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Old 08-02-2012, 02:10 PM   #1
Igiveup
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Default Heat Counter Archetype

Here's what I’m thinking - since there are a great deal of cards that revolve around spell counters, why not create an archetype around trap counters? (heat counters) These monsters would be compatible with some of the pyro archetypes already around (flamvell, laval etc.). They would revolve around special summoning monsters from the extra deck by using heat counters and toolboxing for the right spells/traps to support themselves. They will be weak to many of the control archetypes such as inzektors or gladiator beasts.
Sorry for the huge text wall!


Heat Spirit
Level 4
Pyro/Effect
Each time a trap card is activated place one heat counter on this card. This card gains 100 ATK for each heat counter on it. You can banish this face-up card you control with 2 or more heat counters on it; Special summon (from your extra deck) a "Heat Dragon" card with a level less than or equal to the number of heat counters on this card. (This Special Summon is treated as a Fusion Summon)
1200 ATK/200 DEF

Heat Spirit Alius
Level 3
Pyro/Effect
Each time trap card is activated place one heat counter on this card. This card gains 100 ATK for each heat counter on it. You can banish this face-up card you control with 2 or more heat counters on it; Special summon (from your extra deck) a "Heat Dragon" card with a level less than or equal to the number of heat counters on this card. (This Special Summon is treated as a Fusion Summon)
500 ATK/200 DEF

Heat Spirit Seeker
Level 3
Pyro/Effect
When this card is normal summoned, place 1 Heat Counter on it. This card gains 100 ATK for each Heat Counter on it. You can tribute this face-up card to add one “Heat Spirit” monster card from your deck to your hand.
500 ATK/500 DEF

Heat Dispersal Unit
Level 3
Pyro/Effect
You can discard this card to the graveyard to add 2 “Fahrenheit” or “Celsius” cards from your deck to your hand. Then discard 1 “Fahrenheit” or “Celsius” card. You cannot activate spell or trap cards this turn.
0 ATK/2000 DEF

Sacred Heat
Level 1
Pyro/Effect
During either player’s turn you can discard this card to add 1 “Fahrenheit” Trap Card. You can then set the card. The effect of “Sacred Heat” may only be used once per turn.
0 ATK/0 DEF

Heat Spirit - Rush
Level 3
Pyro/Effect
When this card is normal summoned: place 3 Heat Counters on it (max. 5). Each time a Trap Card is activated, place 2 Heat Counters on this card. This card gains 200 ATK for each Heat Counter on it. You can banish this face-up card you control with 2 or more heat counters on it; Special summon (from your extra deck) a "Heat Dragon" card with a level less than or equal to the number of heat counters on this card. (This Special Summon is treated as a Fusion Summon)
1000 ATK/200 DEF

Heat Spirit - Crush
Level 4
Pyro/Effect
When this card is normal summoned, place 2 Heat Counters on it (max. 5). Each time a Trap Card is activated, place 1 Heat Counter on this card. This card gains 400 ATK for each Heat Counter on this card. When this card leaves the field, special summon one of your banished “Heat Spirit” monsters.
1000 ATK/200 DEF

----------------------------------------------------------------------------------------------------------------------------

Heat Dragon Carmine
Level 2
Pyro/Fusion/Effect
This card can only be special summoned (from the extra deck) by the effect of a "Heat Spirit" monster card. When this card is summoned, you can send 1 “Fahrenheit” Trap Card from your deck to your grave. During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 2 heat counters on it.
1400 ATK/200 DEF

Heat Dragon Maroon
Level 3
This card can only be special summoned (from the extra deck) by the effect of a “Heat Spirit” monster card. When this card is summoned, you can discard 1 card to add 1 “Fahrenheit” Trap Card from your graveyard to your hand. During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 3 heat counters on it.
1500 ATK/200 DEF

Heat Dragon Vermillion
Level 4
Pyro/Fusion/Effect
This card can only be special summoned (from the extra deck) by the effect of a “Heat Spirit” monster card. When this card is summoned, you can send one “Celsius” Spell card from your deck to the graveyard. During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 4 heat counters on it
1600 ATK/200 DEF

Heat Dragon Crimson
Level 5
Pyro/Fusion/Effect
This card can only be special summoned (from the extra deck) by the effect of a “Heat Spirit” monster card. When this card is summoned, you can add one “Celsius” or “Fahrenheit” card from your graveyard to your hand. During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 5 heat counters on it.
1800 ATK/200 DEF

