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08-23-2011, 05:06 PM
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#1
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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We Hunt Together
Monsters:
Quote:
Battle Wolf - Slash
Level 2/Beast/Earth/Tuner
300/0
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. When this card is Normal Summoned you can Special Summon one non-Earth "Battle Wolf" monster.
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Quote:
Battle Wolf - Asunder
Level 3/Beast/Light
1100/0
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. Once per turn: You can send 1 "Wolf" monster from your hand to the Graveyard to target 1 "Wolf" monster in either player's Graveyard; return it to its owner's hand.
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Battle Wolf - Scratch
Level 3/Beast/Light
1400/0
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. Once per turn, if you control 1 or more face-up "Battle Wolf" monsters, other than this card, you can return one face-up Level 5 or lower monster to its owner's hand.
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Battle Wolf - Eviscerate
Level 4/Beast/Earth
1400/0
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. Once per turn, send up to 3 "Wolf" monsters from your Deck to your Graveyard.
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Battle Wolf - Rend
Level 4/Beast/Wind/Tuner
1500/0
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. When this card is Summoned and you control no other monsters, Special Summon 2 Level 3 or lower "Battle Wolf" monsters from your Graveyard. Their effects are negated. This card cannot be used as Synchro Material, except for the Synchro Summon of a "Wolf" monster.
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Battle Wolf - Snow Stalker
Level 1/Beast/Water
0/0
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. When your opponent Special Summons a monster, Special Summon 1 Level 4 or lower "Battle Wolf" monster from your hand or Graveyard. While you control another face-up "Battle Wolf" monster this card cannot be selected as an attack target.
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Battle Wolf - Rip
Level 3/Beast/Dark
1300/0
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. When this card is Normal Summoned, add one "Wolf" monster from your Deck to your hand, and if this is the only monster you control, Special Summon one Level 3 or lower "Wolf" monster from your Graveyard.
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Battle Wolf - Life Bearer
Level 2/Beast/Water
600/0
You can only control 1 "Battle Wolf - Life Bearer". While you control another "Wolf" monster, you can Normal Summon 1 additional time this turn. You can only use this effect once per turn. Destroy this card during the End Phase and send 1 Level 4 or higher "Wolf" monster from your Deck to your Graveyard.
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Battle Wolf - Lacerate
Level 4/Beast/Light
1500/0
When this card is summoned, send all Banished "Wolf" monsters to the Graveyard.
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Battle Wolf - Al-Fem
Level 3/Beast/Dark
1500/0
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. When a "Battle Wolf" monster is destroyed, Special Summon one Level 4 or lower "Battle Wolf" monster from your hand or Graveyard, except "Battle Wolf - Al-Fem".
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Battle Wolf - Al-Mal
Level 5/Beast/Earth
2100/0
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. If this card was Tribute Summoned by tributing a "Wolf" monster, Special Summon up to 3 Level 4 or lower "Battle Wolf" monsters from your Graveyard. Those monsters' effects are negated.
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Quote:
Dire Wolf - Growl
Level 5/Beast/Dark
2200/1100
This card is also treated as a Dinosaur-Type monster while in the Deck. When this card is Tribute Summoned by tributing a "Battle Wolf" monster, destroy 1 "Wolf" monster you control and destroy all face-down Spell or Trap cards your opponent controls.
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Quote:
Dire Wolf - Snarl
Level 6/Beast/Light
2400/1200
This card is also treated as a Dinosaur-Type monster while in the Deck. When this card is Tribute Summoned by tributing a "Battle Wolf" monster, destroy 1 "Wolf" monster you control and destroy all face-up Spell or Trap cards your opponent controls.
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Quote:
Dire Wolf - Howl
Level 7/Beast/Wind
2500/1250
This card is also treated as a Dinosaur-Type monster while in the Graveyard. When this card is Tribute Summoned by tributing at least 1 "Battle Wolf" monster, destroy 2 "Wolf" monsters you control and send all monsters your opponent controls to the Graveyard. You cannot Special Summon during the turn you use this effect.
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Dire Wolf - Roar
Level 8/Beast/Water
2600/1300
This card is also treated as a Dinosaur-Type monster while in the Graveyard. When this card is Tribute Summoned by tributing at least 1 "Battle Wolf" monster, destroy 2 "Wolf" monsters you control and send all Spell or Traps on your opponent's field and in his/her hand to the Graveyard. You cannot Special Summon during the turn you use this effect.
