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 Trading Card Game Tips from fans

 

July 2006

 

From: withheld withheld [mailto:flamewingman28@gmail.com]
Sent: Saturday, July 01, 2006 7:21 PM
To: Pojo.com Crew
Subject: Re: Wildheart Deck-My TCG tip



I messed up. Can you post this instead:



Today, I will be creating an Elemetal Hero Wildheart and Tenkabito Shien Deck. The main strategy of this deck is to manipulate traps to Wildheart and Shein's advantage. On the side, it will have a small Elemental Hero theme, maipulating my signature Elemental Hero (Wild Wingman) and other fusions with Wildheart.



Since this deck is based on monsters that benefit from traps, I will use a 20:10:10 ratio rater than a 20:15:5 Ratio.



Let's start with the monsters.



Elemental Hero Wildheart and Tenkabito Shien are both very important in this deck, with wild heart being more important than Shien. I'll run Three Wildhearts, and two Shiens.



Tenkabito Shien

Stats: Pyro/Effect Level 4 Atk/1500 Def/1000
Description: This card is unaffected by the effects of Trap Cards.



Elemental Hero Wildheart

Stats: Warrior/Effect Level 4 Atk/1500 Def/1600
Description: This card is unaffected by the effects of Trap Cards.





I'll be doing a bit of fusing, so The Light-Hex Sealed Fusion will work best. I won't be using any Polymerizations, and I'll be using Cyber Dragons to fuse, so this will work the best. I'll use three of these.



Stats: Rock/Effect Level 3 ATK/1000 DEF/1600
Description: You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Tribute Fusion-Material Monsters on the field, including this card, to Special Summon 1 LIGHT Fusion Monster from your Fusion Deck.





This deck isn't extremely fast, and it is based on 1500 ATK monsters, so Sangan will work very well. In fact, there is only one deck that I have created and used that wasn't made to win during the first turns of the duel that Sangan didn't work well in (my Cyber Blader Lockdown Deck). I'll run only one, as it is limited.



Stats: Fiend/Effect Level 3 ATK/1000 DEF/600
Description: When this card is sent from the field to the Graveyard, move 1 monster with an ATK of 1500 or less from your Deck to your hand. Your Deck is then shuffled.





This deck does have the power of Elemental Heros, so I'll tech in an Elemental Hero Avian. I know that it is a horrible hero, but the facto of the matter is, it helps with the fusions that I am running. Sparkman does the same thing, so I'll also tech one of those in. The other heors are just going to slow this deck down, so those are all that I'll run.



Elemental Hero Avian

Stats: Warrior Level 3 ATK/1000 DEF/1000
Description: A winged Elemental Hero who wheels through the sky and manipulates the wind. His signature move, Featherbreak, gives villainy a blow from the sky-high.



Elemental Hero Sparkman

Stats: Warrior Level 4 ATK/1600 DEF/1400
Description: An Elemental Hero and a warrior of light who proficiently wields many kinds of armaments. His Shining Surge Flash cuts off the path of villainy.





Now lets get back to the main strategy of this deck.



This deck already has many warriors, so let's look at some standard monsters for warrior decks, D.D. Warrior Lady, Exiled Force, and D.D Assailant, all of which are limited. Exiled Force can remove any big threat from the field, so I'll run it. D.D. Assailant and D.D. Warrior Lady can both remove strong monsters from the game, so I'll run both of them.



Exiled Force

Stats: Warrior/Effect Level 4 ATK/1000 DEF/1000
Description: Tribute this face-up card. Destroy 1 monster on the field.



D.D. Assailant

Stats: Warrior/Effect Level 4 ATK/1700 DEF/1600
Description: When this card is destroyed in Battle by an opponent's Monster, remove this Monster and the opponent's Monster from the game.



D. D. Warrior Lady

Stats: Warrior/Effect Level 4 ATK/1500 DEF/1600
Translation: When this card battles another monster, after Damage Calculation you can remove the opponent's monster and this card from play.



Mask of Darkness can re-use traps-a very valuable abilty in this deck.



Stats: Fiend/Effect Level 2 ATK/900 DEF/400
Description: FLIP: Select 1 Trap Card from your Graveyard and return it to your hand.



