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Archive for October 2013

Malaysia and Singapore qualifiers...and I got the same number too!

I've come to report my bad news of the day. I wasn't able to win in neither the Vanguard qualifiers, and I was pretty confident that I am able to get in too but somehow reality decides to give me a swift kick in the ass big time.

Let me get on for the Vanguard qualifiers on Saturday 26th October. After much consideration, I've decided to use Seal Dragon for the tournament. After lots of play testing the deck worked like a charm, pressuring and controlling my opponent's field with ease. I wasn't able to use Flare Whip as planned since I wasn't able to borrow the Dauntless Drive Dragon that I needed. Spike Brothers was in my consideration list and one way or another, it kept failing from one match to another. No triggers. grade stuck, bad hands...you name it. At the same time, the current Spike Brothers is unable to fight toe to toe with the new support from BT11.

My first match was against Angel Feather. I can't remember the fine details but my opponent panicked a few times and made a couple of mistakes that I exploited. My opponent was supposed to be able to block the damage, but forgot all about the Million Ray Pegasus on the side he can use to intercept. During the last moment, he guarded for 2 pass. I managed to get a double trigger - a stand and heal, which I pass all to Jacquard. He guarded my other rearguard, but didn't guard Jacquard since he thought he only have 10k to guard. At the end of the match, he face palmed himself after taking the final hit and looking at the field, after which he revealed a 10k guard in hand together with 2 grade 3s.
 
Freebies!! Same as in Malaysia.

Second match was against Kagero, Dauntless-Dote. My hand, was exceptionally bad. My hand consists of 2 G3, 2 G2 and 1 G1...and here's the best part, of all cards, the G1 was Seal Dragon Chambray. And because of that, boy my opponent ripped me up to shreds. I got killed before I managed to ride to G3, so 'nuff said.

Third match was almost a breeze. Fought against Narukami that was a mishmash of random cards. One way or another he will always get a trigger each turn, causing me to suffer a little. Of course being the good samaritan that I am, I used Corduroy to destroy his G1s and forcing his G2 out behind his units. After lots of blasting away his units, it came to a point where he have a few cards left in the deck. Still, I didn't win due to him decking out, but due to a bad mistake on his part.

The match that kicked me out of the tournament for good was against Gold Paladin. My hand was exceptionally great. I can crossride and attack. But things looked extremely grim as well. One way or another, my opponent will get a trigger during his damage or drive check while I get...nope, no trigger here. This happens for a while and I had to pray for a heal at the last moment. Nope, no heal either. What about the seventh damage...there ya go - a heal trigger. 

I've decided to hang around for awhile for the free fight. Got myself a second Dark Goat, hanged around and took picture for a custom card. Played with some of the players of my group that was unfortunate enough to be kicked out like myself and a few other things.

Now the next news came in as a surprise. One of my friend actually managed to get 2nd place in the qualifiers with his newly built Celestial deck. Pics or it did not happen? His certificate below! Congrats Ken and Happy Birthday!

Congrats Ken!!

Random Rant: Singapore Cardfight!! Vanguard Qualifier

Posted by : bloodychaos
Tuesday, October 29, 2013
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Finally, the box that I've been waiting for! Booster box 11! Thanks to Conquer001 for recording the video for me. This time around, I used a better camera than my previous few videos. And if you're complaining about it being too shaky and stuff...yeah, you know who to look for. And wow, getting 2 SPs from just 2 boxes...I'm amazed at myself as I never had this kind of luck before \(^o^)/ ! Without further ado, the unboxing video. But first, I apologize for the noise as there are a few other players opening their boxes as well but still, enjoy!


Sadly I couldn't get 2 more of the cards that I need (basically Dauntless Drive Dragon), I may have to switch strategies for tomorrow's Singapore Qualifier. I managed to snag a few Blockade Inferno so I may be trying out a couple of builds first before finalizing on the cards. I'm currently leaning more towards Seal Dragons, but we'll see how it goes.

Box Opening: Cardfight!! Vanguard Booster 11

Posted by : bloodychaos
Saturday, October 26, 2013
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Roar!! I'm Dragonic Overlord, the star of this show!! Wha..? I no longer am!!?

