Hmmmmmmm.... both a potential kill spell, and a deathtouch enabler if your creature can survive it. Pretty powerful, but I think it's quite doable.
I wonder if this can be common?
Rallying By The Meek2W
Instant (C)
Target creature gets +1/+1 until end of turn for each creature with power 2 or less you control. Little people may not have much power on their own, but should they pour their support to their champion, the champion will be unbeatable.
Comments?
EDIT:
Rallying By The Meek1W
Instant (C)
Target creature gets +1/+1 until end of turn for each creature with power 2 or less you control. Little people may not have much power on their own, but should they pour their support to their champion, the champion will be unbeatable.
I like it. A 6/3 hasty, vigilant flyer is fair for 7 mana. But since this is a multicoloured legend I think you could push the envelope and give it more toughness and survivability. It's effect is really cool, plays really well with cascade and kicker, and its symmetrical nature keeps it balanced.
Ezadril, the Worldsoul9GGG
Legendary Creature - Avatar (M)
Protection from Creatures
~ costs 1 less to cast for each creature you control.
~'s power and toughness is equal to the combined power and combined toughness respectively of each other creature on the battlefield.
*/*
By itself a fine card, but the discounting ability can be utterly destructive seeing that in a crowded board, even if you don't have any creature, this guy will easily be 10+/10+ and can block like noone's business. Of course, lack of spell protection can hurt it bad, but still....
Next
Unstable Reactor2
Artifact (M)
As an additional cost for you to cast spells, put a charge counter on Unstable Reactor, then pay 1 for each charge counter on Unstable Reactor.
When Unstable Reactor has five or more charge counters on it, sacrifice it and it deals 10 damage to each creature and each player.
At the beginning of each end step, remove all charge counters from Unstable Reactor.
I know the first sentence is a bit wonky, but I'm just trying to prevent people from playing five Instants at normal costs then load this up for board clear. That wording means that you have to spend additional 15 mana in one turn to blow up the field. Comments?
EDIT:
Unstable Reactor2
Artifact (M)
As an additional cost for you to cast spells, put a charge counter on Unstable Reactor, then pay 1 for each charge counter on Unstable Reactor.
When Unstable Reactor has four or more charge counters on it, sacrifice it and it deals 10 damage to each creature and each player.
At the beginning of each end step, remove all charge counters from Unstable Reactor.
Seems like a decent card, but it does not specify whether you need to cast all of those in one turn (which I assume you were going for.) It is also a colorless enchantment, which isn't something that should be done. It feels like it would be most at home in blue, as a 'quest for knowledge' type of thing.
Forceful Oppression BB
Sorcery (U)
Target player puts the top 10 cards of his or her library into his or her graveyard. You put the top 5 cards of your library into your graveyard.
Seems a little strong for mono black. Typically mono black's mill is weaker than blue's. This is going to be stronger than Glimpse the Unthinkable in most decks.
---
Mourning Bell2 Artifact
Whenever a creature an opponent controls dies, exile that card unless that player taps a creature he or she controls.
I think I would rather that be a replacement effect than a trigger, because as a replacement effect, it can stop all those pesky "When ~ dies' triggered abilities. The wording would be "If a creature an opponent controls would die, exile it instead unless its controller taps an untapped creature he or she controls."
(What if Scavenging Ooze were colorshifted to Red?)
Haste R: Exile target instant or sorcery card from a graveyard. Put a +1/+1 counter on Spellspark Elemental and it deals 1 damage to up to one target creature.
1/1
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Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
I'd have loved Eyesore to be a cyclops creature back in shadowmoor, but as a colored artifact in any block with colored artifacts, I'd have trouble figuring out why its mechanical without artwork to match it. Now for 4 CMC, you're getting +2 CA per turn while the damage might 'balance out' as symmetrical, but +2 CA is too good. At 5 CMC it would still be a dangerous card, but at 6 probably too weak. I mean cards like arena are already tricky territory without effectively doubling itself up in advantage. Granted your opponent can drop his hand to play around it, but its still three upsides for 1 minor downside. Remember an arena at least is one sided life loss for you, your opponent can exploit that, not so much when its each player losing a life. Now speaking of cards where your opponent dumps their hand:
Skull Vise1
Artifact (U) T: Put a Pressure counter on Skull Vise.
