone in draft, since absolute stats are more important than power efficiency. Trading a 2/1 off with a Stranger, and than being left over with a 1/1 to feed to a Thornbeast is a perfectly reasonable exchange. It is hard to tell how aggressive or defensive Grenadin will be in draft, but this guy will be part of it no matter what.

Unpredictable Outlaw

Ranked

★ Not enough stats on the body, and not enough power in the ability. Being a gunslinger does not save her either

Draft

★★★ Sure, this seems like a reasonable piece to the gunslinger deck. Gunslingers really care about weapons in draft, which should surprise no one. Still, the best drafters will be the once that can identify the balance between equipment and units, and Unpredictable Outlaw is a great example of that.

Yeti Sage

Ranked

★★ There are a number of people out there that are much higher on this card than I am. Double damage is clearly a lot of damage, but this card just seems too fragile. I could see this fitting into a “mega pump” style deck with things like Fevered Scout and Hooru Envoy, I just don’t think that deck will be very good.

Draft

★★★ I guess this is fine? It is effectively a 2/1 for 2 with a relevant unit type, but with a little bit of upside. ★★★ if you are in yetis, or ★★ if you are not.

Backpacker’s Machete

Ranked

★ Too low impact for too much cost. Would see a lot of play if it cost 2 I think.

Draft

★★★★ GREAT card in the gunslinger decks! Fire decks often struggle with card selection and filtering, and this gives you that for a very low price. Probably drops to ★★★ in non-gunslinger decks, but getting something half way through pack 1 might be a sign that gunslingers is open.

Coalscrounger

Ranked

★★★ Weird card. I am still trying to decide how aggressive or defensive Grenadin are supposed to be. If they are supposed to be moderately aggressive, this is clearly an amazing addition. If they are more midrangy and value driven, this is fine, but not great. I think it will see play, but unlikely to be a staple of the ladder.

Draft

★★★★ This seems like a great reason to go into a Grenadin deck. 2/1s are a LOT better than 1/1s, so Coalscrounger could really mess up combat for your opponents. The entomb is a nice bonus, but obviously not an important element of the card. Incidental Firebombs are probably a lot more valuable in draft because of the Night mechanic, but that still doesn’t make them good.

First-Shot Rioter

Ranked

★ Too little stats for the cost. Once again, I have no real interest in bad gunslingers.

Draft

★★★ This is on the low end of 3 stars, given that 3/2 is the stat line for a 2-drop rather than a 3, but the ability and the card type are both important additions. Not exciting, but will make the cut most of the time.

Hoof Slash

Ranked

★ Not a chance.

Draft

★★ Seems like there are fewer good combat tricks in Dusk Road, but that doesn’t mean we should go in on playing bad ones. If you don’t have removal or better tricks you can play this, but it is better to avoid it.

Milos Izalio, Heir to Rebellion

Ranked

★★★★ If Gunslingers are a thing, this looks to be the kind of card DWD is pushing to make that a reality. This card feels very high variance though, as it is looking both for allies and for weapons. You will need to build around a card like this, but Milos seems like he could be worth it.

Draft

★★★★ This card in incredibly strong in draft if you can enable him, but not every deck will have the necessary tools to make him work. If you pick up at the start of pack one you should be able to find enough guns and gunslingers to pair him with, but make sure you don’t try to force him into something like a Grenadin or Yeti deck.

Purge the Darkness

Ranked

★ This card looks horrible. Don’t play it. I supposed it denies your opponent’s draw, but unless you are against a field of 50% Nightfall decks, this is just 4 damage to face full stop. Even burn decks might want their opponents to take damage from the Night effect.

Draft

★ This card looks horrible. Don’t play it.

Ruby Catalyst

Ranked

★★★ I mentioned above briefly that there may be a low-to-the-ground Praxis Explorers deck with a touch of Sentinels. This could be a piece of a deck like that. I don’t like paying 9 for a 5/4, so you really need to take advantage of the exhausts, which implies aggression. Not good enough for big Praxis Ramp style decks.

Draft

★★★★ This card looks straight up great for draft. Every aggressive deck will want a pseudo Eye of Winter to push damage, and getting a 5/4 in a couple turns is quite solid. Also just helping with the relic count shouldn’t be underrated. Even big Praxis decks really want the 5/4 to set up bond chains. Card looks great.

Ruincrawler Yeti

Ranked

★★ Seems OK if there are specific attachments you are really hot to target, but 2/2 for 3 is pretty bad so I wouldn’t play it unless you had a very specific reason. The second line of text is great with Wump, but so is everything else on every Yeti

Draft

★★★ Units like Furnace mage have typically been very solid in draft, but the 2/2 body is very much a turn off. If you are not in a yeti heavy deck you probably avoid it, but it can never really be that bad given the 2-for-1 potential.

