Zelda Hero 1 Posted November 23, 2009 Report Share Posted November 23, 2009 Please Rate and Comment!!! [spoiler= Effect Monsters] This card cannot be Special Summoned except by the effects of "DarkFire" cards. As long as this card is face-up on the field it's also treated as a Reptile-Type and a Sea Serpent-Type monster. Once per turn, when a "Neo DarkFire" monster you control is destroyed by a card effect controlled by your opponent, except "Neo DarkFire Secure Space Serpent", you can Special Summon the destroyed monster in face-up Attack Position, and equip it with this card. Once per turn, when this card is destroyed by the effect of a "DarkFire" card, Special Summon this card during the End Phase. Once per turn, you can equip this card to a "DarkFire" monster you control, OR unequip it to Special Summon this card in face-up Defense Position. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.) This card cannot be Special Summoned, except by the effect of a "DarkFire" card. You must Tribute 3 monsters to Normal Summon this card (you cannot Set this card). The Summon of this card cannot be negated. As long as this card is face-up on the field it's also treated as a Machine-Type and a Psychic-Type monster. When this card inflicts Battle Damage to your opponent by a direct attack and your opponent controls more cards, destroy all cards on your opponent's side of the field, inflict 400 damage to both players for every card destroyed by this card's effect. As long as this card is face-up on the field it's also treated as a Warrior-Type and a Fiend-Type monster. If your opponent controls a monster and you control no monsters, you can Normal Summon this card without Tributing. When this card is Normal Summoned, you can send 1 card from your hand to your Graveyard to Special Summon 1 Level 3 or lower "DarkFire" Tuner monster from your hand. Those monsters are destroyed during the End Phase. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 "DarkFire" monsters on your side of the field and 3 "DarkFire" monsters in your Graveyard. As long as this card is face-up on the field it's also treated as a Dragon-Type monster. Once per turn, you can destroy all non-Dark monsters on the field, both players take damage equal to half the total ATK of all the destroyed monsters. As long as this card is face-up on the field it's also treated as a Fairy-Type monster. When this card is Summoned, you can send the top 2 cards of your Deck to the Graveyard to add 1 "DarkFire Doomsday Destruction" from your Deck or Graveyard to your hand. This card's name is treated as "DarkFire Doomsday Destruction" while in the Graveyard. Once per turn, if you active "DarkFire Doomsday Destruction", you can Special Summon this card from your Graveyard. As long as this card is face-up on the field it's also treated as a Zombie-Type monster. When this card is removed from play from your Deck or Graveyard, inflict 700 damage to your opponent for every "DarkFire" monster removed from play with a different name. When your opponent inflicts damage to your Life Points, you can send this removed monster and all other removed monsters to your opponent's Graveyard, increase your Life Points by 700 for every "DarkFire" monster removed from play with a different name. As long as this card is face-up on the field it's also treated as a Winged Beast-Type monster. During the turn that this card is removed from play, every time you draw a "DarkFire" card, you can reveal it to your opponent and draw 1 more card. As long as this card is face-up on the field it's also treated as a Machine-Type monster. Once per turn, you can remove the top 4 cards of your Deck from play to activate 1 of the following effects: ● Remove 1 "DarkFire" monster in your Graveyard from play to destroy 1 face-up monster on the field. ● Remove 1 "DarkFire" Spell Card in your Graveyard from play to destroy 1 face-up Spell or Trap Card on the field. ● Remove 1 "DarkFire" Trap Card in your Graveyard from play to destroy 1 Set Spell or Trap Card on the field. If there are more "DarkFire" monsters in your Graveyard than removed from play, you can Special Summon this card from your hand or Graveyard. As long as this card is face-up on the field it's also treated as Warrior-Type. This card can attack any monster on the field. If this card attacks a "DarkFire" monster you control, neither monster is destroyed. If this card attacks a monster, you can place 1 Burn Counter on that monster at the end of the Damage Step (max. 1). You can remove all Burn Counters from monsters on the field to increase the ATK and DEF of each "DarkFire" monster that had a Burn Counter by 500 for every Burn Counter removed, until the End Phase. This card cannot attack your opponent's