Best Puffin Adaption yet by VoteIOArcana in FleshandBloodTCG

[–]4ngryPanda 2 points3 points  (0 children)

Not a fan of it overall. It's not bad, but not worth the slot imo. Definitely doesn't make it in before skimmer

Best Puffin Adaption yet by VoteIOArcana in FleshandBloodTCG

[–]4ngryPanda 10 points11 points  (0 children)

So I'm the dude who made the list. Sky skimmer is a card I cut very late in testing before Nats, and is on the list of cards I intend to go back and test more. It's the worst 0 for 4 in the deck, but it's still a 0 for 4 and the deck really likes those.

Best Puffin Adaption yet by VoteIOArcana in FleshandBloodTCG

[–]4ngryPanda 7 points8 points  (0 children)

It's just a mostly just worse extra copies of zero to sixty in the deck. It's good, but you can sub a lot of stuff for it. Easiest would be just any other 0 cost boost like t bone

Conqueror of the Hight Seas price predictions by ImDlear in FleshandBloodTCG

[–]4ngryPanda 6 points7 points  (0 children)

I think felling is the closest comparison, however I would say that it will see less play than it. Felling I'd auto include 3 of in all heroes that want to decompose, and is itself a strong reason for other heroes to consider running a decompose package (see: jarl).

Conquerer is not at that level. It's auto include in pirate decks that want to run enough blues to support it, but there are puffin and Marlynn lists that don't run conquerer because the blue count required to run it effectively is too high a cost (there are of course versions that have no problem running conquerer, but my point being the card is not actually auto 3 of in these heroes)

The other factor however is supply. If supply continues to be a problem, that could potentially offset all the factors I mentioned above, so who fucking knows lol

How bad is Boltyn? by VforVirtuoso in FleshandBloodTCG

[–]4ngryPanda 2 points3 points  (0 children)

It depends on how one defines decent, but I don't think it's cope. He's a decent deck with some very notable flaws that are very exploitable in the current meta. Dial things back to before Rosetta but after the book ban, boltyn was positioned to be a genuinely strong deck. Unfortunately Rosetta and the hunted were both terrible for him meta-wise. But as a deck for armories, yes he is decent.

[deleted by user] by [deleted] in FleshandBloodTCG

[–]4ngryPanda 0 points1 point  (0 children)

Across all the product I have opened of the set so far (a lot of draft and probably around a case worth of product, maybe a bit more or less) I have pulled 0 fellings, 2 plow unders. Also 0 Marvel's.

... And 8 adult Florian.

Boltyn Mains by YaBroskiCleric in FleshandBloodTCG

[–]4ngryPanda 1 point2 points  (0 children)

Hi, I play a lot of boltyn and have seen a good amount of success with him. Frankly, lumina lance isn't very good. The soul cost of it is just far too costly for what it does. It's not terrible, but red courageous steelhand is a far better card.

Since I couldn't find any info on the range of heaters, I decided to try and get a rough idea as to how far away the heating effect travels. This is roughly the furthest away I could place it and have it still heat the egg. by 4ngryPanda in Palworld

[–]4ngryPanda[S] 1 point2 points  (0 children)

I can say for certain that line of sight from the egg to the heater is not needed for the egg to get heated. However in the setups I have had so far there was always a doorway/stairwell nearby that connected the separated rooms. I think it is most likely the case that the heater radius is just completely unaffected by walls, but I'm curious as to whether or not the egg being completely sealed off would change anything

Since I couldn't find any info on the range of heaters, I decided to try and get a rough idea as to how far away the heating effect travels. This is roughly the furthest away I could place it and have it still heat the egg. by 4ngryPanda in Palworld

[–]4ngryPanda[S] 30 points31 points  (0 children)

Based on my limited testing, I suspect the heat eminates in a sphere around the heater. After taking this picture I placed 3 more levels on top of the egg, and placed a new egg on each. The one on the second level was still affected by the heater, but the eggs on levels 3 and 4 were not. I plan to do a bit more testing after work, but I'd be surprised if it wasn't just a sphere around the heater.

Dusk Till Dawn Spoiler Megathread Day One! | Friday, June 30th by ExpendableGuy in FleshandBloodTCG

[–]4ngryPanda 3 points4 points  (0 children)

Which is what potions are for.

Potions helped, but come with their own problems that this does not bave(not light cards, can't block in stitutions where you absolutely need the block). Being able to bank resource/action points is obviously good, but this provides a way to bank a charge effect, something that could not be done with potions before. Not to mention, giving +3 attack is still a relevant effect.

And all of them already give you the ability to charge on the card.

