Schlagwort-Archiv: creatures

My Limited Card Pool: Red Lands & Creatures

This is the 11th entry in a series where I comment on and explain my choices for my limited card pool in detail. Here are my previous entries:

Lands & Artifact Creatures

Non-Creature Artifacts

White Lands & Creatures

White Non-Creature Spells

Black Lands & Creatures

Black Non-Creature Spells

Green Lands & Creatures

Green Non-Creature Spells

Blue Lands & Creatures

Blue Non-Creature Spells

In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.

Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:

Red Lands & Creatures (Hellion Crucible should be uncommon.)

And here’s a link to an explanation of the shortcuts I use in that list, if you need it.

Keldon Megaliths is the only card with hellbent left in my pool. I gave up on that mechanic, which simply didn’t play well. The Megaliths are not meant to specifically encourage players to build a deck which empties its hand fast, but as a land with an upside in the lategame red decks can use, just like Hellion Crucible

I upgraded Jackal Pup to Firedrinker Satyr, because the Pup could do with a little extra oomph in limited.

Jackal Familiar and Mogg Flunkies are meant to encourage a weenie strategy, where they are stronger than Ember Beast, which plays more like a slightly undercosted generic creature with a disadvantage.

Skitter of Lizards is a great way to get a usable haste creature for 1 mana in my pool (Goblin Guide does not really work in limited).

AEtherflame Wall is Red’s concession towards the shadow theme, which is why it’s common, but it also provides a generally useful pumpable defender in the vein of Wall of Fire.

Stormblood Berserker, the 2-drop, being uncommon, and Gorehorn Minotaurs, the 4-drop, common, is just as things were in Magic 2012, but feels a bit unintuitive to me, especially because it is the other way around than the rarities of the black bloodthirst creatures. It makes sense, though, as the Berserker is a little more powerful, and the switched rarities make the mechanic feel a little different in both colors.

Attributing rarities was also an issue with Young Pyromancer and Guttersnipe. While the Pyromancer is probably a bit more powerful even in limited (but it’s a lot closer than in constructed), he is more generally useful, while Guttersnipe isn’t too interesting without a strong instery component in the deck. Also, it’s nice if the producer of 1/1 tokens is common, while Talrand, Sky Summoner is rare.

Fire Imp is the smaller variant of Flametongue Kavu, which means it is on an acceptable power level.

Granite Gargoyle, Highland Giant and Earth Elemental are generic creatures helping to balance out Red’s overall very aggressive nature a little, which is of course a defining feature of that color, but makes it play a little too one-dimensional if it is the only strategic option. These creatures still work reasonably well on the attack, though.

Outrage Shaman is one of the few cards with devotion (yes, it doesn’t technically have it) which isn’t too swingy. Thus, I’m not interested in that mechanic for its own sake, but I needed a red color themed uncommon, and this is a great fit.

6 mana is the highest acceptable cost for cards which support a theme. Rustmouth Ogre still is no great choice, but a superior replacement which fits in an uncommon slot and isn’t too similar to other cards in my pool is hard to come by.

Conquering Manticore is overall probably stronger than Shivan Dragon, but it isn’t quite as efficient at winnig a game on its own in short time, which is the problematic part. Also, the Dragon, while one of the most iconic Magic cards, isn’t that unique in my card pool, with Furnace Whelp and Shivan Hellkite doing similar things.

Magmatic Force is the most powerful 8-mana card in my pool. On one hand, that’s strange, since having the best fatty seems to belong into either the green or blue part of the color pie. On the other hand, it is kinda fair, since Red has probably the most trouble supporting a lategame strategy. I still wish there was a slightly weaker alternative, but the only other card in the right power band is Scourge of Kher Ridges, which is too similar to the (much better designed) Shivan Hellkite, and whose abilities effectively clean the board repeatedly, which isn’t a desirable feature.

markiert , , , , , , , , ,

My Limited Card Pool: Blue Lands & Creatures

This is the 9th entry in a series where I comment on and explain my choices for my limited card pool in detail. Here are my previous entries:

Lands & Artifact Creatures

Non-Creature Artifacts

White Lands & Creatures

White Non-Creature Spells

Black Lands & Creatures

Black Non-Creature Spells

Green Lands & Creatures

Green Non-Creature Spells

In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.

Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:

Blue Lands & Creatures (The rarities of Daring Apprentice and Clone were switched inadvertently; the former should be uncommon, the latter common.)

And here’s a link to an explanation of the shortcuts I use in that list, if you need it.

I never understood the fascination of many players with the bouncelands from the old Ravnica block. „Card advantage on a land“ is what some pro uttered in awe – well, yes (although an extra mana isn’t even technically card advantage unless you can exchange that mana or another land for a card somehow), but at the same time these lands are so slow that Thawing Glaciers seems to work at hypersonic speed in comparison. They can’t be laid on turn one, need another „normal“ land to be played at all, cost you your second turn (and might even lose you a card when you’re on the draw – so much for card advantage!), and do not provide an extra mana before the turn where you would have run out of land drops otherwise. In addition, they make you extremely vulnerable to land destruction, tapping or bouncing.

I was still a somehow active player at the time of Ravnica / Time Spiral block, and I remember two things clearly: 1. Unlike practically everyone else, I picked signets over bouncelands in Ravnica block draft (meaning I got very few of the latter, since some people took to actually firstpicking them), and my win ratio in that format was the highest ever. 2. I playtested standard a lot back then, and whenever I came upon a deck using bouncelands, I very soon tuned them out of the deck, vastly improving that deck’s strength.

That seemed to be a lot off-topic text, didn’t it? Yet I wanted to explain why I got rid of those bouncelands in my pool: They simply sucked. I used them as an additional cycle of manafixers, but noone, including myself, was ever happy drawing them, and when I realized that I didn’t need that much manafixing in my pool anymore after committing to reasonably sized cubes, I gladly threw them out.

However, the idea of a land which would provide mana advantage in a long game for the cost of slowing down your early game wasn’t that bad in itself, if that was the expressive purpose of that land. So, when I was looking for a special blue-affiliated land beyond the fundamental cycles of manlands and cycling lands (every color should have at least one of those), I decided that I could include Coral Atoll from the Visions predecessor cycle of the bouncelands. Blue is the color most likely to want this effect, since it is usually best equipped for the endgame, so that fitted.

Giant Tortoise is cool, because it is a vanilla 1/4 for 1U. (Well, almost.) There’s a million 1/3 creatures for 1U, but a 1/4 is just what’s needed, and there’s no good reason it has to cost 3 mana, unless it has a significant upside. (Armored Skaab brings that upside, if an environment has a strong graveyard theme.) Making a 1/4 cost UU, like Plated Seastrider, is also silly, as Frostburn Weird shows.

Void Stalker as a common highlights again how much value I place on available creature removal as the most important form of interaction in limited.

Latch Seeker edges out Phantom Warrior for crunch reasons – if you’re not careful, you’ll end up with a dozen 2/1 or 2/2 flying creatures for 3 mana in Blue when assembling your limited card pool (but you certainly want a few of those).

Scroll Thief is a bit closer to Thieving Magpie than I like, but Stealer of Secrets isn’t too unique either (see Dimir Cutpurse or Augury Adept), and the slow, accumulating advantage this creature threatens to grind out goes better with only a single point of power. (Having it deal combat damage, unlike Ophidian, is still a good idea, because you want to reward players who power this creature up.)

The archetypal pinger, Prodigal Sorcerer, shows that I still see that ability in Blue, where it once belonged (although Red gets to join the party, of course, like with Vulshok Sorcerer), and his big sister, Reveka, Wizard Savant, underscores that.

Clone is common, not only because Blue is a bit short on creatures which makes sense at common, but also because, nonewithstanding its rather complex underlying rules, it represents a really basic version of a typical blue effect, and it isn’t powerful in itself – just playing it on curve, for example, will usually result in a not too impressive effect.

Tower Geist is a hybrid between the acceptable, but not too exciting Screeching Drake and the overpowered Mulldrifter.

From a flavor-based aesthetic perspective, it sucks that I use Air Elemental, Water Elemental and Earth Elemental, but not Fire Elemental – but that is just one vanilla creature too many, and too similar to the others. The blue flyer is listed as uncommon, but I already reversed my stance on that, and it is common again, to fall into line with the other elementals, and to show that Blue can get big flyers at common, but they are not as strong as the rarer creatures of other colors (see White’s Serra Angel).