Heat Dragon Saffron
Level 6
Pyro/Fusion/Effect
This card can only be special summoned (from the extra deck) by the effect of a “Heat Spirit” monster card. When this card is summoned, you can destroy one face up monster your opponent controls and inflict damage equal to half the original ATK of that monster to your opponent. This monster cannot declare a direct attack if this effect is used. During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 6 heat counters on it
2000 ATK/200 DEF

Heat Dragon Cyan
Level 7
Pyro/Fusion/Effect
This card can only be special summoned (from the extra deck) by the effect of a “Heat Spirit” monster card. When this card is summoned, You can return up to 4 traps from your grave to your deck. Draw 1 card for every 2 cards returned in this way. During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 7 heat counters on it.
2400 ATK/200 DEF

Heat Dragon Indigo
Level 8
Pyro/Fusion/Effect
This card can only be special summoned (from the extra deck) by the effect of a “Heat Spirit” monster card. When this card is summoned, you can select and activate one of the following effects:
● Select and destroy 1 card your opponent controls. If that card is a monster, inflict damage to opponent equal to half its original ATK.
● Send up to 2 “Fahrenheit” or “Celsius” cards from your deck to the graveyard.
During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 8 heat counters on it.
2800 ATK/200 DEF

Heat Dragon Cobalt
Level 9
Pyro/Fusion/Effect
This card can only be special summoned (from the extra deck) by the effect of a “Heat Spirit” monster card. When this card is summoned, you can select and activate one of the following effects:
● Return all “Fahrenheit” and “Celsius” cards from your grave to your deck and destroy any number of cards, up to the number of spells and traps returned in this way. This card cannot declare a direct attack.
● When this card is returned to the extra deck, place 11 heat counters on the “Heat Spirit” monster instead of 9.
During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 9 heat counters on it.
3200 ATK/200 DEF

Heat Dragon Munsel
Level 10
Pyro/Fusion/Effect
This card can only be special summoned (from the extra deck) by the effect of a “Heat Spirit” monster card. When this card is summoned, you can select and activate one of the following effects:
● Add 2 “Fahrenheit”, “Celsius” or “Heat” cards from the to your hand
● Destroy up to 2 cards your opponent controls. Trap cards cannot be activated in response to this effect.
During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 10 heat counters on it.
3500 ATK/200 DEF

Heat Dragon Phlox
Level 11
Pyro/Fusion/Effect
This card can only be special summoned (from the extra deck) by the effect of a “Heat Spirit” monster card. When this card is summoned, you can select and activate one of the following effects:
● Return this card to the extra deck and special summon one “Heat Dragon Violet”. It cannot attack. Treat it as if it were summoned by a “Heat Spirit” monster.
● Return all cards on the field to its owner’s hand except this card. Battle damage to your opponent is halved this turn.
During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 11 heat counters on it.
4400 ATK/200 DEF

Heat Dragon Violet
Level 12
Pyro/Fusion/Effect
This card can only be special summoned (from the extra deck) by the effect of a “Heat Spirit” monster card. This card’s special summon cannot be negated. This card is unaffected by the effects of Trap Cards. When this card is summoned, you can select and activate one of the following effects:
● Destroy all cards your opponent controls. Trap cards cannot be activated in response to this effect. Battle damage to your opponent is halved this turn.
● Increase the ATK of this card by 2000.
● Add 2 “Fahrenheit”, Celsius or “Heat” cards from your deck to your hand.
During the End Phase that this card is summoned: Return this card to the extra deck and special summon one of your banished “Heat Spirit” monster cards. Place 12 heat counters on it.
5000 ATK/5000 DEF
----------------------------------------------------------------------------------------------------------------------------

Celsius Heat Burst
Normal Spell
Place heat counters on “Heat Spirit” monsters equal to the number of face up “Heat” monsters you control. If 3 or more counters were placed, you can add one “Farenheit” Trap card from your deck to your hand.

Celsius Guard
Quick-play Spell
All face up attack-position “Heat” monsters you currently control cannot be destroyed by battle.

Celsiusic Overheat
Normal Spell
Destroy all monsters on the field. You must control at least 1 face-up “Heat” monster.

Semi-Celsius Power
Quick-play Spell
All Face-up “Heat” monsters are unaffected by spell and trap cards until the End Phase.