Scrap Heap

Ranked

★★ Hammering someone with a giant charging Toppletower seems like fun, but it also seems pretty unlikely. 1 Grenadin for 5 seems really expensive compared to Amber Ring, and that doesn’t see serious play, so color me sceptical. Obviously I would love to hammer someone with a Gearcruncher, using this, but that just doesn’t seem real

Draft

★★ This is probably just a bad Amber Ring. Still playable, but man is it slow. You probably need to want Grenadin even for draft.

Skycrag Huntsman

Ranked

★ A 1/4 for 3 with a clunky conditional activated ability? Not interested.

Draft

★★ This card varies massively if you have relics or not, meaning you need to either take this early and prioritize the relics, or know you already have the relics in place. I think 4 good relics, one of which being an expendable relic, is probably about the sweet spot. I guess he isn’t even that great if you have the relics, so it is probably just best to avoid him.

Temple Raider

Ranked

★★★ Once again we get to the “aggro explorers” deck I have been talking about. 4/4 Charge for 3 is a great deal, but it is going to be really hard to have this pair a Sentinel on curve. A little closer to 2 stars than 3, but I will give him a chance.

Draft

★★★ This is a very synergy dependant pick. My first 7-win deck of the format had multiple Temple Raiders, and they were great, since I had a ton of 4 drop Sentinels. He was certainly a 4 star card in the deck, but I really don’t know how realistic that is. He is clearly much worse in a gunslinger or yeti deck, so lets round him out to a 3, but be sure to adjust your pick order once you know where you are.

Toppletower

Ranked

★★★ This guy has still not grown on me. I want my grenadin deck to be pretty resistance to removal and to silence, and this guy is super vulnerable to each of them. Clearly Toppletower + Scrap Heap one-turn-kill sounds sweet, but I just don’t think that is what the grenadin decks want.

Draft

★★ This card is super high variance in draft. If you get the nut grenadin deck this guy might go pretty high, but as we will see the power level of draft seems to have been noticeable bumped up, so a generic massive beat stick is a little less impressive. If you are not in grenadin this card is obviously unplayable. Coming together with these two factors, it is probably best to avoid it.

Tumblebang

Ranked

★★★ This is just so much power when combined with combustion cell. Turn 2 Cell, turn 3 Tumblebang, turn 4 you could have access to 9 power! 9 power is conveniently enough for original Eilyn + Snowball if that is something that interests you. I really feel like combo got some sweet tools in this set, but it will take a while to piece them together. 3 stars for Tumblebang is probably generous, but I am optimistic.

Draft

★★ This card is so inconsistent in draft. You can’t block with it to get power, since the power will empty before your next turn. If you attack you will probably trade with some garbage 1/1, or just lose it to a bigger unit, in which case you need to do something amazing with the free power. With bond in the set, there are just better ways to cheat the power system.

Ancient Defenses

Ranked

★ This just seems too inefficient and durdly. I don’t think people lose many ranked games because their Sentinels are not big enough. They lose because they don’t do anything until turn 4. There are much better ways to deal 3 damage or get a relic if that is what you want.

Draft

★★★ 4 power for 3 damage is a little slow for this format, but there are a lot of cards that care about the relic in play even if you have no Sentinels. If you do have Sentinels this is really great, as it not only buffs their combat prowess, but synergizes with Bond. Still not quite a 4 star card, but certainly solid.

Barbarian Camp

Ranked

★ Xenan Obelisk is a much better card, and it is not particularly popular right now. Think about it.

Draft

★★ I think this card is just a little too low impact. Having a relic that buffs the stats for your team is obviously great in draft, as it allows you to trade up, but I am just worried that spending 4 power and a card on this is just not going to be worth it. I could buy that this is closer to a 3 star, especially if you have “relics matter” synergies, but it is probably best to avoid this for now.

Hellfire Oni

Ranked

★ This is not the kind of “combo” card I like. So much can go wrong with a card like this. There is also not enough Oni support for a 3/3 for 4 to make it in my opinion.

Draft

★★★★ This actually seems like kind of a bomb. Obviously you want to be strategic in which weapons you prioritize, focusing on some of the more expensive ones, but if you set up a good combo I think this can easily take over a game as early as turn 5.

