Your top 5 best and worst SOU cards

Saviors of Uldum
  • DoubleSummon's Avatar Ancestral Recall 1580 2271 Posts Joined 03/25/2019
    Posted 3 years, 1 month ago

    Hello everyone now we saw all the cards I want to hear what you guys think of the picture as a whole, which cards you think are good and which one are bad, this expansion is all over the place for sure but we saw some very powerful stuff and very meme stuff so let's start.. btw your cards don't have to be legendaries.. yes they seem the most impactful but also a common 1 mana 1/2 in unguru [Hearthstone Card (firefly) Not Found] ended up being played the full 2 years it was out so it's not all about late game legendaries!

    I will start:

    Top 5 best cards:

    1. Siamat - seems like the Zilliax of the expansion it's so flexible and has probably some use in any deck that is either midrange or control, specially in mage that can cheat him out with [Hearthstone Card (elemental invocation) Not Found] or quest shaman that can get all 4 of his keywords.

    2. Hyena Alpha - remember Emerald Spellstone? this card is too similar to it and the price? having an untriggered secret on turn 4 this card is gonna shape the meta for sure, and to top it off, you can dig for it with Master's Call.. it's not like midrange beast hunter had a turn 4 play anyway.

    3.Garden Gnome - you see the card above? this card is almost the same but treants instead of beasts the trigger is also extreamly easy and it's something druid has always been doing token druid is already strong and if they can fit around 2 more big spells in the deck I am sure they will cause this card is that much powerful.

    4. BEEEES!!!- another druid card? yes, I think this card is really powerful by how versatile it is not only it's a Shadow Bolt that when it overkills it leaves tokens behind, it can trigger your own lifesteal, overkill and deathrattle effects if you need to.

    5. Weaponized Wasp- you are kidding me right? this card is insanely powerful and even more with the shaman quest, it gives shaman so much reach and removal.

    honorable mentions: Impbalming -  it's a single target removal for 4, this card is probably the most underrated card of the expansion YOUR DECK DOESN'T MATTER if you have TEMPO, you might not even draw the imps and if you do.. you have life tap, this card is insane and will push warlock further.. it's not like control warlock ever has a problem of lacking options in hand or draw.

    Frightened Flunky- Stonehill Defender, for warrior, costs 1 less mana, 1 less stat, we know how good is Stonehill Defender, nuff said.

    Beaming Sidekick - reminds me of Kabal Talonpriest how good was that card VERY good, now this is neutral, costs 2 less has also good stats for a 1 drop and just gives 1 less hp, priest will really like this card, as well as warlock.

    top 5 worst cards:

    1. Desert Obelisk - this card is such an atrociously bad card, if you are copying a card so many times and it costs 5 why you aren't copying Leeroy Jenkins? this card is so bad it's not even a meme card.

    2. Generous Mummy - you are getting 2 mana discount deal for the body but at which price? this card is just very similar to Millhouse Manastorm and it's not even a battlecry, not only do you get a downside but it's hard to get rid of the card from your board, every time you would get this card from Diseased Vulture you will be extremely sad.

    3. Making Mummies- this quest is SO bad it's not only the only quest that can't be expanded upon cause reborn is a SOU mechanic only the reborn minions are mostly mediocre, and paladin didn't even get a good ones  you need to run around 8~12 reborn minions in your deck for this to be good.. and.. the reward? it's not even that great. and the WORST part about this card is why does a good guy practices necromancy? and even worse a murloc good guy???

    4. Desert Hare- we have [Hearthstone Card (microtech technician) Not Found] in boomsday this card is worse.. just why.

    5. Living Monument - TBH didn't find many other atrocious cards so I am complaining about a pack filler that's how powerful this expansion is.. btw why buff Conjurer's Calling with this card?

    Honorable mentions: murloc support in paladin and totem support in shaman- yes those are bad NOW but they cards seem to have uses... seem to be a set up for a future archtype in the classes.

     

     

     

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  • Mercynary9's Avatar 355 239 Posts Joined 03/31/2019
    Posted 3 years, 1 month ago

    A mega fan of this expansion, so I'll put my thoughts on what makes this great expansion or not. Most of it are my personal taste, not in terms of meta.