Empowering Celsius Grounds
Continuous Spell
All face-up “Heat” monsters gain 500 ATK. Whenever a trap card is activated, place 1 Heat Counter on a face-up card you can place a Heat Counter on.

Celsius Heat Field
Field Spell
Each time a Trap Card is activated, place 1 Heat Counter on this card. This card gains the following effects depending on how many heat counters it has.
● 1+: This card cannot be destroyed by spell cards
● 2+: Once per turn, you can remove 1 counter from this card to draw 1 card.
● 3+: Once per turn, you can remove 3 counters from this card to activate “Fahrenheit” Trap Cards the same turn they are set until your opponent’s End Phase.
● 4+: Once per turn, you can remove one Heat Counter from this card and place it on a face-up card you can place a Heat Counter on.
● 5+: You can activate all previous effects without removing counters.

----------------------------------------------------------------------------------------------------------------------------

Fahrenheit Grasp
Normal Trap
Place 1 Heat Counter on a face-up card that you can place a Heat Counter on. Then you can add 1 "Fahrenheit Grasp" from your Deck to your hand.

Fahrenheitic Revival
Normal Trap
Activate only when a face-up monster with Heat Counters is destroyed by battle. You can move all Heat Counters from that card to a face-up card you can place Heat Counters on.

Counter Fahrenheit
Counter Trap
Remove from play 1 “Heat” monster in your Graveyard. Negate the activation of a Effect Monster’s effect, and destroy it.

Fahrenheit Guard
Normal Trap
Target 1 face-up “Heat” monster. That target gains 1000 ATK, but its effect(s) are negated and it is destroyed during the End Phase.

Fahrenheit Overdrive
Normal Trap
Banish up to 3 "Heat" monsters from your Graveyard; destroy any number of cards on the field, up to the number of monsters banished for this card's activation.

Reverse Fahrenheit
Normal Trap
Activate only when your opponent declares an attack while you control a face-up “Heat” monster. Banish both the attacking monster and the attack target.

Fahrenheit Exchange
Continuous Trap
Each time a Spell Card is activated, place one Heat Counter on this card. Once per turn, you can move one Heat Counter from this card to a face-up card you can place a Heat Counter on.


Google Docs Alias: https://docs.google.com/document/d/1...LTN8NrMJE/edit

Comments and suggestions all welcome!

Additional Comment:

Sorry for the huge text wall, just read through it please!

Last edited by Igiveup : 08-02-2012 at 02:10 PM. Reason: Automerged Doublepost
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Old 08-02-2012, 02:33 PM   #2
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Very nice and balanced archetype. I really like this. :]

Maybe the last effect of the field spell could be converted to something like "Remove x counters" from cards on the field to activate one of the effects of this card without removing any counters. And you might need to put some restrictions and/or stat adjustments to the powerfull dragons. Find ratio between ATK/DEF and effects.
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Old 08-02-2012, 08:50 PM   #3
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That's a good idea. I think its not really the powerful dragons that need the most balancing, but the weaker ones. Imagine in a realistic duel, having to activate 12 different traps, while having a compatible "Heat Spirit" card on the field to summon Violet. Realistically, 10, 11 and 12 will almost never come out. People may use the engine of 1-5 which may use balancing. But I see your point. I was going to proxy these cards soon and play test them.

Additional Comment:

Celsius Heat Field
Field Spell
Each time a Trap Card is activated, place 1 Heat Counter on this card. This card gains the following effects depending on how many heat counters it has.
● 1+: This card cannot be destroyed by spell cards
● 2+: Once per turn, you can remove 1 counter from this card to draw 1 card.
● 3+: Once per turn, you can remove 3 counters from this card to activate “Fahrenheit” Trap Cards the same turn they are set until your opponent’s End Phase.
● 4+: Once per turn, you can remove one Heat Counter from this card and place it on a face-up card you can place a Heat Counter on.
● 5+: You can activate all previous effects by removing the same number of counters from your side of the field.

Additional Comment:

*Removing an equal number of counters from your side of the field as the cost.