Ephemeron is the best companion I found as a generic 6-drop creature for Mahamoti Djinn, it being nearly unkillable and all, but I keep my eyes open for a better solution, which feels more generic, and differs more from the Djinn (and Air Elemental).

Tidal Force replaced Tidespout Tyrant, because an 8-drop shouldn’t require additional spells to be worth its mana.

markiert , , , , , , , , ,

My Limited Card Pool: Green Lands & Creatures

This is the 7th entry in a series where I comment on and explain my choices for my limited card pool in detail. Here are my previous entries:

Lands & Artifact Creatures

Non-Creature Artifacts

White Lands & Creatures

White Non-Creature Spells

Black Lands & Creatures

Black Non-Creature Spells

In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.

Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:

Green Lands & Creatures

And here’s a link to an explanation of the shortcuts I use in that list, if you need it.

Arbor Elf and Leaf Gilder are my choices for green creature-based mana acceleration on one or two mana, respectively. (Their non-creature counterparts are Wild Growth and Explore.) The Elf edges out creatures which directly produce mana, partly because it can provide extra value with the Growth and some other land-enchanting auras, but also because it ties the acceleration to the need of actually having a Forest, which I like – you really have to make sure you are into Green if you want to use it, without cheating too much with nonbasic lands or artifact mana.

The Gilder provides just a little more extra value than its competitor, Vine Trellis, which also is a bit too similar to Wall of Blossoms. Gyre Sage and Werebear also play around in that territory, but are different enough and serve more special purposes. I found I liked the Gilder a lot more than the cycle of mana myrs, which are a design failure for me, since people tend to pick them up almost regardless of the color of mana they produce, which is because they only get used in cubes where several of their aspects (mana acceleration, being creatures, being artifacts) are important. The signets don’t have that issue in my cubes, since their a little unwieldy acceleration alone isn’t attractive enough if you do not want them for the fixing. Millikin and Mind Stone are there to help those drafters valuing acceleration, so the myrs aren’t needed, and the Gilder is a reasonable creature on top of providing mana, but needs you to be green to use him.

Greenweaver Druid is out, just as Cultivate is, but for another reason: I decided to keep mana multiplication (cards which provide more than 1 mana) colorless – Coral Atoll is a special exception – because dedicated ramp isn’t a strategy which needs to support more than one drafter, or even has to be present at all in every cube, but certainly has to be available in other colors as well. Green is still special by providing high quality cheap ramp, while Palladium Myr, Coalition Relic and Thran Dynamo provide more expensive ramp options to anyone.

Dryad Sophisticate is technically a landwalker, but unlike „real“ landwalkers does not punish players for using a certain color. It’s also a nice evasive green creature in the spot between Treetop Scout and Treetop Rangers.

Elvish Visionary, Wall of Blossoms and Kavu Climber give Green a nice little card advantage theme. Striped Bears look like they would fit in, but are a bit underwhelming, comparing unfavorably to Black’s standard Phyrexian Rager.

It took WotC some time, but efficiently costed vanilla creatures finally are now found in monogreen. Kalonian Tusker and Rumbling Baloth thus replaced Watchwolf and Rhox Brute.

Sporecap Spider is my concession to the insight that Wall of Air just isn’t special enough to deserve a slot in my card pool, especially with Fog Bank around. Between this very defensive Spider and the solid stats sporting Cloudcrown Oak, there is no place for the classic Giant Spider, which I never really liked – it specifically hoses flyers too efficiently, while not being a great defensive card overall, and an inefficient attacker.

I moved evoke completely out of Green and Black, with no acceptable candidate in Black, and Briarhorn, the only reasonable choice in Green, a bit too strong, and contributing to the glut of green combat tricks. Briarpack Alpha is strong enough in limited, and without the Giant Growth option.

Cudgel Troll was too squeezed in between Wolfir Avenger, Rumbling Baloth and Charging Troll, although it is a very nice design.