    Top 5 great cards:

    1. Nothing else beats [Hearthstone Card (Zephyrs the Great) Not Found] in terms of card design. Other than everyone's favorite card, there are way too many playable cards that I like the most. There is the one is that I like it as a personal favorite card of mine. Again, in terms of design, it Is Hack the System. This is the only card that gives a class an entirely new playstyle compare to other class. Weapon warrior was never a thing except when playing pirates. It will not benefit the warrior, but giving new tools to play with warrior is certainly a good idea.

    2. Rogue card, Shadow of Death. Love it a lot. Since rogue doesn't have a control archetype due to lack of board clear. I still keep dreaming about control rogue with this spell. Casting this on enemy [Hearthstone Card (lich king) Not Found], destroy it, and getting three of them without spending mana, is a huge deal. This is why I love this card and want the control rogue to be a thing, but I doubt it will happen. Adding this card alone is still good though, because the class has very nice card draw engine. I'm hoping someone can make this thing in a fun way.

    3. Shaman card, Splitting Axe. This card is actually bad right now, even if you managed to copy good totems with big stat. But I think it will definitely gonna be powerful card and a nightmare when they print more good standalone totems for shaman in a far future.

    4. Hunter card, Wild Bloodstinger. I want Hunter to be a real boss when it comes to wild format, sadly, I don't think this card alone will do a good job itself. So this card won't be a thing, but afterward, it will definitely change hunter's playstyle. Hunter's current cards don't combine well with it, but I still would like to play around with new tools: (Hunter's Pack), etc.

    5. Since this is the last spot, I think the flashiest card will take the spot in this one. I'll go with the Supreme Archaeology. I'll list the honorable remaining ones though.

    The other cards that are good: King Phaoris, Body Wrapper, Blatant Decoy, and actually many more epics and legendaries across the other classes.

    The last card for one personal reason is Octosari, I don't support this card by any mean. The reason I like it is that one Redditor has designed really same card, it was 10 mana 4/12 dragon with the exact same number of cards draws from the deathrattle effect. I didn't know this kind of card will come into the game, so, I'm happy to see that it actually exists. Playing this card will make me feel I'm playing a fan-made card!

    Now onto the disappointments of this expansion...

    Top 5 bad cards:

    I'm not into the arena, so I'm going to talk about very few packfillers there.

    5. Bazaar Mugger: I feel someone has tested their original version of the card that has "Whenever it attacks, add a random card from another class", then suddenly, the card designer said, "WTF, THAT'S BROKEN!", so they nerfed this card... I have a really honest feeling about this since there is no way the card is implemented that way. Intentionally nerf, I'm calling it.

    4. Livewire Lance, I want to love this card, but the in-built lackey generator is what made this weapon too costly. I guess the value of lackeys could make this up, don't like a thing in my Hack the System deck unless I'm wrong. The 1-Health paladin archetype can be the same as this, but not sure about it, haven't played paladin much.

    3. Sunstruck Henchman, sleep can't be silenced I believe, so this will go into the trash bin, Eerie Statue and Arcane Watcher does a better job as we should all know that.

    2. Wasteland Scorpid: Personally I think this is the worst packfiller out there, here is the reason why: Large 7-drop with poisonous and has lack of damage. I think small poisonous minions should do their job in sucuiding into big minions like The Lich King, this card feels not right to me. One thing I like about this scorpion is that it's an unkillable poisonous minion, still, spending that minion's mana cost is the first question come to mind when playing this minion or not. And the last reason: It feels so bad to get it from the random beast generator or discovery. I would rather play the terrible cheaper beast just because the scorpion's huge mana cost. All negative aside, I believe this card has a cool flavor in being a giant scorpion with poisonous, it also has the highest health with poisonous tag, that's it.

    1. Desert Obelisk: I love some memes, but this one is not a thing for me. So don't you think about playing it with Shadow of Death... if you do that, you would miss so many good things in your life.

    0. Generous Mummy.

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  • ShotgunSoul's Avatar 240 168 Posts Joined 06/04/2019
    Posted 3 years, 1 month ago

    Awful is in the eye of the beholder, and let's face it, ,there's a lot of cards that won't see play in constructed.

     

    Best of the expensive cards?

    Activate the Obelisk -- It's not the main course, it's the awesome sauce that goes with almost any priest deck, giving it much better late game potential. The new priest minions need to be tested vs. aggro, though.