Life Points directly. As long as this card is face-up on the field it's also treated as a Fiend-Type monster. During the turn that this card is sent to the Graveyard, all face-up "DarkFire" Spell and Trap Cards cannot be destroyed. During the turn that this card is removed from play, all face-up "DarkFire" monsters gain 1000 ATK. During the End Phase of the turn this card is returned to your hand or Deck, all face-up cards on the field, except "DarkFire" Spell or Trap Cards, are destroyed. As long as this card is face-up on the field it's also treated as a Rock-Type monster. This card is changed to Defense Position when it is Normal Summoned or Flip Summoned. Once per turn, if a "DarkFire" monster, except "DarkFire Gaia Gardna" is selected as an attack target, you can send this card and the top 5 cards of your Deck to the Graveyard to end the Battle Phase. If this card is in the Graveyard, you can remove this card and 1 other card in your Graveyard from play to end the Battle Phase. As long as this card is face-up on the field it's also treated as a Fish-Type monster. This card cannot be Special Summoned from the Graveyard. If this card is sent to the Graveyard for a Synchro Summon, you can treat this card as a Normal, Synchro, Ritual, or Fusion monster. As long as this card is face-up on the field it's also treated as a Spellcaster-Type monster. Once per turn, you can remove the top four cards of your Deck from play to remove 1 card on your side of the field from play until the End Phase. If this card is removed from play, select 1 "DarkFire" monster on your side of the field whose effect can only be activated once per turn, the selected monster can activate its effect twice per turn. As long as this card is face-up on the field it's also treated as a Plant-Type monster. If this card is destroyed, it is removed from play. If this card is in your Graveyard, you can remove from play this card and 1 level 4 or lower "DarkFire" monster in your Graveyard to Special Summon 1 monster from your hand with less ATK then the ATK of the other removed monster. As long as this card is face-up on the field it's also treated as a Plant-Type and a Fairy-Type monster. When this card is Special Summoned by an Effect Monster's effect, you can Special Summon 1 "DarkFire" monster from your hand or Graveyard with a lower level than that of the monster that Special Summoned this card. If the monster Special Summoned by this card's effect has higher level than this card, the monster is treated as 2 monsters when it is used for a Synchro Summon. This card cannot be Normal Summoned or Set. As long as this card is face-up on the field it's also treated as a Sea Serpent-Type monster. When this card is removed from your Deck from play, you can Special Summon this card to your side of the field in Attack Position. This card cannot be used for a Synchro Summon on the same turn it is Summoned. During the Battle Phase, you can send this card plus 1 or more non-Tuner "DarkFire" monsters to the Graveyard, and Special Summon 1 "DarkFire" Synchro Monster from your Extra Deck whose Level equal the total Levels of the monsters sent, this effect can be activated during either player's turn. As long as this card is face-up on the field it's also treated as Dinosaur-Type. This card can only be used as a Synchro Material Monster for "DarkFire" monster. This card is not effected by card effects and cannot be destroyed in battle. If this card is selected as an attack target you take 1000 damage. As long as this card is face-up on the field it's also treated as a Beast-Warrior-Type monster. During the turn this card is Normal Summoned, you can use non-Tuner monsters from your opponent's side of the field as Synchro Material Monsters for a Synchro Summon. If you use monsters from your opponent's side of the field as Synchro Material Monsters, Special Summon the Synchro monster to your opponent's side of the field. [spoiler= Ritual Monsters/Spells]This card can only be Ritual Summoned with the Ritual Spell Card, "Ritual of Evil Insects". As long as this card is face-up on the field it's also treated as a Insect-Type monster. When this card is Ritual Summoned, you can destroy cards on your opponent's side of the field up to the number of monsters you used for the Ritual Summon. If the number of cards on your opponent's side of the field is fewer than the number of monsters you used for the Ritual Summon, you can draw 1 card for every card destroyed by this card's effect. This card is used to Ritual Summon "DarkFire Creepy Crustacean". You must also Tribute "DarkFire" monsters whose total Levels equal 9 or more from the field or your hand. During your Main Phase, you can remove from play this card from your