Green is the only color where a generic common 6-drop creature makes sense, and that is what Vastwood Gorger provides. (I would be fine with it being a 6/6, though.) Vorstclaw is a bit too strong for a common and had to make room for Ruination Wurm. Other possible choices were too close to Kodama of the North Tree, which is an important powerful 5-drop in a color which, astonishingly enough, has few good options here. Plated Rootwalla is my second generic green common 5-drop, complementing Kavu Climber.

I feel Verdant Force, while acceptable in the 8-mana-slot, is a bit underwhelming for Green – after all, that color is supposed to have the strongest creatures! – but among the available options, it comes the closest.

markiert , , , , , , , , ,

My Limited Card Pool: Black Lands & Creatures

This is the fifth entry in a series where I comment on and explain my choices for my limited card pool in detail. Here are my previous entries:

Lands & Artifact Creatures

Non-Creature Artifacts

White Lands & Creatures

White Non-Creature Spells

In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.

Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:

Black Lands & Creatures  (Gluttonous Zombie is missing in that list. It should be a common, tagged with „intim“. Disciple of Phenax, however, shouldn’t be there anymore.)

And here’s a link to an explanation of the shortcuts I use in that list, if you need it.

I once had a kinda lopsided cycle of threshold lands in my pool, consisting of 4 cards, with Nantuko Monastery filling both the green and the whte slot. (The reason for that was that Nomad Stadium is completely unplayable.) I have in the meantime thrown all lands which need two colors of mana out of my pool – they’re too unwieldy, and also seldom well balanced. I also didn’t like how Barbarian Ring is essentially a weaker version of Cabal Pit (in limited, obviously), and Cephalid Coliseum just did more of what Blue was already doing in that environment, and probably already had done to turn the land’s ability on. It came down to the black member of the cycle being the only one I really stood behind, so I left it in, both as a special land and support for Black’s threshold theme.

Tormented Hero is very likely to leave my pool soon to make room for a replacement from Born of the Gods, Ashiok’s Adept (the mouseover here won’t work for a while, since that set isn’t out yet.). The issue with the Hero is that its stats are more remarkable than its heroic ability. If that switch happens, Vampire Lacerator will have to go as well, because Diregraf Ghoul returns. Those cards are quite similar. The Ghoul is the slightly better choice (and I got rid of the 10-life-mechanic in my pool otherwise), but was too similar to the Hero. With that gone, it can come back.

Nezumi Cutthroat has already made a similar comeback, formerly edged out by Vampire Interloper, because it was too close to Surrakar Marauder. That card now has become a victim of my trimming down the landfall theme (and pulling it away a bit from dedicated aggression), and so the Cutthroat, which fits better into Black, has returned.

Painsmith, like the other three Smiths I use, has to be common for theme density reasons. Without that concern, I would certainly make them common.

Goblin Turncoat and Weirding Shaman are not exactly the most exciting tribal support cards, but they are still the best choices available, and in an important mana slot. There’s also a card which only made my pool due to my need of a black 3-mana goblin for that tribe: Spiderwig Boggart. (Yup, I misspelled that card in my list.) It is also useful as a generic creature, but would not have made the cut otherwise.

Typhoid Rats and Giant Scorpion were selected in concert with my choice of green deathtouch creatures, which means they pushed out Sedge Scorpion and Daggerback Basilisk for being too similar.

Liliana’s Specter freed up space for Scholar of Athreos by pushing out Shrieking Grotesque. It also killed one of my favorite commons, Chittering Rats, but if fits better with Ravenous Rats. Also, being denied a draw step can be really annoying if you are in a place where you cannot play a card at the moment.

There’s a certain glut of black 4-mana creatures involved in discard, although they all do it in different ways: Abyssal Specter, Cunning Advisor and Disciple of Phenax. I’d like to get rid of the latter for that reason, but right now I need it to fill a slot among the Black matters cards, and it makes more sense than any other option (Gray Merchant of Asphodel is too swingy, thanks for aksing).

Edit: I didn’t realize that the Disciple and Phyrexian Boon were already out of my list (or should have been), so that problem is solved!

Marsh Flitter is another creature which feels strange at common, but needs to be there for theme density reasons. It also provides important extra goblins for all those tribal support cards asking for sacrifices.