Last edited by Igiveup : 08-02-2012 at 08:50 PM. Reason: Automerged Doublepost
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Old 08-02-2012, 10:08 PM   #4
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I like this concept quite a bit, but, what I don't like is how the first 2 Heat Spirit monsters are almost alike. The effects are the same, the only thing making them a different monster is the stats and levels. Now, I'm not saying their bad, I'm merely saying that they act too much alike, which can lead to abusing in certain decks. Great concept and great idea. I just have 2 questions or you. When will new cards be made and are we allowed to make cards of our own on here?
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Old 08-04-2012, 10:48 PM   #5
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Their effects aren't the same. One of them dumps "Fahrenheit" trap cards and the other one searches them. This is really useful for the early game of the Heat Spirits as they will be weak and need support. I definitely thought it could lead to some abuse, but there really is a limit on how much they can abuse those effects.

Regarding your questions, This is the create a card forum you can create any card you want . And secondly when will new cards be made? Thats up to Konami.

Additional Comment:

If you are talking about the Heat spirit monsters, then it is true that they are the same. You have to have 2 different copies for the deck to be able to consistently get that card out quickly.

Additional Comment:

Maybe level 3 could have some kind of opponent control effect such as halve the attack of one face-up monster your opponent controls and give the searching to the level 5.

Last edited by Igiveup : 08-04-2012 at 10:48 PM. Reason: Automerged Doublepost
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Old 08-04-2012, 11:41 PM   #6
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Lol, I don't mean the TCG/OCG cards, I meant your archetype. And, now that I look at the monsters' effects, I can see where I was wrong. I look forward to new cards from this archetype!
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Old 08-05-2012, 09:31 PM   #7
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Heres a couple:

Heat Spirit - Propagator
Level 3
When a face-up "Heat" monster is destroyed by battle, you can send this and one other "Heat Spirit" monster from your hand to the graveyard and special summon the destroyed monster and place the same amount of Heat Counters that were originally on it. This card gains 100 ATK for every Heat Counter on it. You can send this face-up card with 4 or more Heat Counters on it to special summon 2 of your banished "Heat" monsters.
1200 ATK/200 DEF

Heat Spirit - Kelvin
Level 3
When this card is sent to the graveyard, you can add 1 "Celsius" or "Fahrenheit" card from your grave to your hand. This card gains 100 ATK for every Heat Counter on it. You can remove 2 Heat Counters from anywhere on the field to destroy 1 spell or trap on the field.
1500 ATK/200 DEF

Heat Spirit - Volcanus
Level 3
When this card is sent to the graveyard, you can place 1 Heat Counter on all face-up monsters you control that you can place a Heat Counter on. When this banished card is special summoned, place 1 Heat Counter on it. You can banish this face-up card you control with 2 or more heat counters on it; Special summon (from your extra deck) a "Heat Dragon" card with a level less than or equal to the number of heat counters on this card.
1600 ATK/200 DEF
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Old 08-05-2012, 11:04 PM   #8
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Quote:
Originally Posted by Igiveup View Post
Heres a couple:

Heat Spirit - Propagator
Level 3
When a face-up "Heat" monster is destroyed by battle, you can send this and one other "Heat Spirit" monster from your hand to the graveyard and special summon the destroyed monster and place the same amount of Heat Counters that were originally on it. This card gains 100 ATK for every Heat Counter on it. You can send this face-up card with 4 or more Heat Counters on it to special summon 2 of your banished "Heat" monsters.
1200 ATK/200 DEF

I like this card's effect quite a bit. 1200 atk to start with, but it can easily get up to 1900 within just a few turns. In my personal opinion, today's meta would be perfect with this card.

Heat Spirit - Kelvin
Level 3
When this card is sent to the graveyard, you can add 1 "Celsius" or "Fahrenheit" card from your grave to your hand. This card gains 100 ATK for every Heat Counter on it. You can remove 2 Heat Counters from anywhere on the field to destroy 1 spell or trap on the field.
1500 ATK/200 DEF

I'm not quite certain that Kelvin could be considered heat, since Kelvin is absolute zero (aka the supposed temperature of space). I like the name, and the effect is pretty decent as well. The part I like the most would be removing 2 Heat Counters to destroy a spell or trap.