Kyojun, Grand Shugo

Ranked

★★ 3/2 for 4 is just not an acceptable state line, and there are really not enough playable Oni for me to be interested. Obviously some nut curve into this guy will kill people, but he just seems so fragile. Fire is also not great at protecting their units. If you do get to power up with him in play he can totally take over the game, but I just worry it will be way too inconsistent.

Draft

★★★★ Not a slam dunk since not every fire deck will have a ton of Oni, but if you do get even half a dozen he is going to be pretty great. Weapons will help Kyujun get through and start the train, but there will be some games where he is just brick-walled. Probably just outside of the 5 star zone.

Stonescar Sawed-Off

Ranked

★ Seems like there are a lot of better cards that do similar things. Not interested.

Draft

★★★★ You will kill people with this kind of card, especially if they are not playing around it. If they are not keeping back enough blockers this is just a massive tempo swing. Imagine this on a flyer like a Renagade Valkyrie? Shudder. You are also really looking to up your weapon count in the average fire deck to make gunslingers viable.

Wandering Forge

Ranked

★ Even if this was always a 5/3 overwhelm for 4 I would expect it to see 0 play.

Draft

★★ This is a borderline case. 4/2 for 4 is really bad. Centaur Outrider is the quintessential “playable I guess, but something probably went wrong” kind of card, and this is worse as a base cast. Being a Sentinel with 5 strength is a big deal in draft though. The value in non-praxis is certainly low 2-star, but the value in Praxis is closer to 3, so 2 seems fair.

Hotbarrel Revolver

Ranked

★ Are you playing this over Deepforged Plate? I really don’t think so. I suppose there is a world where gunslingers are playing Rise where this becomes a bullet, but that is probably awful.

Draft

★★★★ Hellfire Rifle was probably slightly underrated in set 1 draft, and the base case for this is basically cheaper Hellfire Rifle. If you get a few good gunslingers, this card becomes pretty nutty. Feel free to throw this in your Yeti or Explorer decks as well, since this is good enough even with bad aim.

Inner Fire

Ranked

★★ This seems clearly meme tier to me. I look forward to the stupid grenadin OTK deck, but let’s be real about its competitive viability.

Draft

★ This is like 5 power deal 5 to the opponent, except it can be blocked by your opponents units….. But it scales to a 7 power deal 10!…. That can still be blocked by your opponent’s units….. Not exactly exciting.

Jekk, Hunted Fugitive

Ranked

★★★★★ There are a lot of decks that are looking for something like this. A dedicated gunslinger deck would love Jekk as a top end card, and tokens would love him as another Obelisk effect. Like all members of the Diesel cycle, this demands an immediate answer, or it will get out of hand.

Draft

★★★★★ This would be pretty close to a hard 5 star with no text beyond Quickdraw. If this sticks in play for more than a turn I have no idea how you lose.

Parapet Sentry

Ranked

★★ It is not that hard to imagine a world where Praxis Sentinels wants an on-theme answer to flyers, and although this card is not exceptional on rate, it could make the occasional appearance. Still, 5/4 for 5 is rarely going to be good enough, so you should only play with this if you feel like you need to.

Draft

★★★★ If you are able to pick off a flyer with this, you are going to be way ahead. If not, would probably just have a 5/4 for 5 (assuming you have enough relics). The ceiling is high, the floor is safe, but nothing nutty happening her. 4 stars seems right.

Powderkeg Rider

Ranked

★ I really can’t see this making it. If it were just a 7/4 overwhlem I might be interested in some decks, but even that would be a long shot.

Draft

★★★ You really need at least a half dozen grenadin card for this card to be good. 3/4 overwhelm for 5 is just not acceptable. 7/4 overwhelm is pretty scary, but your opponent can usually trade into it with a little big of splash damage and be fine. I will give it the benefit of the doubt and put it at 3 stars, but that is generous.

Staff of the Arch-Magister

Draft/Ranked

★ What on earth deck does this go in? Is this for the “big pump” deck or something? Why does it cost so much? Seems highly suspect.

Barkeep’s Friend

Ranked

★ Too low impact for too much cost.

Draft

★★★ I really think you are going to want weapon badly enough that a card like this will be playable. Is it exciting? No, but it gets you the pieces you need to have a functional gunslinger deck.

Molten Fist

Ranked

★★★★ Now we are talking. This has applications from the very serious (Armory) to the very silly (one-punch Visage). Warcrys stack on this to give +2/+1, which is amazing, and playing it with Reforge seems filthy. I’m holding back on the 5th star since it is a little restricted in the decks it can fit in, but this card is very powerful.

Draft

★★★★ You don’t have access to all the synergies you might want, but that doesn’t matter. This is basically a better Stonescar Maul, and that was solid in draft before. Obviously you should try and find a couple combos with it, but don’t go out of your way, since this is good enough as is.