Phyrexian Scuta, while a fine design, would be Juzam Djinn if it wasn’t for RL reasons (hint: Look its price up).

Gluttonous Zombie is my choice of a black 5-mana common creature. I just noticed it is missing in my list.

For a while I had Fallen Angel in the 5-mana black flying creature slot, but that card could win a bit too fast out of nowhere. Skyshroud Vampire is a very reasonable replacement. (Sengir Vampire, on the other hand, is just a black Air Elemental with mostly superfluous extra text.)

Aphetto Vulture (yeah, another misspelt card in my list) is, once again, not exactly my idea of a common, and I’m not really a fan of that kind of recursion, but this time, the zombie tribal theme needs it, and the alternatives play worse or are too similar too other cards (Vengeful Dead would be the FOURTH zombie tribal support card at 4 mana, and is kinda similar to Shepherd of Rot).

Kokusho, the Evening Star marks the very highend of 6-mana creatures I use. (Luckily, there’s a lot of ways to deal with it all over my card pool which do not send it to the graveyard.)

Chancellor of the Dross would be a cleaner design without the Chancellor ability, which I do not like at all, but isn’t too annoying ( I hope). A 6/6 flyer with lifelink, however, is perfect for a 7-mana creature.

markiert , , , , , , , , ,

My Limited Card Pool: White Lands and Creatures

This is the second entry in a series where I comment on and explain my choices for my limited card pool in detail. (Here’s the first, and here’s the second.)

In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.

Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:

White Lands & Creatures

And here’s a link to an explanation of the shortcuts I use in that list, if you need it.

This entry might be especially long, since I’ll say something about many cycles spanning several colors.

About the lands:

Daru Encampment is part of a small cycle of tribal supporting lands I use. They’re especially useful because they’re of little interest to drafters not going for that theme, but also not worthless if that theme fails to manifest fully. A general note about tribal: Each tribe has 6 supporting commons and 3 supporting uncommons/rares, so that the average number of these cards showing up in the draft pool of a typical cube is five (6* 2/3 + 3* 1/3). (I treat red and black goblins as different tribes, so that I can use them either separately or together.)

Kjeldoran Outpost is a nice card for a land theme, but it is also the closest thing I found for a generic token producer.

The cycle featuring Secluded Steppe fulfills several roles: For one thing, they are a great option for advanced drafters to subtly improve their deck by taking a land which gives them a little flood protection instead of a redundant spell. They also lend some support to a threshold theme, as well as to cards like Cartographer or Grim Discovery. Then there’s the effect of thinning one’s deck (of course, you need a couple more cycling cards and/or cheap cantrips for it to become noticeable), which might become important in a cube where you want to give drafters a little extra help to find synergy cards.

Vivid Meadow and its ilk are a cycle of mana fixers intended for environments encouraging players to draft mostly monocolored decks (but with the option for a few splashes), in contrast to mana fixers for „normal“ environments, where two-colored decks are the norm; or for pronouncedly multicolored environments.

About the creatures:

Exalted is just a mini theme now, centered in White, with one card each in the other colors except Red, where there isn’t one, and Cathedral of War. There’s still room for another card in White, but only if the design convinces me completely.

The amount and rarity distribution, as well as the nature of support cards for an artifact theme differs from color to color. After Blue, White is supposed to lend itself the best towards a heavily artifact themed deck.

White and Green are the only colors which are able to support an enchantment theme. (White playing well with – and also against – both artifacts and enchantments might be one reason the amount of White cards in my pool is slightly higher.) Blue offers some aura-themed stuff, but as I already mentioned, that doesn’t really play that well. I still hope that Theros block will offer something usable in Blue, Red and Black (other than enchantments themselves, which are already plenty). Actually, even the selection in White and Green isn’t THAT great so far, but enough to work with (barely).

I’m not too happy with Favored Hoplite as the white representative of heroic (a bit too explosive and too hard to kill), but was even less happy with Wingsteed Rider, which was the only double-colored card in the cycle, and also the only one which was both decent without ever triggering and impressive when triggering a few times (and thus overpowered overall). Here, the next two sets will likely present a better option, though.