Booster 11 have lots of upgrades for a number of clans; Narukami, Angel Feather, Aqua Force, Tachikaze, the new Genesis and Kagero. Many are hyped up about the updates but my attention will go to Kagero, which received lukewarm attention and simply because I don't play and am not interested in other clans.

Kagero used to be an extremely strong contender before BT10 was released for the Japanese game but many has abandoned it for the much stronger Narukami, Shadow Paladin and Link Joker. As for the English side of things, I suspect the same thing may happen. So far, due to the World Championship Qualifiers in Singapore, some are looking forward to the boost for Kagero, but most of them are going along the lines of Narukami or Aqua Force.

What intrigues me the most for Kagero in BT11 was that most of the new Kagero units introduced are of the Flame Dragon race. Ah hah, I like the look on your faces that you see where I'm coming from. For those who don't understand me, here's a quick explanation. Flare Whip Dragon is a card from Promo Pack 5. Its ability is wicked. By himself, he can attack for 16k without much effort. The reason why is that for every Kagero Flame Dragon unit that he drive checked, he gains 3k power. So by simply drive checking two flame dragon units, he gets 16k easily and with triggers, 26k. While he was considered bad initially, with BT11, his value shot up a little. So with a deck filled with Flame Dragons, you definitely will mess up your opponent's ability to calculate how much he needs to guard. Now on to the deck profile!

Grade 0: 17 units
  • 1 x Lizard Soldier, Conroe (Starting vanguard)
  • 3 x Blue Ray Dracokid (Critical trigger)
  • 4 x Seal Dragon Biera (Critical trigger)
  • 4 x Gattling Claw Dragon (Draw trigger)
  • 1 x Seal Dragon Artpitch (Draw trigger)
  • 4 x Seal Dragon Shading (Heal Trigger)
Grade 1: 14 units
  • 2 x Iron Tail Dragon
  • 3 x Seal Dragon Rinocross (Perfect guard)
  • 4 x Seal Dragon Kersey
  • 3 x Seal Dragon Flennel
  • 2 x Embodiment of Armor Bahr
Grade 2: 11 units
  • 3 x Seal Dragon Corduroy
  • 2 x Berserk Dragon
  • 4 x Seal Dragon Hunger Hell Dragon
  • 2 x Bellicosity Dragon
Grade 3: 8 units
  • 4 x Dauntless Drive Dragon
  • 4 x Flare Whip Dragon
What the hey!? I thought this is a Flame Dragon deck! Well... it is! Conroe is one of the best starter for this deck, since he can filter your deck for a booster. You will also notice I have Bahr in there as well. After a few rounds of testing, a full Flame Dragon Flare Whip deck have a big weakness - the lack of 8k vanillas. One of the main reason why I use Conroe so that he can filter out Bahr to prevent you from drive checking at least one of them.

With most of the units hitting mostly 16k and 17k and only 4 units having a chance of hitting 18k himself that is Dauntless Drive, a Flame Dragon deck can't hit crossrides for big. With Bahr, at the very least you now have about 12 units hitting 18k to force a 10k guard from crossrides. But if you do want to play a full Flame Dragon deck, that is fine too, but I suggest simply hitting their rearguards away to pressure them fully.

Not much to say about this deck. It's pretty straight forward too. So far testings show it's a strong contender against quite a number of decks when played correctly but it still does take a bit of planning ahead while playing.

Deck Analysis: Kagero (Dauntless Flare Dragon)

Posted by : bloodychaos
Friday, October 25, 2013
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Yay!! Another video!! I planned to upload it 3 days back but work, procrastination and Pokemon Y has gotten me busy...Okay, I'll fess up; Pokemon Y was the main reason.

Devil Survivor 2 extra box is mainly consist of Blue and Yellow and I have yet have played against it in a proper game per se, but I did have a quick match with an impromptu deck that was build as soon as we finished unboxing them. I won't say good or bad it is, but I'll just have to wait till my friend build the deck properly

Just a simple notice. I'm not the owner of the boxes and again, I'm the crappy cameraman behind the lens.

Box Opening: Weiss Schwarz Devil Survivor 2

Posted by : bloodychaos
Wednesday, October 23, 2013
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With every new boosters or extra boosters, some will rage, some will celebrate while leaving some with a "you've gotta be kidding me" expression. Looking through booster boxes 10 to 13 and the list of possible support for booster 14 was enough to make me rage. Don't get me started on the extra boosters either.