Each player's maximum hand size is reduced by the number of Pressure counters on Skull Vise.
Decent, although maybe some mana activation in the pressure counter adding should make it more tolerable.
Next
Voldaren Connoisseur2BB
Creature - Vampire (R)
Flying B, T: Put a wine counter on Voldaren Connoisseur.
At the beginning of your upkeep, put a 1/1 black Vampire creature token with lifelink onto the battlefield for each wine counter on Voldaren Connoisseur.
2/2
Seems reasonable. The obvious comparison is to Sorin, Lord of Innistrad as another 4-drop that makes 1/1 lifelinkers. Sorin can make them right away and has additional versatility, this guy can make more than one a turn, is harder to kill than Sorin by attacking, but also dies to the plethora of creature destruction out there.
So, all in all, it seems like a reasonable enough balance.
How about this?
Incubation Chamber2
Artifact (R)
At the beginning of your upkeep, put an incubation counter on Incubation Chamber, then you may sacrifice it. If Incubation Chamber is sacrificed this way, you may search your library for a creature card with converted mana cost less than or equal to the number of incubation counters on Incubation Chamber. If you do, shuffle your library.
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Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Aether Vial that tutors? This could get pretty messy at that low a cost. Sure, it's one shot, but ouch.
Next
Nightmare's Embrace2B
Sorcery (U)
Target player discards a card.
At the beginning of each end step, if there are three or more tapped creatures opponents control, return Nightmare's Embrace from your graveyard to your hand.
Its loyalty is a bit high for a 4 mana walker that can defend itself especially when you consider its +2 and -3 effects are both very strong. Overall, I like it but think it should have like 4 loyalty.
Fraternal Conscription3W
Sorcery (U)
Choose a creature type. For each creature you control of the chosen type put a 1/1 white Shapeshifter token with Changeling onto the battlefield.
Seems fine, and gets crazy in multiples. Although Changeling isn't in the core set, the sort of "going wide" with a large army is exactly the sort of thing that would slot right into M15 with its emphasis on lots of small creatures and convoke.
Here's something for you to Ponder (not as the card)
Prodigal Researcher 2U
Creature - Human Wizard (R)
As an additional cost to cast a spell, you may pay any amount of mana and any amount of life. (You may choose to pay no additional mana and no additional life this way.)
At the academy, everything goes to waste.
2/3
Private Mod Note
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Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Seems fine, and gets crazy in multiples. Although Changeling isn't in the core set, the sort of "going wide" with a large army is exactly the sort of thing that would slot right into M15 with its emphasis on lots of small creatures and convoke.
Here's something for you to Ponder (not as the card)
Prodigal Researcher 2U
Creature - Human Wizard (R)
As an additional cost to cast a spell, you may pay any amount of mana and any amount of life. (You may choose to pay no additional mana and no additional life this way.)
At the academy, everything goes to waste.
2/3
I honestly have no idea how good this could be. There are cards that this could combo with, but would it be worth it? Someone smarter than I could break this probably.
Mine:
Gorgash, Plague Incarnate 1BBB
Deathtouch
Whenever Gorgash deals combat damage to an opponent, put a -1/-1 counter on each creature that player controls.
Sacrifice Gorgash: Destroy all creatures with -1/-1 counters. They can't be regenerated.
4/4
Countermagic is the smell before rain, the sun on the horizon and the chocolate chips in my mint chocolate chip ice cream. It's the first time I saw a woman naked and the first time I smelled perfume. It's that feeling you get when you know you're right.