Graveyard to remove from play the top 10 cards of both players' Deck. [spoiler= Dark Synchro Monsters] 1 non-Tuner "DarkFire" monster - 1 Dark Tuner monsterOnce per turn, while this card is in your Extra Deck, you can select 1 face-up level 7 or higher "DarkFire" monster on the field. The selected monster is treated as a Dark Tuner monster, until the End Phase. As long as this card is face-up on the field it's also treated as a Beast-Type monster. During both End Phases, when either player has lost Life Points, except by battle, increase both players' Life Points by the amount of Life Points either player has lost. Increase this card's ATK by the amount of Life Points both players gained by this card's effect. When this card is destroyed, inflict damage equal to this card's ATK to the player who destroyed this card. [spoiler= Synchro Monsters] 1 "DarkFire" Tuner + 2 or more non-Tuner monstersThis card cannot be Special Summoned except with a Synchro Summon. As long as this card is face-up on the field it's also treated as a Thunder-Type monster. This card gets these effects, based on the non-Tuner monsters used for the Synchro Summon of this card. ● Normal: Once per turn, you can negate the activation of a Spell, Trap Card or the effect of an Effect Monster and destroy that card. During the End Phase, if you activated this card's effect you must select 1 non-Tuner monster that was used for the Synchro Summon of this card, treat this card as though the selected monster was not used for the Synchro Summon of this card. ● Effect: This card is treated as a level 5 monster. ● Synchro: While you control another "DarkFire" monster, level 6 or higher monsters cannot attack. ● Ritual: Once per turn, you can destroy 1 Set card on the field. ● Fusion: Once per turn, you can remove 1 monster in your Graveyard from play, treat this card as though the removed monster was used for the Synchro Summon of this card, until the End Phase. 1 "DarkFire" Synchro Tuner + 1 or more non-Tuner Synchro monstersAs long as this card is face-up on the field it's also treated as a Psychic-Type monster. As long as this card is face-up on the field, when you take damage by battle or by a card effect controlled by your opponent, you can pay Life Points equal to half the damage instead. Once per turn, you can pay 1000 Life Points and remove the top 3 cards of your Deck from play to destroy 1 card on the field. Once during your opponent's turn, you can remove this card from play until the End Phase. 1 "DarkFire" Tuner + 2 or more non-Tuner "DarkFire" monstersAs long as this card is face-up on the field it's also treated as a Rock-Type and a Beast-Warrior-Type monster. This card cannot attack during the turn it is Special Summoned. You take no Battle Damage from battles involving this card. If this card battles a monster, destroy 1 monster, except the one that battled this card. For each card destroyed, that card's controller draws 1 card. You can only control 1 face-up "Neo DarkFire" monster. 1 "DarkFire" Tuner + 1 or more non-Tuner "DarkFire" monstersAs long as this card is face-up on the field it's also treated as a Dinosaur-Type and a Beast-Type monster. If this card is Special Summoned and you have no "DarkFire" monsters in your Graveyard, switch control of this monster. When "DarkFire" monsters attack monsters your opponent controls with the same type, destroy that monster without applying Damage Calculation. You can only control 1 face-up "Neo DarkFire" monster. 1 "DarkFire" Tuner + 1 or more non-TunersAs long as this card is face-up on the field it's also treated as a Reptile-Type monster. If this card is used for a Synchro Summon, you can treat this card as a Level 1 monster. When this card is Special Summoned, switch control of this card. During your End Phase, both players remove the top 4 cards of their Deck from play. When either player activates a Spell Card, that player can Special Summon 1 monster from their Graveyard. 1 "DarkFire" Tuner + 1 or more "DarkFire" non-TunersAs long as this card is face-up on the field it's also treated as a Aqua-Type monster. Once per turn, you can select 1 face-up monster on the field, treat the card as a Level 5 or lower monster. As long as this card is in face-up Defense Position, all level 6 or higher monsters cannot destroy monsters by battle or by their card effects. When a level 4 or lower monster attacks this card, you can switch the original ATK and DEF of this card. [spoiler= Fusion Cards] 2 or more "DarkFire" monstersThis card cannot be Special Summoned except with "Final Flame Fusion". When this card is Fusion Summoned, send all other cards you control to the Graveyard. The original ATK and DEF of this card are each 700 x the number of Fusion Material