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Battle Wolf - Bite
Level 6/Beast/Earth
2000/0
1 "Battle Wolf" Tuner + 1 or more non-Tuner monsters
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. When this card is Synchro Summoned, Special Summon 2 Level 3 "Battle Wolf" monsters from your Deck. Those monsters' effects are negated.
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Battle Wolf - Crunch
Level 8/Beast/Water
2300/0
1 "Battle Wolf" Tuner + 2 or more non-Tuner "Battle Wolf" monsters
This card gains 100 ATK for each "Battle Wolf" monster in your Graveyard and on the field. Once per turn you can add 1 banished "Battle Wolf" monster, except "Battle Wolf - Al-Mal", to your hand. Then banish 1 "Wolf" monster from your Graveyard. Destroy this card during your 2nd Standby Phase after summoning it.
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Battle Wolf - Pounce
Rank 3/Beast/Wind
2200/0
3 Level 3 "Battle Wolf" monsters
Once per turn you can Detach 1 Xyz Material from this card to add 2 "Wolf" monsters from your Deck to your hand. Those monsters cannot be Special Summoned this turn.
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Quote:
Wolf Spirit - Grey
Level 7/Beast/Earth
2400/0
"Battle Wolf - Al-Mal" + "Battle Wolf - Al-Fem"
This card cannot be Special Summoned except by the effect of "Perfection Pack". A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. When this card is Fusion Summoned, destroy 1 "Wolf" monster to Special Summon 2 level 3 or lower "Wolf" monsters from your Graveyard.
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Wolf Spirit - Arctic
Level 10/Beast/Water
0/0
"Battle Wolf - Snowstalker" + 3 "Wolf" Monsters
This card cannot be Special Summoned except by the effect of "Perfection Pack". A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. Once per turn you can add 2 of your Banished "Wolf" monsters to your hand. This card must remain in face-up Attack Position and any battle damage you receive from a battle with this card is doubled. When this card is removed from the field by battle or by an opponent's card effect, Special Summon the monsters used as this card's Fusion Materials. Those monsters' effects are negated.
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Spells:
Quote:
Hunter's Moon
Field Spell
Once per turn you can send 1 Level 4 or lower "Wolf" monster from your Deck to your Graveyard. During your next Standby Phase, Special Summon it.
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Spoils of the Survivors
Continuous Spell
Each time a "Wolf" monster is Special Summoned, draw 1 card. You can only use this effect twice per turn. During the End Phase of this turn, destroy this card and all "Wolf" monsters you control or destroy this card and return all "Wolf" monsters from your Graveyard to your Deck.
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Quote:
Howl of the Pack Leader
Normal Spell
Send all cards in your hand to the Graveyard and Special Summon 1 "Battle Wolf" monster from your Deck.
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Lunar Madness
Equip Spell
Equip only to a "Battle Wolf" monster. It gains 200 ATK. If the equipped monster would be removed from the field by an opponent's effect: You can destroy this card instead, then target 1 "Wolf" monster you control; it gains 500 ATK until your opponent's next End Phase.
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Hierarchical Feast
Continuous Spell
During your Draw Phase, you can banish 3 "Wolf" monsters from your Graveyard to draw 1 additional card. You can only control 1 face-up "Hierarchical Feast".
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Return to the Hunt
Quick-Play Spell
Tribute 1 "Wolf" monster. Send all Banished "Wolf" monsters to the Graveyard. If this card is activated during the Battle Phase, your opponent's monsters cannot be destroyed by battle with "Battle Wolf" monsters until the End Phase.
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Quote:
Perfection Pack
Normal Spell
Pay half your Life Points and return 2 "Wolf" monsters in your Graveyard to your Deck. Banish "Wolf" monsters listed on a "Wolf" Fusion monster from your hand, field or Graveyard and Special Summon that monster. (This Special Summon is treated as a Fusion Summon.) A monster Special Summoned by this card cannot be targeted by the effects of Traps this turn.
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Traps:
Quote:
Pack Mentality
Counter Trap
Banish 2 "Wolf" monsters from your Graveyard. Negate an activation of a Spell / Trap / Special Summon of a monster and destroy the Spell Card, Trap Card, or Summoned monster.
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Quote:
Call to the Hunt!
Continuous Trap
Banish 1 "Wolf" monster from your Graveyard. Special Summon up to 2 Level 4 or lower "Wolf" monsters from your Graveyard. Those monster's effects are negated. When those monsters are removed from the field, Banish them and destroy this card. When this card is removed from the field, Banish those monsters.
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Quote:
Injured Prey
Normal Trap
When a Level 5 or higher "Wolf" monster battles, Special Summon 1 Level 4 or lower "Battle Wolf" monster from your Deck or Graveyard.