But most of all; it's the feeling of playing Magic
For the first effect unless you're actively teaming up on a player, it will almost always generate 2 mana outside your commander's identity, and 2 for 1, t and lose 1 life is pretty bad.
The second effect is bonkers. It's Boseiju, Who Shelters all meets City of Brass but it's significantly strong in that it can protect all your spells AND it enters untapped. For this effect alone this land needs a fairly substantial drawback.
Curse of the Chain Veil3BBB
Enchantment - Aura Curse (M)
At the beginning of each end step, enchanted player sacrifices all but one creature.
Hrmm I think the templating, according to cataclysm and Divine Reckoning is "At the beginning of each end step, enchanted player chooses a creature her or she controls and sacrifices the rest.", though I might not be spot on with that since it sounds more ambiguous when its one sided. Also, should it really be every end step, and not just the enchanted players? Or maybe his upkeep? Seems somewhat unnecessary actually. Now at 6 CMC? I don't think its too strong, but its a close shave, particularly where the curse subtype can tutor it in easier, but it doesn't seem very abusable as you're letting one guy get through.
Walking Woods
(G) Land Creature - Treefolk T: Add G to your mana pool.
Walking Wood's power and toughness are each equal to the number of Forests you control
X/X
Note that its not a forest and you can't play it on turn 1, so its not strictly better than dryad arbor.
But is it balanced? I think it would be quite interesting with just that minimal card text
Not quite sure if it should be a treefolk or elemental
It's really weak. Looking at all three effects, you'll almost always choose the third effect. In most cases it's just an extra point of damage for a 4 mana 3 colour Aura. The first strike isn't even all that helpful since your opponent can choose when to turn it on and off, in addition the -1 toughness can ruin combat for your creature too.
Shamanic GiftsGG
Enchantment - Aura (U)
Enchant creature.
When ~ enters the battlefield, draw a card.
Enchanted creature has "t:Add mana equal to the enchanted creature's mana cost to your mana pool."
It's Elemental Resonance, heavily tweaked and imo more playable. What would you think of this spell for G, with no card draw?
I think that the effect is overcosted, doesn't really feel blue (this sort of card draw on its own is fine in black), and the card is poorly templated. I take it that the defending player is the one who chooses which effect you get? Also, a Leash feels more like equipment than an aura.
Double Ninja! They are out in force today!
Iron Sights seems fine. Does the Sights fall off in the event the equipment it is assembled to leaves the battlefield? Could stand to be clarified a little better since it is a new mechanic without official CR backup.
Mind Link1UUU
Enchantment
If a player would draw a card, each player draws a card instead.
(In the event that you're wondering what happens in multiples, it effectively becomes the case that for each card that would be drawn normally, each player is drawing 1 card if there is one copy of this, 2 if there are 2 copies, 4 if 3 copies, and so forth.)
I like it, it's well costed and has lots of uses. It has very group hug feel but enough design space to abuse the effect. Absolutely bat***** insane with any wheel effects. Did you play Windfall? Well looks like each player draws 49 cards.
Crushing Intellect4BBB
Enchantment (R)
Whenever an opponent draws a card that player loses life equal the number of cards in their hand.
"Your every idea, notion or thought locked in iron thorns.What will you do now, mind-mage?"- Vraska to Jace
Interesting. Forces people to keep their hand count low, although then this card kinda conflicts with black's idea of emptying hands. I'm not sure, but perhaps changing it into "Whenever an opponent draws one or more cards" may be needed; Imagine this with Magus of the Jar or Wheel of Fate.... Instant 49 damage per opponent?
Next
Protector Seraph3W
Creature - Angel (U)
Flash
When Protector Seraph enters the battlefield, you may pay X. If you do, prevent the next X damage that would be dealt to you this turn. She answers calls of the desperate and ensures their safety.
2/2
Comments?