    King Phaoris -- Shaman, mages, priests and possibly warriors can get a full board when holding too many spells.

    Siamat-- It might be a next year card, but it does feel like Zilliax's big brother.

    Body Wrapper -- Maybe it works as insurance for OTK/Combo decks. We shall see.

    Vulpera Scoundrel-- A lot of good possibilities never hurts. Budget Zephrys?

     

    Longshot pick: Colossus of the Moon, for Big Shaman, Big Paladin, Recruit Warrior and Wild Big Priest.

     

    Do I have to put Bad cards? I'm sorry to say but all of the League of Explorers blokes ... suck.

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  • Karakon's Avatar 295 56 Posts Joined 06/03/2019
  • Tetsuo's Avatar Magma Rager 835 638 Posts Joined 05/29/2019
    Posted 3 years, 1 month ago

    Top 5:

    1) Siamat - Easy to predict that this will be the MVP of this expansion. Prepare to see a lot of this Zilliax-like card. 

    2) Frightened Flunky - Super solid card. I think you can run this in any Warrior deck, regardless of whether it's Taunt Warrior or not. 

    3) Hyena Alpha - I think this will single-handedly push Secret Hunter to be a Tier 1 deck again (it's already strong in the last meta). Nerf candidate. 

    4) Corrupt the Waters - Battlecry Shaman looks promising. 

    5) EVIL Recruiter - I don't know viable Lackey Warlock will be, but if it becomes tier 1, this card will be one of the reasons why. 

    Honorable mention: Zephrys the Great - Really cool card, though it depends on how viable highlander decks will be. If a highlander deck grows in popularity, we'll see this regularly.  

     

    Worst 5:

    1) Desert Obelisk - Maybe the worst card ever designed. You'll have to go through a lot of hoops just to achieve an underwhelming effect.

    2) Mogu Cultist - Meme, meme, meme. It'll be fun if you pull it off, though.

    3) Mortuary Machine - Could be used by some aggro decks, but the drawback might be too great to overcome. 

    4) Splitting Axe - Could see play in a Token Shaman deck, but copying your totems feels like a weak move. You're filling the board with crap, and they can easily be removed unless you can buff them up or transform them into random legendaries on the same turn. Not sure what deck this will fit into in Standard, and I'm not running this in Even Shaman in Wild. 

    5) Unseal the Vault - I just don't think this quest is worth trying to finish. Summoning 20 minions is achievable enough in Hunter, but the reward looks weak. 

     

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  • RavenSunHS's Avatar Refreshment Vendor 865 1487 Posts Joined 03/27/2019
    Posted 3 years, 1 month ago

    From Wild perspective

    Top 5:

    1. Totemic Surge (this is going to skyrocket Even Shaman to God Tier)
    2. Flame Ward (Secret Mage as the main contender)
    3. Hyena Alpha (Revamp of Secret Hunter for good?)
    4. Zephrys the Great (Revamp of Reno decks?)
    5. Plague of Murlocs (Murloc Shaman is already a deck, so this is more Big Priest punishment)

    Notable mention to Anka, the Buried, even tho I don't see it making DR Rogue any better in Wild.

    I don't know about worst, as usual there will be many useless cards anyway. I can' be bothered to select 5 of them, sorry. xD

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  • Snapshot426's Avatar 250 29 Posts Joined 05/29/2019
    Posted 3 years, 1 month ago

    Speaking as a standard and Wild Player, both formats have influenced my decision

    Top 5 Best 

    5.Plague of Murlocs: Devolve was already a good card for Shaman decks since you can remove any problem minion or annoying deathrattles. But Plague of Murlocs card can be seen as un ugrade to Devolve. Murlocs are usually, weakly statted so they can be easily removed aftwerwards. Minion focused Shaman decks would probably still play Devolve due to not wanting to f**k up their own board but this card is nasty against Big Priest since you can screw over their ressurection pool. Other than that good card for Control Shaman decks. 

    4. EVIL Recruiter: The self destruction effect is specific but since lackeys were already used in Zoo thanks to EVIL Cable Rat and EVIL Genius. With Sinister Deal being added to the game, a 3 mana 8/8 worth of stats doesn't seem like a bad idea to play in a Zoo deck. It would only probably get better as well since there would be no doubt that we would get more Lackey generators in the next expanison.