Monsters used for its Fusion Summon. As long as this card is face-up on the field it's also treated as the types of the monsters used for the Fusion Summon of this card. Once per turn, you can send 1 "DarkFire" from your Deck to your Graveyard, this card gains the sent monster's effect(s) until the End Phase. Level 8 or higher "DarkFire" monster + level 3 or lower "DarkFire" monsterThis card cannot be Special Summoned except with "Final Flame Fusion". As long as this card is face-up on the field it's also treated as the types of the monsters used for the Fusion Summon of this card. Once per turn, discard every card in your hand to remove 1 card in your opponent's hand from play, if the removed card is a monster whose level is less than or equal to the number of cards you discarded, this card must attack 1 more time for every level of the removed monster. [spoiler= Spell Cards] Activate 1 of the following effects equal to the number of "DarkFire Doomsday Destruction" cards in your Graveyard: ● 0: Return all cards in your Graveyard to your Deck, except "DarkFire" cards. Send any number of "DarkFire" cards from your hand to the Graveyard. Gain 200 Life Points for every "DarkFire" card you send to the Graveyard. If you gained over 1000 Life Points due to this card's effect, draw 1 card. ● 1: Remove all "DarkFire" cards in your Graveyard from play, except "DarkFire Doomsday Destruction". Inflict 1000 damage to both players for every "DarkFire" card removed from play. The effects of the "DarkFire" monsters that were removed from play are negated. ● 2+: Return all "DarkFire" cards that are removed from play to your Deck. Inflict 1000 damage to your opponent's Life Points for every "DarkFire" card returned. During the End Phase, pay Life Points so that you only have 100 left and both players draw 1 card for every 1000 Life Points you payed. You can send this card from your hand to the Graveyard to add 1 "DarkFire" card from your Deck to your hand. When this card is removed from play, select 1 "DarkFire" monster on the field. Activate 1 of the following effects: -Gain Life Points equal to half of the selected monster's ATK. If you gained over 800 Life Points due to this card's effect, draw 1 card. -Inflict damage to your opponent equal to half of the selected monster's ATK. There can only be 1 face-up "Alternate Reality of the DarkFires" card on the field. Activate only if both players have less than 4000 Life Points. If you have monsters in your Graveyard, except "DarkFire" monsters, this card is destroyed. As long as this card is face-up on the field, whenever either player would take damage, except by Continuous Spell and Continuous Trap Cards, that player's opponent gains that amount of Life Points instead. If either player's Life Points are 8000 or more, destroy this card. During your Main Phase, you can remove from play this card from your Graveyard and 1 "DarkFire" monster, 1 Spell Card, and 1 Trap Card from your Graveyard to add 1 "The Second Alternate Reality of the DarkFires" From your Deck to your hand. During your End Phase you must send 1 "DarkFire" card from your hand or from your side of the field to the Graveyard, if you cannot, this card is destroyed. Once per turn, you can remove from play 1 "DarkFire" card in your Graveyard to reveal the top card of your opponent's Deck. If it is a monster that can be Normal Summoned, Special Summon it to your side of the field. If it is a monster that cannot be Normal Summoned, Special Summon it to your opponent's side of the field, ignoring the Summoning conditions. If it is a Spell or Trap Card, inflict 2000 damage to your opponent's Life Points if your opponent does not activate that card by your next Standby Phase. When you control a "Neo DarkFire" monster, all "DarkFire" monsters can attack your opponent directly. If your opponent takes over 3000 damage from direct attacks this turn, end the Battle Phase. During your opponent's turn, the ATK of all "DarkFire" monsters on your side of the field lose 300 ATK for each card in your opponent's hand. Once per turn, you can select 1 "DarkFire" Synchro monster on the field or in your Graveyard. If 1 of the monsters used for the Synchro Summon of the selected monster is in your Graveyard, you can Special Summon 1 of those monsters. If the selected Synchro monster is sent to the Graveyard, removed from play, returned to your Deck, or is returned to your hand, this card is destroyed. If this card is destroyed, return all Special Summoned monsters on the field to their respective Decks and shuffle them. When this card is activated, if your opponent controls a Field Spell Card neither Field Spell Card is destroyed. As long as this card is face-up on the field, both players can