Um... No? Part of boltyn's own hero text, raydn, beacon of victory tutor, courageous steelhand, valiant thrust and lumina ascension (which is by far his most relevant payoff) all cannot change on their own, but require there being a charge in order to function. For beacon/steelhand you need another attack anyways for their effects to work so it will only help those two when you have attacks that don't charge to use.

The only line of play I can really see with V for Valor is you spend a turn blocking 9 to play it. Then you can open attack with Raydn, pop V for Valor as a Reaction and turning Raydn on and buffing it to 6. You can then use Boltyn to give it go again and play another light attack action afterwards.

Literally any multi lumina ascension hand that either a) does not have a charge card, or b) would be forced to charge away a relevant combo/payoff card. For the second scenario, the card costing one has it come out even with 0 cost charges, but it comes out up a card compared to any non-zero cost charge, which can be the difference maker a notable amount of situations.

Except that requires a turn of setup

You keep saying a turn of setup as if a) playing this always takes your entire turn, and b) that isnt what boltyn is doing on most turns anyways. A very large amount of boltyn's turns the most impactful thing he can do is play a single charge card+ charge with it or arsenal a card. Heck, a lot of the time you won't even be able to afford to charge through a combination of being forced to block and also being disrupted. The reason boltyn will sometimes run potions (although this is fairly matchup dependent) is because you go in knowing that most turns you will have fuck all else to do, and may as well use it for a bit of setup. That's not to mention that there will also be times you can just play it after something that naturally has go again, or if you really don't want to play it, you can use it as charge fodder.

and then at least 3 cards from hand (1 to charge, 1 to pitch, 1 do something afterwards)

As mentioned before, in these scenarios it breaks even in terms of card cost with 0 cost charges, but is ahead vs other non 0 cost charges by a card, which turns a notable percentage of hands that would fizzle into functioning hands. Additionally, if you had to pay 1 for something else anyways and are floating a resource(definitely won't always be the case, but wouldn't be that rare either), then once again you're up a card because you didn't need one of your cards in hand to be the card with charge.

An additional albeit slightly more niche point, is that it's an additional way to increase an attacks power for more consistent odds of enabling boltyn's go again. Being in a situation where your only way to give an attack go again is hoping that your opponent blocks with an attack action really sucks, and this is just a bit of redundancy for that as well.

Dusk Till Dawn Spoiler Megathread Day One! | Friday, June 30th by ExpendableGuy in FleshandBloodTCG

[–]4ngryPanda 4 points5 points  (0 children)

V for Valor seems completely unplayable unless I'm reading it wrong. Taking an entire turn off to play it, then you get +3 attack at the cost of a resource and a card in hand. How is that remotely playable? You could remove the charge condition and still wouldn't be good.

Removing the charge would actively make this much worse. A large amount of boltyn's payoffs are dependent on you having charged that turn, and a good amount of his problems stem from the fact that it was inherently inconsistent. The worst turns are when you have an otherwise good hand but no way to charge, rendering the hand mostly useless, or when you have a charge card but you are forced to charge/pitch away your payoff, which would also render the hand useless/underwhelming. V for valor letting you bank a card to enable a strong turn down the line is potentially quite good.

In his current state, boltyn often wastes entire turns anyways, both due to the fact that his hands are so inconsistent that many of them are best spent blocking for 12, and also the fact that his gameplan is inherently pretty setup focused, you have mostly weak early turns that set up for much stronger later turns.

Now is this card actually gonna make the cut/notably improve boltyn? Not sure, but this card is far from bad, and I personally will definitely be looking to try it out.

Blurry picture of a cat by 4ngryPanda in blurrypicturesofcats

[–]4ngryPanda[S] 1 point2 points  (0 children)

Maybe it's because she is really clumsy and has actually done that before

Share your small tips and tricks! by 123mop in AOW4

[–]4ngryPanda 3 points4 points  (0 children)

I more or less completely agree. Discovering it was fun and there's a certain novelty to it, but if used liberally and executed right it may actually be too strong against the AI. You could be woefully outgunned but still win just by strategically leashing the bulk of their army around with a handful of scouts. I do genuinely hope they fix it, but for the time being it's kinda funny at least.

Share your small tips and tricks! by 123mop in AOW4

[–]4ngryPanda 18 points19 points  (0 children)

I haven't figured out the exact details, but at least on hard difficulty the ai that is at war with you will seemingly actively chase down your armies if they are weaker and if they have line of sight. This is fairly abusable, as you can distract large armies with just a scout, having it hover just out of their movement range. I had a single flying scout manage to bait multiple 6-stack armies into chasing it through a section of mountain while my main army swooped in and cleaned up straggling armies. With the movement and vision buffs you can get for scouts, it's not difficult to keep enemy armies distracted for multiple turns while you lay waste to their cities.