    3. Corrupt the Waters: This card is just great, both in standard and wild. Battlecries were already a strong suit in Shaman but this amplifies it to another level. lackeys are already great activators for this card. Along with Weaponized Wasp and cards we already have like Swampqueen Hagatha and Lifedrinker to benefit from this. This deck has the potential to snowball and should be watched out for at the beginning of the expansion. In Wild, you have Jade cards, enough said. 

    2. Hyena Alpha: The dreaded 4 mana 7/7 meme returns with this card. Secret Hunter is already a good deck but this may push it even further with having a nasty 4 mana play. Coupled with this being able to be drawn with Master's Call and you have a card that can probably swing a game. 

    1. Zephrys the Great: If I wasn't considering Wild for this, then Hyena Alpha would be number 1, but since I am, then Reno decks are going to love this card. Being able to get the perfect card for the situation is great thanks to its flexibility. It might be THE reason that Highlander decks see play in standard due to the strength of this card. 

    Honourable Mentions: 

    Siamat: Splashable like Zilliax but less so due to it being 7 mana. But we haven't had a great late game neutral drop since The Lich King so this can probably fill a void in standard. 

    Restless Mummy: I think people forgot how good this card is due to it having reborn and rush. You can do 6 damage to one minion, or split it between two minions. That's good flexibility that Militia Commander wished it had. 

    Bazaar Burglary: With Clever Disguise being added to the game as well, this quest is actually really easy to complete and you are giving tempo Rogues a chance to give them a 3/2 weapon for 2 mana each turn. 

    Top 5 Worst Cards 

    5. Micro Mummy:If the attention was to play the card after you played the quest, then it is an incredibly weak turn 2 play of simply playing a 2 mana 1/2 that does nothing unless somehow, you have a minion already on the board. if Master Swordsmith doesn't see play then what are the odds that this will. Having reborn and being a Mech does help but there are simply just better cards to play and you would only play this card just to complete the quest quicker. Some of you may disagree with this but it's just not a good card in my eyes. 

    4. Brazen Zealot: If it was a 1/2, then this would be a good card. But being a 2/1 means that it would just be killed by pretty much anything that can deal damage. You can buff it sure, but you know that your opponent would just kill it the first chance they get so it is just not worth it. 

    3. Mortuary Machine: The downside is just not worth it. A 5 mana 8/8 is huge but the drawback can be a detriment pretty much all of the time, especially if your opponent plays a taunt minon or a rush minion. 

    2. Generous Mummy: Giving your opponent any type of advantage is a detriment to you (Unless you are playing Coldlight Oracle you Rogue milling f**kers) without it benefiting you as well. What we get with this card is a 3 mana 5/4 with reborn that helps your opponent. I'm sorry, but the stats aren't worth it and the reborn just makes it worse because you have to kill it twice in order to get rid of the effect. 

    1. Desert Obelisk: This one is just obvious. Star Aligner only saw top tier play in wild because of the Aviana, Kun combo. But ever since Aviana got nerfed, it has seen no play. But this card it strictly worse. Bad sats, requires a deck built around this card and the effect is so mediocre that it is just not worth it. Remove one of them and the the card is essenitally useless. Being at the end of the turn does help but again, the effect is mediocre. 

    Honourable Mentions: 

    Sunstruck Henchman: 4 mana do nothing and will continue to do nothing if you are unlucky enough. 

    Anubisath Warbringer: An effect like that should be for the mid game and not the late game. I imagine it is like that because of Anka, the Buried but I doubt you would want to run these two cards together, especially since there is a certain Old, Mech God you would rather play. 

    Wasteland Assassin: 2 more mana to give Jungle Panther reborn. Next. 

     

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  • Lambda's Avatar 390 126 Posts Joined 07/24/2019
    Posted 3 years, 1 month ago

    TOP:

    1. Zephrys the Great Just love the idea behind the card and find the mechanic intriguing.

    2. Untapped Potential Versatility level MAX!

    3. Activate the Obelisk Finally a Priest heropower that supports midrange decks.

    4. Anka, the Buried Hopefully it will be strong enough to support a "controlish-style" of Rogue

    5. Corrupt the Waters I see some new shenanigans

     

    FLOP:

    1. Plague of Madness I hate that card so much. Literally the only Plague i had high hopes for, since i really want a solid AOE for Rogue and then Blizz gives us this crap... Already getting mad again just by the thought of it.