control Field Spell Cards at the same time. Every time a counter(s) is placed on your opponent's Field Spell Card, inflict 300 damage to your opponent. As long as there are 2 face-up Field Spell Cards on the field, all face-up "DarkFire" monsters cannot be destroyed by battle. When a face-up "DarkFire"monster is attacked, place 1 DFire Counter on the attack target. When your opponent's Field Spell Card is destroyed, remove from play all face-up monsters with DFire Counters. When this card is destroyed and sent to the Graveyard, you can remove all counters from your opponent's Field Spell Card, destroy cards on your opponent's side of the field up to the number of counters removed. Once per turn, you can remove from play cards on the top of your Deck for every "DarkFire" monster in your Graveyard, then add 1 "DarkFire" monster from your Deck to your hand. During each of your End Phases, send the top 5 cards of your Deck to the Graveyard. At the end of your Main Phase 2, if you have 5 or fewer cards in your Deck, shuffle all removed from play cards into their owner's Decks. Send up to 3 "DarkFire" monsters with the same name in your hand to the Graveyard. Special Summon 1 "DarkFire Birth Token" for every card sent. The tokens have the same Type, Attribute, Level, ATK and DEF as the cards sent. The tokens cannot declare an attack or be Tributed for a Tribute Summon, unless it is for a "DarkFire" monster. [spoiler= Trap Cards] Activate only when an opponent's monster declares an attack and the total ATK of your opponent's monsters is greater than or equal to your Life Points. After activation, put this card face-up in your Deck and shuffle it. Send cards from the top of your Deck to the Graveyard until you send this card to the Graveyard. Your opponent takes damage equal to half the total ATK of all "DarkFire" monsters sent to the Graveyard due to this card's effect. You take damage equal to half the total DEF of all "DarkFire" monsters sent to the Graveyard due to this card's effect. Remove 1 face-up "DarkFire" monster on the field from play. Special Summon 1 monster that is removed from play, except a Pyro-Type monster, to your side of the field. The Special Summoned monster's name is treated as "DarkFire" as long as this card is in the Graveyard. If this card is remove from play, draw 1 card. There can only be 1 face-up "Alternate Reality of the DarkFires" card on the field. Activate only if both players have less than 4000 Life Points. If you have monsters in your Graveyard, except "DarkFire" monsters, this card is destroyed. As long as this card is face-up on the field, whenever either player would take damage player gains that amount of Life Points instead. If either player's Life Points are 8000 or more, that player loses the Duel. If both players Life Points become 8000 or more at the same time, this card is destroyed. During your Main Phase, you can remove from play this card from your Graveyard and 1 "DarkFire" monster, 1 Spell Card, and 1 Trap Card from your Graveyard to add 1 "The First Alternate Reality of the DarkFires" from your Deck to your hand. Activate this card when you control a face-up "DarkFire" monster(s). Once per turn, select 1 Dark monster on your side of the field that has destroyed up to 2 monsters in battle or by its card effect. The selected monster is not effected by all other Spell and Trap Cards. If this card is removed the field, remove the selected monster from play. Once per turn, when a "DarkFire" monster(s) is remove from play, you can double the original ATK of all face-up "DarkFire" monsters on your side of the field until the End Phase. All face-up "DarkFire" monsters that have 4000 or more ATK are destroyed. If a monster is destroyed due to this card's effect, this card is destroyed. All pic credit goes to HP Doom and Deviantart Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted November 24, 2009 Author Report Share Posted November 24, 2009 OK I've added 3 more cards to the set Link to comment Share on other sites More sharing options...
Black Gold Posted November 24, 2009 Report Share Posted November 24, 2009 These are awesome. Good OCG and original effects. Link to comment Share on other sites More sharing options...
~Oleon~ Posted November 24, 2009 Report Share Posted November 24, 2009 I just can't look at some of the pics. I'm sorry, a 8/10. Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted November 26, 2009 Author Report Share Posted November 26, 2009 yeah sometimes the pics don't work for me either Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted November 27, 2009 Author Report Share Posted November 27, 2009 Now I've added a Ritual Monster/Spell Link to comment Share on other sites More sharing options...