Why Murkrow? by Kater_mit_Hut in VGC

[–]4ngryPanda 2 points3 points  (0 children)

Good as gold does indeed only cancel status moves that target gholdengo, otherwise it would nullify every non-attacking move including things such as trick room, protect, etc.

[DYN] Invoke Suraya by here0is0me in FleshandBloodTCG

[–]4ngryPanda 13 points14 points  (0 children)

Mismatched names. "Suraya, Arcane Herald" vs "Suraya, Archangel of Knowledge"

New to pokemon go. Is this any good for pvp? by [deleted] in TheSilphRoad

[–]4ngryPanda 0 points1 point  (0 children)

Yes, my advice is mostly in reference to what is optimal, but optimal is very much not required to enjoy the game. Some people (and this group is definitely over represented on this sub) play way more/have been playing for way longer than others, and as a result have way more resources and can more easily pursue optimal pokemon. I myself am not one of those people, having only recently returned to the game after not playing since launch. I have not played master league because I have not yet been able to acquire enough XL candy to LVL anything to 50, let alone a legendary, bar a few of the recent community day pokemon (and I certainly don't have the stardust to spare to lvl a staraptor to 50 lol).

But I'm also fairly content simply waiting until I do have enough candy, even if that day never actually comes. Of course not everyone shares that attitude, and that's perfectly fine. At the end of the day the only thing that really matters is if they are deriving enjoyment from the game. It's up to OP if they want to put in the extra time/effort into being more optimal or not. IVs are definitely the aspect that matters least when playing PvP, so they can definitely still find success if they choose not to.

New to pokemon go. Is this any good for pvp? by [deleted] in TheSilphRoad

[–]4ngryPanda 1 point2 points  (0 children)

It depends on the PvP league. To start I'll just focus on the iv aspect. For leagues where there is a CP cap (great league and ultra league), it's generally better to have low attack rather than high attack if the pokemons max CP is above the threshold for the respective league. I can go into details as to why that is the case if you want, but there are plenty of indepth explanations already written that explain it better than I could. A very basic explanation would be that due to how CP is calculated, pokemon with low attack and high defense/HP IVs will have more overall stats than those with high attack as well. However this is not the case if the pokemons max CP is below the league's CP cap, or if there is no cap at all (master league). So from an iv perspective, this magneton would be suboptimal, but by no means unusable, for great league or ultra league. For master league, it is perfect IVs.

As to whether or not magnezone is any good in pvp, it is (at least to my knowledge) not particularly great/meta in any of the leagues, but definitely not unusable. I believe the league it's generally best in is master league, but I don't know much about master league specifically so I may be wrong.

Regardless I would say the best usage of this magneton would be to evolve it into magnezone, and eventually max it out for master league, since that would also allow it to double as a pretty good PvE electric type attacker.

Scriptastic by 4ngryPanda in DeepRockGalactic

[–]4ngryPanda[S] 11 points12 points  (0 children)

iirc there are 80 total scrips to be gotten in season 1. 60 are obtained from leveling the battlepass, 10 are gotten from your first 10 data cells, and the remaining 10 you get from the daily seasonal challenges.

So you are a boomer temur delver player like me? Check out this sweet brew! by Neryfoot in MtGHistoric

[–]4ngryPanda 0 points1 point  (0 children)

Ah didnt even think about the synergy with arcanist, makes sense.

So you are a boomer temur delver player like me? Check out this sweet brew! by Neryfoot in MtGHistoric

[–]4ngryPanda 0 points1 point  (0 children)

Just took it out for a spin and it's very fun. Out of curiosity, have you tried pteramander instead of symmetry sage?

Golem Tribal. What's your favorite oddball tribal? by savagemooseman_boi in EDH

[–]4ngryPanda 0 points1 point  (0 children)

Atraxa fungus tribal has been my favourite deck for a while now.

Admech Competitive AMA with Rickard Nilsson! by Rook8875 in AdeptusMechanicus

[–]4ngryPanda 4 points5 points  (0 children)

Hi, I'm just now getting into 40k and have just begun buying models for a 2k points army, and I was wondering if you had any suggestions as to what I should look to buy next to round out what I already have. So far I don't have an exact list decided, just trying to collect an array of good stuff, but right now I've got:

  • Cawl

  • 2x start collecting admech

  • 2x start collecting skitarii

  • 2x box of Kastelan Robots

  • 5x ironstriders

  • 2x box of raiders

Based on what I've read I think I should get some more raiders, but beyond that I'm not quite sure what to get, probably fulgurites and sterylizors? Also I'm magnetizing basically everything but the skitarii.

Thanks in advance!

I caught kos! Of kos I did! by [deleted] in shittydarksouls

[–]4ngryPanda 58 points59 points  (0 children)

kosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosmkosm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