    2. Reno the Relicologist Reno doesn't feel like a Mage, the effect is underwhelming and totally unnecessary for a class with that amount of mass removal. The restrictions on top of it is just absurd in terms of Pro/Contra.

    3. Making Mummies Don't know what T5 has in mind for the classes, but in terms of class history, this feels totally wrong. A Paladin making Mummies??? Basically T5 has invented the "Holy Battle Necromancer Class" O_o It just doesn't feel right...

    4. Whirlkick Master Way too expensive with nearly no impact. just WOW!

    5. Colossus of the Moon It just feels "meh".

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  • Rippy's Avatar Darkmaster 335 141 Posts Joined 06/04/2019
    Posted 3 years, 1 month ago

    Untapped Potential Card Image
    The card that every Druid was needing! This quest will work in either aggro & control archetypes because of the choose one cards versatility. Also Worthy Expedition & Hidden Oasis are a major buff to the Malfurion's card pool.

     

    Wretched Reclaimer Card Image
    Here we go again...

     

    Shadow of Death Card Image
    Damn, just embarrassingly strong. Infinite combo possibilities with myra's...

     

    Plague of Flames Card Image
    Removal or something else? We'll see :DD

     

    Blatant Decoy Card Image
    The #1 Underdog, mark my words.

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  • Prudence94's Avatar Eevee 250 21 Posts Joined 03/21/2019
    Posted 3 years, 1 month ago

    Top 5 Best:

    Siamat: Just like Zilliax it's a spashable neutral card that fits in the majority of Deck... The fact that it doesn't have Lifesteal and can't be magnetized still puts it below "Unity,Precision,Perfection" in terms of powerlevel but it's still probably the safest craft of the expansion...

    Hyena Alpha: Just like the Spellstone did this card will singlehandedly make Secret Hunter a viable Deck...

    Ancient Mysteries: This card is so good that could even end up seeing some play in Wild that is full of tutors so I shiver at the thought of how warping for Standard meta it will be... Half of Mage's cards wouldn't even make sense without this... 

    Bazaar Burglary: This is the closest thing Rogue will ever get to healing and I hope I'm wrong and this card ends up sucking because I don't want to play in a meta where Valeera has a fighting chance against Aggro...

    Plague of Murlocs: This card destroys Big Priest,N'zoth and Warlock in Wild and counters pretty hard Conjurer Mage that was one of Shaman's worst MUs... 

     

    Top 5 Worst:

    Reno the Relicologist: Bomb Warrior is a thing and that already severely hinders the viability of Highlander Decks add to to that the fact that this card's effect is so bad that it wouldn't make the cut even in a normal Deck and you get a wasted Legendary slot...

    Unseal the Vault: Hunter can't afford to lose a mulligan card and its first turn to play this and the reward is underwhelming seeing how long it'll take to complete the Quest...

    Hooked Scimitar: Why would you ever play this when Deadly Poison/[Hearthstone Card (Wagglepick) Not Found] exist? Not to mention Rogue's 3 mana slot is already way too much clogged with good cards...

    Splitting Axe: Who wouldn't want to spend 4 mana for understatted weapon that at best would summon a bunch of 0/2s? I guess it's a bit less crappy in Wild but there's no way something so situational ever makes the cut there...

    Dwarven Archaeologist: The effect is so damn specific and has such little upside that I just can't see why anyone would ever want to spend 400 dust to craft this card...

    "この 先は 暗い 夜道 だけが も 知らない  それでも信じて 進むんだ  星が その道 を 少し でも 照らしてくをるのを"

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  • DoubleSummon's Avatar Ancestral Recall 1580 2271 Posts Joined 03/25/2019
    Posted 3 years, 1 month ago
    Quote From Mercynary9

     

    Top 5 bad cards:

    1. Bazaar Mugger: I feel someone has tested their original version of the card that has "Whenever it attacks, add a random card from another class", then suddenly, the card designer said, "WTF, THAT'S BROKEN!", so they nerfed this card... I have a really honest feeling about this since there is no way the card is implemented that way. Intentionally nerf, I'm calling it.