EDIT: Ooops... forgot flying
Protector Seraph3W
Creature - Angel (U)
Flash
Flying
When Protector Seraph enters the battlefield, you may pay X. If you do, prevent the next X damage that would be dealt to target creature or player this turn. She answers calls of the desperate and ensures their safety.
2/2
Seems weak. And I'm not keen on the idea of an Angel without Flying.
I think I like this as a 2/2 Flash/Flying for 2W - this makes sure that the spell itself costs sufficiently little that the trigger can be relevant. I still think it's fine at uncommon here since it only protects you the player, but it's borderline to rare.
Forest Maze1GG
Enchantment - Aura (U)
Enchant Forest
Enchanted Forest has " : Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn."
Honestly, I have no idea what this should cost. Not sure if it should be 2, 3, or 4 CMC.
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Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
...... Hmmm, it's something of a Rubblehulk, only that it's limited to basic land only, but permanent and much cheaper WITh protection. I think this should cost a bit more.
Since my last card was pretty lacklustre, I'll try again.
Bleeding Bolt1R
Instant (C)
Bleeding Bolt deals 2 damage to target creature. If that creature has been dealt damage this turn, Bleeding Bolt deals 2 damage to that creature's controller. "Maybe you should share that pain if you can't stand it."
Seems fair. A very strong trick in limited where creature combat is king. A little weak for constructed where 2 damage to 2 mana is underpar. Reminds me of Searing Blaze and Searing Blood, but is weaker for a less restrictive casting cost.
Soulsplitter5
Artifact - Equipment (R)
Whenever equipped creature attacks, for each opponent put a token that is a copy of the equipped creature tapped and attacking that player. Exile those tokens at the end of turn.
Equip 4
Very cool. Still effective enough even against one opponent. It would be interesting if the text included giving the token a particular name so that it would work with legendary creatures.
Chosen for Disease0
Sorcery (R)
Chosen for Disease is black and green.
As an additional cost, sacrifice a creature.
Until end of turn, the next creature spell you cast has convoke.
...Woah. This is a very good design, but it looks sickeningly strong with any amount of tokens. Also, I'm not sure about the flavor - convoke (while branching out to all colors in M15) is a G/W ability, and "disease" doesn't feel anywhere near convoke.
Next, a card I posted on another thread but didn't get much attention:
Repress Memory U
Instant (R)
Search your library for a card and reveal it. Shuffle your library, then put that card on bottom of your library.
Not sure where would you want this card (Tunnel Vision, perhaps?), and I don't know if it's blue, either. Any thoughts?
Mortal Realm is the kind of card the game could really use. I like it a lot.
Here's another along the lines of my thinking with convoke mechanics. I don't believe they have made a 1cc convoke creature yet, as such a creature is potentially abusable, since you can drop a handful of these if you get them first turn. But here is my take on it.
Nissa's Garden-keeperG
Creature - Elf (U)
Convoke
T: Add G to your mana pool.
0/1
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I wonder if this can be common?
Rallying By The Meek 2W
Instant (C)
Target creature gets +1/+1 until end of turn for each creature with power 2 or less you control.
Little people may not have much power on their own, but should they pour their support to their champion, the champion will be unbeatable.
Comments?
EDIT:
Rallying By The Meek 1W
Instant (C)
Target creature gets +1/+1 until end of turn for each creature with power 2 or less you control.
Little people may not have much power on their own, but should they pour their support to their champion, the champion will be unbeatable.
Ezadril, the Worldsoul 9GGG
Legendary Creature - Avatar (M)
Protection from Creatures
~ costs 1 less to cast for each creature you control.
~'s power and toughness is equal to the combined power and combined toughness respectively of each other creature on the battlefield.
*/*
Next
Unstable Reactor 2
Artifact (M)
As an additional cost for you to cast spells, put a charge counter on Unstable Reactor, then pay 1 for each charge counter on Unstable Reactor.