Some clans have way too much support, like Gold Paladin, Narukami and Nova Grappler, that even have a staggering 4 archetype! Seriously Bushiroad, does Nova Grapplers really need that much archetype!? It's already strong enough, if not overpowered, as it is! What about other clans that need much more support than these clans? I won't include Nubatama in the list since it got its support in BT13 but what about the other clans like Megacolony, Murakumo, Granblue and Spike Brothers? Okay, sure Megacolony will be getting more support in BT15 and Murakumo in BT14 but by how much and how well can these clans do against those huge name clans that are currently topping the charts left and right as well as getting more support from the very same boosters?

Continuing on, clans like Narukami getting supports from BT10, BT11, BT12 and BT14, Gold Paladin getting boosts from BT10, BT12 and BT14 while other clans like Great Nature getting only support from BT13, Spike Brothers only on BT10, Granblue in BT13 with only 7 cards for them. Now look at Gold Paladin. Narukami, Angel Feather or Aqua Force; how many booster boxes do they appear in? These clans already are strong as it is but getting more cards to make them even stronger while making other clans low priority is not a good idea to promote balance in the game.

Some argued that despite having more cards does not equate excellent support. I would say not quite so. Most of the support that most of us look at are at the "R" to "RRR" rarity. Commons? Not so much. Some common cards are pretty much staple or have better options. Every single time new cards got revealed, they're mostly new vanguards for a few clans and are mostly of "RR" or "RRR" rarity. We'll see one or two cards for alternative clans and then, a page spread of new cards for the most supported clans in Vanguard.

I personally don't mind having some support for a few clans in one booster box as Bushiroad is doing now but having more than half the clan in the box support for the meta clans that can dish out one-sided beating against non-meta clans is way too much that the only way to beat them is by using meta vs meta, unless of course you got lucky enough that your opponent wasn't able to guard against your attacks.

Still, this is just me ranting and venting out my anger. I know some will agree with me, some will disagree but I'm merely just mashing down my thoughts here. In the end, what I simply want to say is give other clans some love too rather on the the already large clans.

Random Rants: Over support? Under support? Or barely enough?

Posted by : bloodychaos
Tuesday, October 22, 2013
1 Comment


The trial decks was out two weeks ago, but I have yet to actually had a match against one. A friend of mine decided to make one liberator deck for the fun of it - even buying 4 of the trial decks. I initially thought it would be a simple few matches but boy, was I wrong.

By now, break rides is not much of new news. For us English players, we have a taste of its power in the form of mermaids that have their own sets of extra boosters back in July. Yes, I'm talking about Bermuda Triangle.

If you have not heard of break rides before, here's a quick intro; a break ride is when you ride another unit, mainly a Grade 3, on top of another necessary Grade 3, therefore activating its skill when at 4 damage. The effects mainly gives the vanguard a boost of 10,000 power as well as large benefits to the rearguards or penalties to the opponent's field. A very bold example will be the cheatwares Link Joker and Narukami. It is situational, but still, strong.

So now I'm back with what I started in the beginning of this rant. I fought against a newly formed liberator deck and got trashed left and right. Break ride on top of a break ride on top of a break ride...please, I have enough!! As usual, Gold Paladins and Narukami, while already strong to the point of too strong, now got way too strong with their new supports. Still, it will take some time for most of us to get use fighting against these decks.


Now enough of Gold Paladins and Narukami. Tomorrow is the Booster Draft for BT11 and I definitely can't wait to get my hands on them, even if it's just 6 packs! A week after, Booster 11 will be officially released. Of course I'm aiming for Kagero units, mainly the Seal Dragons and Dauntless Drive Dragon. Dauntless Drive with Lawkeeper sounds fun but Flare Whip Dragon will definitely be more trolling.


Still, one day after the release of BT11, it'll be the qualifiers for the World Championships in Singapore. From the looks of the trends, most players will be going Dauntless Drive + DOTE, Aqua Force, Angel Feather and Tachikaze, seeing as these clans will be getting huge support as well as Bermuda Triangle. As for what I'll be using, I'm still undecided. I'm aiming to either use Shadow Paladin Ildona or Spike Brothers, but my gut feeling is saying otherwise. Most probably I'll be following what my instincts tells me to do on that day. But I'm quite pissed off at Bushiroad for postponing BT10 to December. My Bad End Dragger!!!! T^T

Random Rants: Break Time!! - Vanguard Trial Deck 8 & 9 and Booster 11

Posted by : bloodychaos
Friday, October 18, 2013
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In my previous post for Weiss Schwarz Project Diva F, I mentioned having 3 decks. This too was touted another deck with combo rarely used or never seen before that veteran players was surprise with or other Project Diva F users never thought of. This deck is my very first deck that I build after getting myself the booster boxes using Red and Blue.