I use Soul’s Attendant over Soul Warden, because that trigger is forgotten so often, and in casual, neither having to always remind your opponent, nor NOT having to remind him of a mandatory trigger seems a good solution (one is incredibly annoying, one feels too much like rules-lawyering).

Landfall is another smaller theme, and I took care to somehow balance it out, so that it is not nearly completely about aggression, as it was in Zendikar, but in White, the only acceptable candidates clearly tend towards offense.

I decided to make all double-colored creatures for two or three mana at least uncommon: not all of them – like Chapel Geist – really feel uncommon, but most do, and I needed more uncommons overall (because most designs I really like are printed as commons). Bumping all color-intensive creatures up to uncommon is another piece of the puzzle of making sure beginning players will end up with an at least playable deck.

Let me talk about Leonin Skyhunter as a prime example of an absolutely perfect design which still did not make the cut anymore: Mistral Charger isn’t any less perfect, but more important, and Skyhunter is too similar to it. The Charger and Spectral Rider together cover all of the spectrum where the Skyhunter fits in.

Soulbond is another of those mini themes which simply does not need large numbers. It is also, like exalted, one of those themes which manifests in 4 colors, which is terribly unaesthetic. I used to avoid that on principle, but came around when I realized that this forced me to leave out too many interesting cards. By the way, I really don’t think it would be too hard to find a flavor for a black soulbond card, but this is unlikely to ever happen.

While I like shadow, I reduced that theme continually until it only featured three uncommons each in White, Black and Blue, which is enough because shadow works better on just a couple of cards instead of constituting an omnipresent theme. Since Soltari Foot Soldier really only makes sense as a common, I replaced it with Lantern Kami.

Wall of Essence showcases that I do not reject creatures with defender in general, but want to make sure that they play a very specific role. The generic defenders are colorless, to be useful to any drafters who find themselves wanting such a card, but I chose the colored ones to be high profile (and thus uncommon or even rare).

Another theme, which is the strongest in White and Black (and thus maybe also responsible for those two colors featuring the most cards in my cube), is color matters. Since I do not use hate cards, this means all those cards only refer to their own color, which makes them generically useful, but especially interesting in mulicolor environments, and especially powerful in (near) monocolor environments, where they serve to draw players into such a strategy in the first place.

Azorius Justiciar is the sole white representative with detain. As much as I love Azorius Arrester (which was, for reasons I still do not fully understand, one of the most undervalued cards in Return to Ravnica draft): Between the Justiciar, Niblis of the Urn and Red’s Goblin Shortcutter, there is just not enough space in the crunch for the Arrester. White has access to a rather large part of the color pie, and I had to fight hard against myself not to include each interesting design in my pool, leaving too little room for the other colors. The Shortcutter is an excellent limited card on its own, so White shouldn’t one-up (more like two-up, actually) it.

I had to be careful with my selection of threshold cards. I do not use graveyard hate anymore (not the least because there is no good way to do that), and thus have to make sure I avoid cards which take over a game too easily, like Nomad Decoy or Cabal Torturer. I wonder if WotC will ever revisit threshold and improve the selection available to me…

A word about Indomitable Ancients: This is what a dedicated high-toughness aggro stopper should look like! So, if you feel you would miss one of those horrible Siege Mastodon / Thraben Purebloods / Silent Artisan type creatures, which WotC seems to be so fond of, in a cube: Here’s for you.

Knight of Obligation is a common for frequency reasons. Extort is a theme which should show up often enough that it makes sense for players to tune their deck with it in mind sometimes.

Loxodon Partisan wasn’t my first choice for the white battle cry creature, but Accorder Paladin was too similar (and in my opinion, inferior) to Daring Skyjek, which is very likely to show up in the same cube. It also has the same mana cost as Goblin Wardriver, so I decided to mix things up a bit. I ended up happier with the card after thinking a bit about it than I had expected at first, because White now has a somehow generic 5-mana creature, which is both useful on defense and offense, and not nearly as boring as WotC’s standard 3/5 for 5 mana.

Luminous Angel is a bit weak for my taste in the 7-mana slot – it really should be 5/5 – but it will do until a better design comes around. (Job description: A bit stronger, but not too strong; generically useful; and not too similar too other, more important cards in my card pool.)

markiert , , , , , , , , , ,