When Unstable Reactor has five or more charge counters on it, sacrifice it and it deals 10 damage to each creature and each player.
At the beginning of each end step, remove all charge counters from Unstable Reactor.
I know the first sentence is a bit wonky, but I'm just trying to prevent people from playing five Instants at normal costs then load this up for board clear. That wording means that you have to spend additional 15 mana in one turn to blow up the field. Comments?
EDIT:
Unstable Reactor 2
Artifact (M)
As an additional cost for you to cast spells, put a charge counter on Unstable Reactor, then pay 1 for each charge counter on Unstable Reactor.
When Unstable Reactor has four or more charge counters on it, sacrifice it and it deals 10 damage to each creature and each player.
At the beginning of each end step, remove all charge counters from Unstable Reactor.
Forceful Oppression BB
Sorcery (U)
Target player puts the top 10 cards of his or her library into his or her graveyard. You put the top 5 cards of your library into your graveyard.
Avant Block: Avant -- Stormfront
---
Mourning Bell 2
Artifact
Whenever a creature an opponent controls dies, exile that card unless that player taps a creature he or she controls.
(What if Scavenging Ooze were colorshifted to Red?)
Spellspark Elemental 1R
Creature - Elemental Ooze (R)
Haste
R: Exile target instant or sorcery card from a graveyard. Put a +1/+1 counter on Spellspark Elemental and it deals 1 damage to up to one target creature.
1/1
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
Skull Vise 1
Artifact (U)
T: Put a Pressure counter on Skull Vise.
Each player's maximum hand size is reduced by the number of Pressure counters on Skull Vise.
Next
Voldaren Connoisseur 2BB
Creature - Vampire (R)
Flying
B, T: Put a wine counter on Voldaren Connoisseur.
At the beginning of your upkeep, put a 1/1 black Vampire creature token with lifelink onto the battlefield for each wine counter on Voldaren Connoisseur.
2/2
Fair enough?
So, all in all, it seems like a reasonable enough balance.
How about this?
Incubation Chamber 2
Artifact (R)
At the beginning of your upkeep, put an incubation counter on Incubation Chamber, then you may sacrifice it. If Incubation Chamber is sacrificed this way, you may search your library for a creature card with converted mana cost less than or equal to the number of incubation counters on Incubation Chamber. If you do, shuffle your library.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
Next
Nightmare's Embrace 2B
Sorcery (U)
Target player discards a card.
At the beginning of each end step, if there are three or more tapped creatures opponents control, return Nightmare's Embrace from your graveyard to your hand.
Comments?
Fraternal Conscription 3W
Sorcery (U)
Choose a creature type. For each creature you control of the chosen type put a 1/1 white Shapeshifter token with Changeling onto the battlefield.
"Join me, brother"
Here's something for you to Ponder (not as the card)
Prodigal Researcher 2U
Creature - Human Wizard (R)
As an additional cost to cast a spell, you may pay any amount of mana and any amount of life. (You may choose to pay no additional mana and no additional life this way.)
At the academy, everything goes to waste.
2/3
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
I honestly have no idea how good this could be. There are cards that this could combo with, but would it be worth it? Someone smarter than I could break this probably.
Mine:
Gorgash, Plague Incarnate 1BBB
Deathtouch
Whenever Gorgash deals combat damage to an opponent, put a -1/-1 counter on each creature that player controls.
Sacrifice Gorgash: Destroy all creatures with -1/-1 counters. They can't be regenerated.
4/4
For the first effect unless you're actively teaming up on a player, it will almost always generate 2 mana outside your commander's identity, and 2 for 1, t and lose 1 life is pretty bad.
The second effect is bonkers. It's Boseiju, Who Shelters all meets City of Brass but it's significantly strong in that it can protect all your spells AND it enters untapped. For this effect alone this land needs a fairly substantial drawback.
Curse of the Chain Veil 3BBB
Enchantment - Aura Curse (M)
At the beginning of each end step, enchanted player sacrifices all but one creature.