Nicreaper Posted November 27, 2009 Report Share Posted November 27, 2009 Yes, I admit that they were good, but please don't go parading saying "My cards are awesome!"... Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted November 28, 2009 Author Report Share Posted November 28, 2009 Fusion monster and Fusion Spell Card added! Link to comment Share on other sites More sharing options...
ShroomShroom Posted November 28, 2009 Report Share Posted November 28, 2009 I'm loving the cards. The pics are awesome, yet your OCG needs some work. 9/10 Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted November 29, 2009 Author Report Share Posted November 29, 2009 I'm trying to make a DarkFire monster for every Type, but I'm having trouble findin a good pic for a psychic, dinosaur, beast, insect and plant-type, anybody got a good pic for those types? Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted December 4, 2009 Author Report Share Posted December 4, 2009 2 more "DarkFire" cards added still need pics for PSYCHIC, INSECT, BEAST, and DINOSAUR type Link to comment Share on other sites More sharing options...
Jolta Posted December 4, 2009 Report Share Posted December 4, 2009 Some pics have thin borders. 1 type, 1 Attribute, neato! 10/10 Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted December 8, 2009 Author Report Share Posted December 8, 2009 3 more cards added, check out the unique effect of "DarkFire Inferno Knight"! Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted December 14, 2009 Author Report Share Posted December 14, 2009 I have started coming up with the effects of what might be the last three DarkFire monsters. I am going to make the last three a Dark Synchro, a Synchro Tuner and an Accel Synchro monster but I STILL NEED HELP FINDING GREAT PICTURES FOR THE THREE LEFT ANYBODY WHO P.M.'s ME A GOOD PIC WILL GET 1 REP REMEMBER, THE PIC NEEDS TO INCLUDE FIRE/LAVA Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted December 22, 2009 Author Report Share Posted December 22, 2009 1 more card added, just the psychic and beast-type left Link to comment Share on other sites More sharing options...
Slicer224 Posted December 24, 2009 Report Share Posted December 24, 2009 Add some Vanillas with some good story and this set is good to go!:) Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted December 24, 2009 Author Report Share Posted December 24, 2009 The only problem is that if I make a normal "DarkFire" monster, it won't be able to have two types Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted December 26, 2009 Author Report Share Posted December 26, 2009 The Dark Synchro monster is being made, all I need is a great pic for the psychic accel synchro monster and the DarkFire set will have every type of monster! Link to comment Share on other sites More sharing options...
Lord_Darkstryke Posted December 26, 2009 Report Share Posted December 26, 2009 hey, correct me if im wrong, but is Fusion summoning and Special Summoning two seperate things, or am i just old school?Darkfire Ultimate weapon says that its atk / def is 700 times the fusion materials to fusion summoned, right? but suppose you used the spell to special summon him then wouldnt you have a really high level monster with only 700/ 700? Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted December 26, 2009 Author Report Share Posted December 26, 2009 Fusion Summoning is a form of Special Summoning Link to comment Share on other sites More sharing options...
~RoBoTiClOvEr~ Posted December 27, 2009 Report Share Posted December 27, 2009 I'm loving the cards. The pics are awesome' date=' yet your OCG needs some work. 9/10[/quote'] I agree, I looked and OCG needs workPics overused7/10 Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted December 28, 2009 Author Report Share Posted December 28, 2009 Can somebody give examples of my OCG errors? Link to comment Share on other sites More sharing options...
Zelda Hero 1 Posted December 31, 2009 Author Report Share Posted December 31, 2009 1 more Spell Card, "The First Alternate Reality of the DarkFires" added, more Alternate Realities to come "DarkFire Creature of the Abyss" - In the process of being made into a Dark Synchro "DarkFire Accel Psychotech" - Still needs an awesome pic Link to comment Share on other sites More sharing options...
Kinkorox Posted December 31, 2009 Report Share Posted December 31, 2009 No offense, but the pics need massive improvement. Otherwise, nice idea, and ok OCG. All in all, 6.5/10 Link to comment Share on other sites More sharing options...
eleminatar11 Posted December 31, 2009 Report Share Posted December 31, 2009 Awesome set=9/10 yeah greatest i 've ever seen Link to comment Share on other sites More sharing options...
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