A few players that borrowed the deck says it's not that easy to use. I have to agree a little on that. This deck relies a bit of combo when you're still at level one, but as long as you know how to use what cards you have efficiently, it is quite straight forward. But one of the most often comment I get is the deck doesn't have any change cards (from G2 to G3) or cards that recover damage. This is quite true as for Project Diva F, both Red and Blue cards have no change or cards that recover that one damage. Still, I do find it powerful enough that such skills can be neglected, albeit good to have.

Now enough with my rants and on to the deck list!

Level 0:

Level 1:
This deck is pretty much straight forward if you know what goes with what. Level 0 is quite similar to my Rin-chan bait-n-switch deck so I won't actually go into much depth for it.

Level 1 relies mainly on Luka and KAITO. KAITO Guilty has the ability to search for Luka Amour and Miku Innocent when you play together with his climax combo, ACUTE. I only play Amour as Innocent is quite costly to keep in the field, despite being a 10k card at Level 2. At the same time, KAITO will gain 2500 power. MEIKO Noel Rouge is your booster, where she gains 500 boost for every support card in the field. So if you have two of her, both MEIKO will be 1000 boosters. Soft Light Luka is your encore card and Dark Angel Miku is your counter card.

All of my level 2s are red cards. As mentioned before, Luka Amour can be searched with KAITO Guilty climax combo. Her ability to gain 500 power for every music character in the field when you call her out, making her a one turn 10k attacker, which is usually enough to catch most opponents off guard. Next, to another climax combo cards, Luka Ruby and Miku Emerald are your Level 2 combo with World's End Dance Hall. Luka Ruby's ability to force a damage by paying 1 stock can be good for end games, especially when your opponent is at level 3 with six damage. Miku Emerald helps you salvage a character card in the Waiting Room if you need something to defend with later, like grabbing that Maple Scent Luka you used earlier on. MEGANE is another salvage card where you can search your waiting room for 2 of them better character cards.

There isn't much to say about Level 3. Sadly, these 2 cards are the only viable options we have. But don't look down on them. KAITO MEIKO Original have a sweet second ability. While their first ability only triggers during your opponent's turn, where they gain 2000 power for defense, their second ability allows you to increase your hand size. Just attacking, reveal top card for a music character and put to hand before you do your trigger checks. The ability also comes with no cost so it's mostly a plus. Original Luka is another good card that at times overlooked. While her power gain of 1000 when you have 3 other music character is okay. her second ability to -1 soul on the opposite character is quite good against those big soul attackers. Her beauty shines with the 3rd ability. By paying 1 stock when you reversed your opponent's character, you can choose a card in the waiting room and put it on top of the library. I find this ability quite good in a sense it often lessens the chance of your opponent cancelling the damage you do.

My climax cards consists of ACUTE, which deals additional 2 souls when triggered, as well as a climax combo for KAITO Guilty and World's End Dance Hall that allows you to salvage a card from the Waiting Room and also a climax combo for Luka Ruby and Miku Emerald.

As you may have noticed, this deck plays mostly on power, surprise attacks as well as hand replenishment, ensuring you have the cards needed in hand rather easily. I say this deck is good for those who always have problems with hand size.

Deck Analysis: Project Diva F (Luka MEIKO ★ Night Fever!!)

Posted by : bloodychaos
Wednesday, October 16, 2013
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Oracle Think Tank used to be a clan dominating tournaments left and right in Japan with Tsukuyomi standing and the forefront, until BT10 was introduced and OTT getting overshadowed by a new clan, Genesis. I have been using OTT for quite sometime, but not too long. I only started using them after EB05, Celestial Valkyries, introduced the Battle Sisters archetype. I couldn't be bothered with the Tsukuyomi build since it's just too common, and during that time, not many was interested in Battle Sisters so I got the cards I needed for rather cheap too. Amaterasu wasn't fun either and I don't really like playing crossrides anyways.