Heat Spirit - Volcanus
Level 3
When this card is sent to the graveyard, you can place 1 Heat Counter on all face-up monsters you control that you can place a Heat Counter on. When this banished card is special summoned, place 1 Heat Counter on it. You can banish this face-up card you control with 2 or more heat counters on it; Special summon (from your extra deck) a "Heat Dragon" card with a level less than or equal to the number of heat counters on this card.
1600 ATK/200 DEF
Now THIS card has a badass name. The effect though... unfortunately, I can see it being abused heavily. What I do like though is the fact that (as far as I can see) it cannot cause a loop to happen. True it is a target for Rekindling, and can therefore be used for easy Xyz/Synchros. But that does not make this card broken. I'm not sure if 1600 Atk would be too much for a Level 3 monster, usually you see that with a Level 4 monster.
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Old 08-06-2012, 12:55 AM   #9
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Let me explain the purpose of these cards.

First off when the Heat Dragons are returned to the extra deck they say special summon one of your banished "Heat Spirit" monsters. That basically lets them special summon any of the "Heat Spirits" that would suit the situation at hand. The effects of the Heat Spirits send themselves to the grave and then you have to use other cards (such as Flamvell Counter) to banish them and make them targets for the Heat Dragons.

So an In-depth analysis...

Heat Spirit - Propagator
Level 3
When a face-up "Heat" monster is destroyed by battle, you can send this and one other "Heat Spirit" monster from your hand to the graveyard and special summon the destroyed monster and place the same amount of Heat Counters that were originally on it. This card gains 100 ATK for every Heat Counter on it. You can send this face-up card with 4 or more Heat Counters on it to special summon 2 of your banished "Heat" monsters.
1200 ATK/200 DEF

This card will help protect some of the Heat Spirit cards. It will also help protect against lance and other anti-meta. The cost is heavy (-1 from the hand) however that -1 to the grave can be beneficial later in the game. The idea of this card is to special summon it from a lvl 4 or higher heat dragon and then swarm the field and start spamming fahrenheit cards. Thus his name "Propagator" meaning to spread or promote. He is very useless in an actual battle though. Dodges Skill Drain as well.

Heat Spirit - Kelvin
Level 3
When this card is sent to the graveyard, you can add 1 "Celsius" or "Fahrenheit" card from your grave to your hand. This card gains 100 ATK for every Heat Counter on it. You can remove 2 Heat Counters from anywhere on the field to destroy 1 spell or trap on the field.
1500 ATK/200 DEF

This card has multiple uses. The first is obvious - add one Celsius or Fahrenheit card from the grave. Very easy to combo with the low level heat dragons to start the momentum. The second use is with the first card. When this card is sent to the graveyard can be combined with Propagator and sent to the grave so that it isn't a -1 but a neutral exchange by adding 1 Celsius or Fahrenheit card. The third use is with the Heat Dragon summon. You can summon this card via Heat Dragon when it is banished, and if you can protect it, you can start popping back row. I could even say this card would need the nerf and not Propagator. Also Kelvin is a unit of measuring temperature, often used in space so people usually associate it with low temperatures, but it is merely based off of absolute zero. Very often Kelvin is used to measure temperatures of stars and other high temperatures.

Heat Spirit - Volcanus
Level 3
When this card is sent to the graveyard, you can place 1 Heat Counter on all face-up monsters you control that you can place a Heat Counter on. When this banished card is special summoned, place 1 Heat Counter on it. You can banish this face-up card you control with 2 or more heat counters on it; Special summon (from your extra deck) a "Heat Dragon" card with a level less than or equal to the number of heat counters on this card.
1600 ATK/200 DEF

Now this card. I felt that the Heat monsters needed a little bit of "brokenness" so I gave them a powerful card. This card speeds up the archetype 2-fold, is relatively easy to get out, however doesn't receive counters when traps are activated. I felt this card fit in with the archetype just enough not to be nerfed and gave it the speed that it needed to compete with meta.


On another note - all the monsters are lvl 3 on purpose for the card Firestar Lord - Chouraio which is a great fire support card. All these cards are also compatible with Rekindling - but - this deck revolves around banishing Heat Spirits to summon them back, so once people realize this - Rekindling will likely not be used in this deck very often, or if it is, it would be used for its banish effect.
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Old 08-06-2012, 09:39 AM   #10
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I did not know that about Kelvin. I literally thought that it's sole purpose was to measure absolute zero. I guess the Firestar monsters have been renamed to Flaming Star (I think Firestar sounds better though).
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Old 08-08-2012, 12:40 PM   #11
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I actually haven't checked out the firestar archetype much, maybe i should.

Additional Comment:

Couldn't find it, did it get renamed?

Last edited by Igiveup : 08-08-2012 at 12:40 PM. Reason: Automerged Doublepost
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