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Savage Teamwork
Continuous Trap
Activate only by sending 1 Banished "Wolf" monster to the Graveyard and 1 "Wolf" monster in your Graveyard to your Deck. "Wolf" monsters' Battle Positions cannot be changed by card effects. Return one "Wolf" monster from your Graveyard to your Deck during the End Phase of each turn or destroy this card and one "Wolf" monster you control.
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Thoughts? Too Broken? Not Broken enough? Just right? Tell me what you think.
Last edited by Terrorking : 04-26-2012 at 04:58 PM.
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08-23-2011, 07:08 PM
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#2
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Junior Member
Join Date: Jun 2011
Posts: 39
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Of Course, I probably don't have to tell you the Mill weakness and the Crazy Solidarity Synergy
But other than that, it's well Synergized, but can be countered by fairly Simple, though out of the way-ish Cards like Reverse Trap. And this one Card I can't Remember that had 100 ATK and dealt 2000 Burn Damage if it destroyed a monster, in other words, watch out for Labyrinth of Nightmare and that guy.
As for my thoughts on individual Cards:
Slash: Much Like Marauding Captain in how he works when it comes to Synchro Summoning. Is Very Useful, and Can Quickly Synchro Summon a Level 5-8 using all the other non-EARTH non-Tuner Battle Wolfs. I generally Like this Card, even though the only way he's putting Wolves in the graveyard is Synchro Summoning.
Scratch: The Effect is Very Broken without the "Once Per Turn" Tag, unless the Meta Game has shifted toward summoning strong monsters really fast. Oh wait, it has.
Eviscerate: It has a 1400 Head Start, and gains Attack through other Wolves on the field and Graveyard, and it's own effect lets it mill, however, I guess being an instant 1700 Beater at the Start of the duel isn't too broken. Tis a mid-game Killer.
Rend: You made this Card Cunningly well, since it has a powerful Revival effect, It's perfectly fair to prevent the summoned wolves from gaining an Attack Boost, as well as making xyz summoning Cunningly easy to get any rank you want (3 or below), or your choice of Synchro. using Eviscerate before hand.
Snow Stalker: Very good Anti-Special Summon, since it only works within the archetype.
Rip: Careful, with Ultimate Offering, you can pretty much snatch anything you want with Rip and Summon it, Including Rip himself.
Life Bearer: Rip and Pounce do a good job in making his effect useful.
Lacerate: I like this Card, but if your opponent's been massively Banishing your monsters, this is a pretty bad Punishment to raise the ATK of your wolves by 500+. Though I guess Lacerate himself is easy to stomp, only having 1500 ATK and Zilch Defense.
Alf-Em: Creates an endless loop if you have 1 copy of this Card in your graveyard in 1 on the field, which is easy in this archetype. In other words, Broken without Limiting Alf-Em or changing his effect where he can't summon himself. If People Bounce or Banish, you still have Cards that put him back to the Proper Spot to Start the Loop again.
Al-Mal: The Summoned Wolves may be used for Synchro Summoning and instant xyz of anything else. Broken, as I see it. Though I'm not the smartest, so I may be wrong.
Growl: Good Job, now most people will use this guy in place of the Monarchs! /Sarcasm. (This is because after summoning, you just Destroy Growl To Destroy all the Face-down Cards, then again, I heard Chain able is in these days.)
Snarl: Good!
Howl: Balanced and Good.
Roar: Balanced and good.
Also, Do I see Sneaky Miracle Jurassic Egg shenanigans?
Bite: Assuming we're dodging Solidarity, Early Game Gaia Knight: Force of Earth Over powers this guy, Not really a problem, though.
Crunch: Underwhelming in the Early and Late Game, as in the Early game You're Attack and effect won't match to those of Scrap Dragon or Red Dragon Archfiend, and in the late game you may be opting for Strategy over Brute Force.
Pounce: Good! Again, Abusable with Ultimate Offering, but otherwise good.
Hunter's moon: Good, Makes Tribute Summoning ANY LV5-6 monster Easier, though.
Spoils: Oh dear. I don't know what to think of this one.
Howl of the Pack Leader: Good.
Feast: Broken, Since you can get those Banished Monsters Back Very Easily.
Return to the Hunt: Very Similar to the Monster Version, really. I think making it Quick-play really made it harsh, making it a super-buffed Rush Recklessly when used right.
Call to the Hunt: Like Every other Revival Card like it, most people will just Summon the 2 combination that makes a Synchro or xyz they want, and rid of them before the opponent can react.