Now where was I, ah yes, Magus. There was an initial hype for the archetype but again, players are more inclined towards powerful clans like Link Joker and Narukami, and therefore, died down a week or two after their release. I do find Magus a strong clan, though in my opinion, needs a bit more of a support. They are powerful as it is, don't get me wrong, but I do love having some options to add on.

The purpose of a Magus deck is to increase both hand size and power, and at the same time, plan ahead. It does requires some luck and skill you will need to know the right timing of using each unit's effects. Still, each player's play style is different so different strategies may work as well. There are good and bad. Good thing about the deck is that you know what cards are coming up next, bad thing is, your opponent knows what card or triggers you'll get too so you have to keep this in mind. Now on to the deck list!

Grade 0: 17 units

  • 1 x Battle Sister Eclair (Starting Vanguard)
  • 4 x Lozenge Magus (Heal Trigger)
  • 3 x Battle Sister Tiramisu (Draw Trigger)
  • 4 x Battle Sister Ginger (Critical Trigger)
  • 4 x Psychic Bird (Critical Trigger)
  • 1 x Oracle Guardian Nike (Critical Trigger)
Grade 1: 14 units
  • 3 x Circle Magus
  • 3 x Crescent Magus
  • 4 x Lipis Magus
  • 4 x Tetra Magus (Perfect Guard)
Grade 2: 11 units
  • 4 x Cuore Magus
  • 4 x Stellar Magus
  • 3 x Briolette Magus
Grade 3: 8 units
  • 4 x Hexagonal Magus
  • 4 x Pentagonal Magus

You will notice that I have only 3 draw triggers for my Grade 0 line up. This is because after weeks of testing with trial and errors, I tend to deck out quite easily. After I take a good look at my units, I noticed that I have plenty of units that allows me to draw quite frequently, be it Stellar+Crescent Magus or Hexagonal Magus combos. After reducing the draw trigger by 1 and increasing the number of critical triggers, things got better and I'm able to control both my hand and deck without fear of decking out. I play 9 critical triggers and boy, it pressures way too much most of the time. I get complaints I hit the criticals too much it hurts. I say this is a good sign!

All of my Grade 1 units are magus. The key Grade 1 for this deck is Crescent Magus. She may only be 6k, but she can be powerful when used at the right timing. Combo her with Stellar and Briolette Magus to net your +3k boost and a free draw. Boost her with Pentagonal Magus to guarantee that you can get that +5k and 1 crit. She's indeed a key card for the deck. The rest of the cards are self explanatory. Circle Magus allows you to look at the top card, Tetra Magus is your perfect guard while Lipis Magus is you 10k attacker.

Grade 2 was a bit of a toughie; I initially wanted to put in 2 Silent Toms, but I've decided not to. Briolette Magus is a card that will almost guarantee you a +1 if you combo her right with Stellar Magus. Stellar Magus allows you to add the card you predicted correctly to your hand. Cuore Magus is you 12k attacker, hitting 21 with Crescent Magus if you guess the top card correctly.

There isn't much choice to choose from for Grade 3. There's only 3 units, Hexagonal Magus, Pentagonal Magus and Sailand Magus. Truth be told, I like Sailand Magus' artwork. Sadly her ability is quite common and won't really combo much with the other two magus. Hexagonal Magus is your break ride unit that lets you look at the top 3 cards of your deck, add one to hand and put the rest on top at any order. This means that you literally know what triggers you are getting or what potential cards you can get with Stellar Magus. She's a good combo with Pentagonal Magus since you are guaranteed that +5k and 1 crit, forcing your opponent to either block for no pass, or a perfect guard.

That's all I have for today. I may be updating as frequently as I did for the past 2 days but it still depends on my schedule. Until next time!

Deck Analysis: Oracle Think Tank (Magi of the Future)

Posted by : bloodychaos
Tuesday, October 15, 2013
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What!? An update so quick!? Is the sky falling!? No, sky is not falling and I'm updating cause there's some free time in my hand. This time around, there's videos!! Now here's the bad news...the quality is bad. Not too bad, but still, bad. The sound is not as great and is a bit soft and all, so you may have to put up the volume of your headphones or speakers. Just a simple disclaimer, the one doing the unboxing isn't me; I'm the lousy camera man and the items here are my friend's.