With the five remaining spaces, I'll look at the generic monsters for most decks: Mobius the Frost Monarch, Zaborg the Thunder Monarch, Breaker the Magical Warrior, and Cyber Dragon.

Mobius the Frost Monarch
Stats: Aqua/Effect Level 6 ATK/2400 DEF/1000
Description: When this card is Tribute Summoned successfully, you can destroy up to 2 Spell or Trap Cards on the field.

Zaborg the Thunder Monarch
Stats: Thunder/Effect Level 5 ATK/2400 DEF/1000
Description: When this card is Tribute Summoned successfully, destroy 1 monster on the field.

Breaker the Magical Warrior
Stats: Spellcaster/Effect Level 4 ATK/1600 DEF/1000
Description: Whent his card is Normal Summoned, put 1 Spell Counter on it (max.1). Increase the ATK of this card by 300 points for each Spell Counter on this card. By removing 1 Spell Counter.


Cyber Dragon
Stats: Machine/Effect LV5 ATK/2100 DEF/1600
Description: If there is a monster on your opponent's side of the field and there are no monsters on your side of the field, you can Special Summon this card from your hand.


This deck needs monster removal, so we'll use a Zaborg. I'll only need one in this deck.

Cyber Dragon can pull me through hard positions, plus they fuse into more powerful monsters. I'll run two of them, as well.

Breaker the Magical warrior can be a 1900 attacker, or remove a spell or trap on the field and become 1600 attacker. It is limited, so I can only use one.

I have one space left, and one "staple" left. Mobius can remove spell and traps on the field, which can harm E-Hero Fusions. I have one space left, so I'll only run one.





That brings our overall monster lineup to:



Elemental Hero Wildheart

Elemental Hero Wildheart

Elemental Hero Wildheart

Tenkabito Shien

Tenkabito Shien

The Light-Hex Sealed Fusion

The Light-Hex Sealed Fusion

The Light-Hex Sealed Fusion

Sangan

Elemental Hero Avian

Elemental Hero Sparkman

Exiled Force

D. D. Assailiant

D. D. Warrior Lady

Mask of Darkness

Mobius the Frost Monarch

Zaborg the Thunder Monarch

Mak of Darkness

Cyber Dragon

Cyber Dragon

Breker the Magical Warrior



Let's make a spell card lineup.



This deck has so many warriors that Reinforcement of the Army would greatly benefit it. I'll even run two, the maximum allowed.



Strength: Spell Card
Description: Move 1 Level 4 or lower Warrior-Type monster from your Deck to your hand. Your Deck is then shuffled.





This deck is using Elemental Hero Fusions, so Miracle fusion will help it. I'll run two.



Stats: Spell Card
Description: Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card that included "Elemental Hero" in its card name, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).





I need another card to fuse monsters. I thought about Polymerization for a while, but then an even better idea came to me. Why not use Fusion Gate? I'll be using a Return From the Different Dimension in the traps, and Fusion Gate removes monsters from play.



Stats: Field Spell Card
Description: As long as this card remains face-up on the field, a Fusion Monster can be Special Summoned without using "Polymerization". The Fusion-Material monsters used in the Fusion are not sent to the Graveyard, but are removed from the play.



For the remaining five slots, I'll use the generic "staples." Graceful Charity, Snatch Steal, Premature Burial, Heavy Storm, and Nobleman of Crossout. You should already know what they all do.



Here is the spell lineup:



Reinforcement of the Army

Reinforcement of the Army

Miracle Fusion

Miracle Fusion

Fusion Gate

Confiscation

Premature Burial

Graceful Charity

Snatch Steal

Nobleman of Crossout





Now for the traps-THE most inmportant port of the deck



Torrential Tribute destroys every monster on the field when a monster is summoned, but the stars of this deck are unaffected by traps.



Imagine having three Wildhearts and one Shien on your field. Then you can summon another Shien, destroy all monsters on your opponent's field, and attack for a grand total of 7500 points of Damage! That should win the game for you, although it is unlikely.



Torrential Tribute is limited, so I'll only include one.



Stats: Trap Card
Description: You can only activate this card when a monster is Normal Summoned, Flip Summoned or Special Summoned. Destroy all monsters on the field.