Injured Prey: Wow, this Set-up easily makes it swarm, I don't know weather it's good or bad. If you feel it's broken, maybe change it to where it only activates during your opponent's turn...
I'm no Proffesional, but I will say what I do because you deserve to know what some people think, even from a non-meta point of view and with a person who can't put all those Cards at once and find every piece of synergy within it.
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08-23-2011, 08:26 PM
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#3
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Thanks for the feedback. Upon further reading I see your point. I didn't plan their effects that well, I simply let the creative juices flow lol. Also, no one uses Reverse Trap . Time to edit.
Additional Comment:
I think I neutered some of the more overzealous wolves quite well 
Last edited by Terrorking : 08-24-2011 at 07:58 PM.
Reason: Automerged Doublepost
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08-23-2011, 08:55 PM
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#5
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Quote:
Originally Posted by Martiachan
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This is what inspired this Acrhetype, basically. Beast monsters should always be on the offensive, because they're, well, BEASTS.
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08-23-2011, 09:00 PM
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#6
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Kochiya Sanae.
Join Date: Dec 2010
Posts: 9,842
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Quote:
Originally Posted by TerrorkingA
This is what inspired this Acrhetype, basically. Beast monsters should always be on the offensive, because they're, well, BEASTS.
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I honestly thought this would be a section devoted to Yggdra Union Yu-gi-oh cards, I was disappointed, but it was still nice.
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08-23-2011, 09:01 PM
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#7
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Non-Canon?
Join Date: Jul 2011
Location: The Undernet
Age: 22
Posts: 15,939
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Quote:
Originally Posted by TerrorkingA
This is what inspired this Acrhetype, basically. Beast monsters should always be on the offensive, because they're, well, BEASTS.
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Ojamas are beasts and they are awesome. And if Konami smokes some more cannabis, we can see low level vanilla Rekindling as a TCG exclusive.
Also, this archetype might be cool. But not as cool as Ojama.
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08-24-2011, 12:50 AM
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#8
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Quote:
Originally Posted by SirDragonite
Ojamas are beasts and they are awesome. And if Konami smokes some more cannabis, we can see low level vanilla Rekindling as a TCG exclusive.
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Ojamas are... something else lol
Additional Comment:
Bump for epicness.
Last edited by Terrorking : 08-24-2011 at 12:50 AM.
Reason: Automerged Doublepost
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08-24-2011, 11:33 AM
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#9
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Banned User
Join Date: May 2010
Age: 19
Posts: 4,858
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Their theme traps are kinda busted o_O
Other than that, I like them.
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08-27-2011, 02:26 PM
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#10
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Just the traps?
Additional Comment:
Edited original post.
Additional Comment:
bumpity bump bump
Additional Comment:
Bump !
Last edited by Terrorking : 08-27-2011 at 02:26 PM.
Reason: Automerged Doublepost
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08-27-2011, 02:28 PM
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#11
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Kochiya Sanae.
Join Date: Dec 2010
Posts: 9,842
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Maybe I should get back to my own create a card thread, but it's so much effort to make. Mine is terrible anyways.
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08-28-2011, 09:25 PM
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#12
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Junior Member
Join Date: Jul 2011
Location: A place unimaginable
Posts: 42
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IDEA:
Add some fusion monsters.
Example:
Gladitorian Overwolf
Level 12/Beast/Earth/Fusion/Effect
5000/3800
5 "Battle Wolf" Monsters
This card cannot be special summoned except with Fusion Summon. If this card is fusion summoned, halve your life points. This card is unaffected by the effects of your opponents spell cards. This card gains 500 ATK points for every "Wolf" non-tuner monster(s) in your graveyard. As long as this card remains face-up on your side of the field, the effects of all Monster Cards in your opponents Graveyard, and field are negated. Once per turn, you can select one monster from your graveyard, and one monster on your side of the field. The monster on your side of the field gains the effect(s), ATK, and becomes the same type of monster as the selected monster from the graveyard, until the end phase. If you draw a 'Wolf" monster, you can show it to your opponent and draw 3 more cards. If you activate this effect, skip your next 2 draw phases.
Gladitorian Twili-Dog
Level 5/Fiend/Dark/Fusion/Effect
2000/2500
"Battle Wolf - Lacerate" + "Battle Wolf - Al-Fem"
If this card is destroyed and sent to the graveyard, you can pay half your life points, and remvoe from play 5 "Battle Wolf" monsters from your deck from play, and send all cards you control to the graveyard to special summon 1 "Gladitorian Overwolf" from your extra deck, ignoring summoning conditions.