The first video will be an unboxing of Sieg Krone trial deck, Attack on Titans. Now what is Sieg Krone? Well, it's a strategic card game, similar to chess I would say. I won't say it is fantastic as it's hyped up to be by the makers and quite a numbers of card game players says the game has too many flaws. I agree with them and I believe they may want to introduce a few rulings to make the game better. I may write up a review on Sieg Krone in the near future but first up, here's the unboxing!


Next up is Vanguard BT13 with Minivan DVD. I won't say much but do enjoy!


That's all I have to offer for today as tired bodies must rest afterall. Hopefully I can get a better camera in 2 or 3 weeks (better yet, before Vanguard BT11 is released).

Box Opening: Sieg Krone Attack on Titan and Vanguard BT13

Posted by : bloodychaos
Monday, October 14, 2013
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With much said and done, I'm sad to say I couldn't make it. Despite giving my all I lost very early during the tournament. I wanted to post about my experience last week, but I decided skip that for now since work has piled up after my return from Kuala Lumpur. I was pretty confident I can make it far but didn't expect to be booted out in the 2nd round.

Preparation was all good. My Spike Brothers deck performed well before the tournament and everything seems good, except for my luck.  My first match was against Gold Paladin Platina build. Not so surprising here. I took a deep breath, shuffle the deck and cut my opponent's deck in 2. He did the same. Then I draw my first 5 cards...my hand was shockingly bad; 3 critical triggers, a heal trigger and a High Speed Brakki. I kept Brakki in hand and mulligan the rest of the cards. After having the deck shuffled and cut, I drew 4 cards...which consists of a Marilyn, a critical trigger, a heal trigger and a Juggernaut Maximum.

It was a...quick match. My opponent superior ride to Ezel and hit me left and right. I couldn't drive check triggers either as I keep drawing them to hand and I couldn't get attackers out on the field either. My opponent got himself all the triggers giving me a hard time guarding as well. Despite all the guarding and struggling, I ended up losing. My opponent gives a smirk for the easy win and started acting all high and mighty. I packed up and simply left.

After the first match was over, we head on to the second one. I say this match was good of Scarlet Witch vs Dudley. My first hand was bad...4 triggers and a Marilyn. I mulligan everything and ended up with pretty much my ideal hand; 2 Field Drillers, 1 Dudley Emperor, a Wonder Boy and a Medical Manager. I started first, a good sign. On my turn, I drew a Panzer Gale, which is a another good sign. Rode Medical Manager, opt not to soul charge and attacked and drive checked a critical trigger. Looks like this match is going to be good.

I rushed him at G2 with Field Driller as the vanguard, another field driller on the side and Panzer Gale boosted with Tiara. Everything went well but somehow, I wasn't able to trigger much. During that match, I managed to drive check triggers only 3 or 4 times. Sad to say, I lost the match, but it was a good and refreshing one despite the loss. I congratulate my opponent and gave him a handshake.

With my chance now over, waited for the next few events - the free fights for Vanguard and Weiss Schwarz and tag team tournament! I managed to bag myself a Creeping Dark Goat, which I now use in my Shadow Paladin deck, and some WS promos. Tag team tournament went well, with my team mate and I bagging the wins easily. I was also quite surprise that a foil card is available in the PR pack (not mine, someone else's) as well as getting a Dudley Emperor sleeves in the lucky draw. I took some pictures for everyone to enjoy, just don't count on the quality.

Fighter's climax 2013 sleeves!!

Freebies from the goodie bag! What!? No deck box!!?

Some scenes before tournament starts.



Promo I got from winning tag tournament

Foil promo from some other guy.

World Championship 2013 Malaysia

Posted by : bloodychaos
Sunday, October 13, 2013
0 Comments


With the 3rd qualifiers for Asia-Oceania starting in 3 days, I'm psyched up. I'll be travelling out of my home country, heading to Kuala Lumpur, Malaysia, for the big day. I will try to bring home some pictures to your viewing pleasure, but don't count on the camera being that good. Of course, I'll try my best to get qualified! For those going there as well, I hope to see you as well!

World Championship Open Qualifiers, here I come!

Posted by : bloodychaos
Wednesday, October 2, 2013
0 Comments

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