Oni Gunwright

Ranked

★ No comment should be needed here.

Draft

★★★ Eh, this is fine. Am I excited about a 5/3 warcry for 6? No, but the entomb trigger is very real in any gunslinger deck. This might be too midrangy and durdly for gunslinger decks, but I will start her as a 3 star card.

Sky Terror

Ranked

★★ This is just too expensive. Someone explain to me how this is better than something like Thunderstrike Dragon? Or Soulfire Drake? It will surely win games where it has no opposition in the air, but that is true of basically any 6 drop. Yes I know the attack trigger is a thing, but what match up are we playing when we have a ground stall on turn 7 and there are no Sandstorm Titans in play? Just play Icaria.

Draft

★★★★★ Pretty clear bomb. Any big flyer can win the game pretty quickly, the attack trigger is going to be game breaking all by itself. This basically doesn’t have warcry because you should win the game when you attack even once.

Sureshot

Ranked

★ If you want to go all in on a 6/5 for 6 to try and get some silly 1 turn kill, don’t come crying to me when your opponent plays basically any removal spell.

Draft

★★★★ 6/5 for 6 is fine, and you probably only need 1 decent weapon on her before she starts taking over the game. Obviously closer to a 3 star card in non-gunslinger decks, but she will end the game in a hurry in the gunslinger decks. There is also not a lot of hard removal, and you will notice that when playing something like this.

Tempered Sentinel

Ranked

★ I really don’t think there is a deck that wants this. If it could bond with Explorers we might have a conversation, but even then it would be lucky to crack 2 stars.

Draft

★★★ Totally solid. I think bond plays well, and this is a reasonable bond card. You are probably not going crazy in cheating costs since most Sentinels start at 4 cost, but it shouldn’t be hard to get this on turn 5 with something else, and that is respectable.

Gearcruncher

Ranked

★★★★ On seeing the whole set, I am not convinced the grenadin have what it takes, but if they do, Gearcruncher is going to be part of that. The first Gearcruncher will mess people up, and the second one will almost always be lights out. Depends a lot on the speed of the format, but I feel like he has what it takes, even if grenadin are not always at the tip-top of competitive play.

Draft

★★★★★ You need to build around this a little bit, but if you do this is an absurd pay off. It shouldn’t be hard to get 6 grenadins, and once you are there, you should be able to blast down your opponent’s defenses until they are dead.

Improvised Rubbler

Ranked

★ This seems a lot worse than a number of cards that see very little play. At least Claw of the First Dragon has memes on it’s side!

Draft

★★ Not every Fire deck is going to want to get to 7 power but those that do may want this as a finisher. I am worried that with all the bond shenanigans this will not punch hard enough to manage top end threats, but it is a finisher if you desperately need one.

Rock Carapace

Ranked

★ Well, a 9/9 weapon seems pretty powerful, and if left unchecked your unit will take over… what am I talked about this costs 7 not a chance!

Draft

★★ Yeah, this is a weird one. +9/+9 is sooo much, but so is 7 power. Losing flying is a big deal too, since you can’t set up a kill on a crowded board. Obviously if the board is not too cluttered you can kill someone with this very quickly even through the stun effect, but there are just too many problems for me to want to recommend it.

Great-Kiln Titan

Ranked

★★★★ I am into this card. Big fat value engine that sets up for nonsense like Novaquake Titan. To me this is a better Mystic Ascendant for Praxis, but probably doesn’t see a lot of play outside of that. I am curious if it is able to crack into Armory decks, as it is an interesting Rise target, but that seems like a long shot.

Draft

★★★★ If you build around this card, it will win you basically every game you play it. It isn’t even like this is the only ramp pay off in the set, there are tons of cards at common and uncommon to pair with this as alternative win conditions. Not ever Fire deck well want him, but the ones that do he will be the best possible card to have.

Heroic Bravo

Ranked

★ I would love for some gunslinger bond deck to be good, but that sounds so much worse than just killing people with Jekk.

Draft

★★★ You need to make sure you have at least half a dozen 3-5 strength gunslingers that cost between 3-5, but if you can meet that stipulation this card is great. That restriction may sounds pretty restrictive, but I think you will be surprised how easy it is. Still, not every deck can play this, so let’s stick it at 3 stars for now.

Part 1 of the review is complete! Be sure to come back tomorrow for part 2!! Share your thoughts on the Reddit thread, and check out my “Hot Takes” article if you haven’t had a chance yet. Hope you are all enjoying the new set, because I know I am!!

Love,

Neon

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