Last edited by CardRecipeMan : 08-28-2011 at 09:50 PM.
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08-28-2011, 10:08 PM
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#13
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Quote:
Originally Posted by CardRecipeMan
IDEA:
Add some fusion monsters.
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Dang, I forgot fusions. Will edit OP again shortly.
Edit:
If/when I figure out how to work Fusions into this Archetype without making them too broken or too useless to bother with.
Quote:
Originally Posted by Martiachan
Mine is terrible anyways.
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All it takes is some...
*rainbow forms above my head*
EEEEEMAGEEEENAAAAATION.
Last edited by Terrorking : 08-28-2011 at 10:22 PM.
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08-28-2011, 10:14 PM
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#14
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Kochiya Sanae.
Join Date: Dec 2010
Posts: 9,842
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Quote:
Originally Posted by TerrorkingA
Dang, I forgot fusions. Will edit OP again shortly.
All it takes is some...
*rainbow forms above my head*
EEEEEMAGEEEENAAAAATION.
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Emagenation? *Goes to google*
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08-28-2011, 10:17 PM
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#15
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Quote:
Originally Posted by Martiachan
Emagenation? *Goes to google*
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That's how Spongebob and Patrick pronounced "imagination" :/
... wait goddammit! No derailing my thread >_>
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08-28-2011, 10:28 PM
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#16
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Junior Member
Join Date: Jul 2011
Location: A place unimaginable
Posts: 42
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also
Trap
Battle Wolf Fusion
Activate only when a "Wolf" monster you control is destroyed by battle and sent to the graveyard. Remove from play, from your side of the field or your graveyard, fusion matierial monsters that are listed on a "Battle Wolf" or "Gladitorian" Fusion monster, and special summon that fusion monster from the Extra Deck.(This special summon is treated as a Fusion Summon)
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10-31-2011, 08:18 PM
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#17
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Those Fusion monsters would never see play lol
Additional Comment:
Random bump is random.
Last edited by Terrorking : 11-02-2011 at 01:53 PM.
Reason: Automerged Doublepost
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10-31-2011, 11:10 PM
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#18
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Pojo Veteran
Join Date: Apr 2011
Location: Oconomowoc, WI
Posts: 3,646
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And another dead thread... Move on please? It's better than nonsensical "bump" postings.
__________________
A Man of two fates. One dead; one who's pissed off...
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11-01-2011, 09:25 PM
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#19
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Quote:
Originally Posted by Carnage Infinity
And another dead thread... Move on please? It's better than nonsensical "bump" postings.
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Why should I? I gain lulz from doing it.
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12-03-2011, 04:01 PM
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#20
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~Mu51C 4 L1f3~
Join Date: Jun 2011
Location: In a two-story house on a vacant lot, on the corner in the middle of the block.
Age: 18
Posts: 6,428
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*Random bump*
MWAHAHAHAHAHA!
__________________
Quote:
Originally Posted by Singed
Just gonna fling you up,
Just gonna stick you down,
Just gonna run around and burn you.
Just gonna make you cry,
Ult and say goodbye,
Just gonna run and hide and hurt you.
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12-04-2011, 09:12 PM
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#21
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Random bumps are the best kind.
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12-04-2011, 09:22 PM
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#22
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Junior Member
Join Date: Aug 2008
Posts: 33
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Haha, i love this archetype, not enough wolfish love from konami, you should send an email to them with the cards listed, you never know they might make them, or at least something similar
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12-04-2011, 10:20 PM
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#23
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Quote:
Originally Posted by koalakyle
Haha, i love this archetype, not enough wolfish love from konami, you should send an email to them with the cards listed, you never know they might make them, or at least something similar
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Lol, this archetype is so overpowered it hurts.
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12-06-2011, 07:53 AM
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#24
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Junior Member
Join Date: Aug 2008
Posts: 33
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overpowered
and every 1.2 deck types in the current format aren't already overpowered?
(i say 1.2 because its more common then every second or even every 1 and a half decks)
also is Al-Mal and Al-Fem short for alpha male and alpha female?
Last edited by koalakyle : 12-06-2011 at 08:11 AM.
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12-06-2011, 11:52 AM
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#25
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Wandering
Join Date: Nov 2010
Location: In the embrace of questionable women
Age: 20
Posts: 9,068
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Quote:
Originally Posted by koalakyle
also is Al-Mal and Al-Fem short for alpha male and alpha female?
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Yes. They're 2 of the 4 Effect monsters that don't follow the naming pattern.
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