    2. Khartut Defender: Seriously? If the card was 3/5, it would be the LEAST PLAYABLE card out there. 3/4 means the card designer were worry to much about this card.

    3. Wasteland Scorpid: Worst packfiller out there, together with Generous Mummy in this spot.

    4. Dinotamer Brann: I don't know... I just don't like this card. (By the way, can we stop these things that does "Summon a same legendary minion that we have already known before", thanks.)

    5. Desert Obelisk: I love some memes, but this one is not a thing for me. So don't you think about playing it with Shadow of Death... if you do that, you would miss so many good things in your life.

    I must disagree with your worst list (Except the last one which is my first worst, and you put actually good cards above it)

    Bazaar Mugger is not the best card in the game but how you are calling it bad? I mean a 3/5 rush minion could cost 4 and then you pay one extra mana for the burgle effect, it's not OMG OP but the card is decent, and could fit into quest rogue.

    Khartut defender is actually a huge speed bump for aggro it's a mix between two very powerful cards but the stats are reduced to compensate I am talking about Sludge Belcher and Antique Healbot it's slightly worse than both of them but it's 6 healing, and double taunt minion it's a 3/4 because they were wary of this card being too good at 3/5 it's still decent. again it's not the best card of the expansion but it's decent.

    Brann - Hunter got so many good cards now you don't HAVE to play control to play a singelton deck, could see this card being played.. if not now then next expansion the power level is there and you could really make it work.. besides you ranked zephrys first if you believe in singelton decks hunter is probably much better than mage and druid.

     

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  • Mercynary9's Avatar 355 239 Posts Joined 03/31/2019
    Posted 3 years, 1 month ago
    Quote From DoubleSummon
    Quote From Mercynary9

     

    Top 5 bad cards:

    1. Bazaar Mugger: I feel someone has tested their original version of the card that has "Whenever it attacks, add a random card from another class", then suddenly, the card designer said, "WTF, THAT'S BROKEN!", so they nerfed this card... I have a really honest feeling about this since there is no way the card is implemented that way. Intentionally nerf, I'm calling it.

    2. Khartut Defender: Seriously? If the card was 3/5, it would be the LEAST PLAYABLE card out there. 3/4 means the card designer were worry to much about this card.

    3. Wasteland Scorpid: Worst packfiller out there, together with Generous Mummy in this spot.

    4. Dinotamer Brann: I don't know... I just don't like this card. (By the way, can we stop these things that does "Summon a same legendary minion that we have already known before", thanks.)

    5. Desert Obelisk: I love some memes, but this one is not a thing for me. So don't you think about playing it with Shadow of Death... if you do that, you would miss so many good things in your life.

    I must disagree with your worst list (Except the last one which is my first worst, and you put actually good cards above it)

    Bazaar Mugger is not the best card in the game but how you are calling it bad? I mean a 3/5 rush minion could cost 4 and then you pay one extra mana for the burgle effect, it's not OMG OP but the card is decent, and could fit into quest rogue.

    Khartut defender is actually a huge speed bump for aggro it's a mix between two very powerful cards but the stats are reduced to compensate I am talking about Sludge Belcher and Antique Healbot it's slightly worse than both of them but it's 6 healing, and double taunt minion it's a 3/4 because they were wary of this card being too good at 3/5 it's still decent. again it's not the best card of the expansion but it's decent.

    Brann - Hunter got so many good cards now you don't HAVE to play control to play a singelton deck, could see this card being played.. if not now then next expansion the power level is there and you could really make it work.. besides you ranked zephrys first if you believe in singelton decks hunter is probably much better than mage and druid.

     

    Ok, I'll change the worst order. Should have thought about it.

    I agree with Khartut Defender, I changed my mind when someone said it's a good neutral card. And about Brann, I had a negative thought about this card when it comes to his stat points, but never realized it cost 2 less of a King Krush. 

    Took those two cards out and replaced it.

    About Bazaar Mugger, it was not the reason should be cost 4, it's the battlecry problem, what I believe is that it should add a random card while attacking. This is why I feel the card design was changed, the card feels outclassed by other burglar cards, but I think it's there for a balance reason I guess.  Maybe Dune Sculptor and Grandmummy can be there too, but still not sure. I would never place Bazaar Muggar as worse card than all packfillers, I just added it because I'm more into class card review. Which I should have said it before.

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