Walking Woods
(G) Land Creature - Treefolk
T: Add G to your mana pool.
Walking Wood's power and toughness are each equal to the number of Forests you control
X/X
Note that its not a forest and you can't play it on turn 1, so its not strictly better than dryad arbor.
But is it balanced? I think it would be quite interesting with just that minimal card text
Not quite sure if it should be a treefolk or elemental
Shamanic Gifts GG
Enchantment - Aura (U)
Enchant creature.
When ~ enters the battlefield, draw a card.
Enchanted creature has "t:Add mana equal to the enchanted creature's mana cost to your mana pool."
It's Elemental Resonance, heavily tweaked and imo more playable. What would you think of this spell for G, with no card draw?
Double Ninja! They are out in force today!
Iron Sights seems fine. Does the Sights fall off in the event the equipment it is assembled to leaves the battlefield? Could stand to be clarified a little better since it is a new mechanic without official CR backup.
Mind Link 1UUU
Enchantment
If a player would draw a card, each player draws a card instead.
(In the event that you're wondering what happens in multiples, it effectively becomes the case that for each card that would be drawn normally, each player is drawing 1 card if there is one copy of this, 2 if there are 2 copies, 4 if 3 copies, and so forth.)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
Crushing Intellect 4BBB
Enchantment (R)
Whenever an opponent draws a card that player loses life equal the number of cards in their hand.
"Your every idea, notion or thought locked in iron thorns.What will you do now, mind-mage?"- Vraska to Jace
Next
Protector Seraph 3W
Creature - Angel (U)
Flash
When Protector Seraph enters the battlefield, you may pay X. If you do, prevent the next X damage that would be dealt to you this turn.
She answers calls of the desperate and ensures their safety.
2/2
Comments?
EDIT: Ooops... forgot flying
Protector Seraph 3W
Creature - Angel (U)
Flash
Flying
When Protector Seraph enters the battlefield, you may pay X. If you do, prevent the next X damage that would be dealt to target creature or player this turn.
She answers calls of the desperate and ensures their safety.
2/2
I think I like this as a 2/2 Flash/Flying for 2W - this makes sure that the spell itself costs sufficiently little that the trigger can be relevant. I still think it's fine at uncommon here since it only protects you the player, but it's borderline to rare.
Forest Maze 1GG
Enchantment - Aura (U)
Enchant Forest
Enchanted Forest has " : Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn."
Honestly, I have no idea what this should cost. Not sure if it should be 2, 3, or 4 CMC.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
Since my last card was pretty lacklustre, I'll try again.
Bleeding Bolt 1R
Instant (C)
Bleeding Bolt deals 2 damage to target creature. If that creature has been dealt damage this turn, Bleeding Bolt deals 2 damage to that creature's controller.
"Maybe you should share that pain if you can't stand it."
Comments?
Soulsplitter 5
Artifact - Equipment (R)
Whenever equipped creature attacks, for each opponent put a token that is a copy of the equipped creature tapped and attacking that player. Exile those tokens at the end of turn.
Equip 4
Chosen for Disease 0
Sorcery (R)
Chosen for Disease is black and green.
As an additional cost, sacrifice a creature.
Until end of turn, the next creature spell you cast has convoke.
Next, a card I posted on another thread but didn't get much attention:
Repress Memory U
Instant (R)
Search your library for a card and reveal it. Shuffle your library, then put that card on bottom of your library.
Not sure where would you want this card (Tunnel Vision, perhaps?), and I don't know if it's blue, either. Any thoughts?
Here's another along the lines of my thinking with convoke mechanics. I don't believe they have made a 1cc convoke creature yet, as such a creature is potentially abusable, since you can drop a handful of these if you get them first turn. But here is my take on it.
Nissa's Garden-keeper G
Creature - Elf (U)
Convoke
T: Add G to your mana pool.
0/1