Return From the Different Dimension can be a gamewinner. With all of those fusions that get removed from play, you can bring a lot of them back. In addition, even if you don't win on the turn it is activated, Wildheart will not be removed from play again. I'll include two in this deck.

Stats: Trap Card
Description: Pay half of your Life Points. Special Summon as many of your monsters as possible that have been removed from play on your side of the field. During the End Phase, remove from play all monsters that were Special Summoned by this effect.





Two Pronged Attack is a card that destroys two of your monsters, and one of your opponets. If you have two of the stars of the deck on your field, it won't destroy those two monsters, but will destroy an opponent's monster. I'll include two, for combo potential.



Stats: Trap Card
Description: Select and destroy 2 of your monsters and 1 of your opponent's monsters.



This deck focuses on some weak monsters, so I need some protection. I learned that the hard way. I lost very badly from multiple attacks on wildheart and Shien, so now I am running

3 sakuretsu armors and one Mirror force. That may sound like overkill, but it is needed in this deck.



Call of the Haunted is essential in almost any deck, so I'll run one.



For a finishing touch, I'll use Ceasefire. I'ts always nice to stop your opponet's flip effects.



Here is the trap lineup:



Torrential Tribute

Return from the Different Dimension

Return from the Different Dimension

Two-Pronged Attack

Two-Pronged Attack

Sakuretsu Armor

Sakuretsu Armor

Sakuretsu Armor

Mirror Force

Ceasefire



Overall deck (you can include every fusion you have, but especially Elemental Heros:



Elemental Hero Wildheart

Elemental Hero Wildheart

Elemental Hero Wildheart

Tenkabito Shien

Tenkabito Shien

The Light-Hex Sealed Fusion

The Light-Hex Sealed Fusion

The Light-Hex Sealed Fusion

Sangan

Elemental Hero Avian

Elemental Hero Sparkman

Exiled Force

D. D. Assailiant

D. D. Warrior Lady

Mobius the Frost Monarch

Zaborg the Thunder Monarch

Zaborg the Thunder Monarch

Cyber Dragon

Cyber Dragon

Breker the Magical Warrior



Reinforcement of the Army

Reinforcement of the Army

Miracle Fusion

Miracle Fusion

Fusion Gate

Confiscation

Premature Burial

Graceful Charity

Snatch Steal

Nobleman of Crossout



Torrential Tribute

Return from the Different Dimension

Return from the Different Dimension

Two-Pronged Attack

Two-Pronged Attack

Sakuretsu Armor

Sakuretsu Armor

Sakuretsu Armor

Mirror Force

Ceasefire









On 7/1/06, withheld withheld <flamewingman28@gmail.com> wrote:

Today, I will be creating an Elemetal Hero Wildheart and Tenkabito Shien Deck. The main strategy of this deck is to manipulate traps to Wildheart and Shein's advantage. On the side, it will have a small Elemental Hero theme, maipulating my signature Elemental Hero (Wild Wingman) and other fusions with Wildheart.



Since this deck is based on monsters that benefit from traps, I will use a 20:10:10 ratio rater than a 20:15:5 Ratio.



Let's start with the monsters.



Elemental Hero Wildheart and Tenkabito Shien are both very important in this deck, with wild heart being more important than Shien. I'll run Three Wildhearts, and two Shiens.



Tenkabito Shien

Stats: Pyro/Effect Level 4 Atk/1500 Def/1000
Description: This card is unaffected by the effects of Trap Cards.



Elemental Hero Wildheart

Stats: Warrior/Effect Level 4 Atk/1500 Def/1600
Description: This card is unaffected by the effects of Trap Cards.





I'll be doing a bit of fusing, so The Light-Hex Sealed Fusion will work best. I won't be using any Polymerizations, and I'll be using Cyber Dragons to fuse, so this will work the best. I'll use three of these.



Stats: Rock/Effect Level 3 ATK/1000 DEF/1600
Description: You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Tribute Fusion-Material Monsters on the field, including this card, to Special Summon 1 LIGHT Fusion Monster from your Fusion Deck.





This deck isn't extremely fast, and it is based on 1500 ATK monsters, so Sangan will work very well. In fact, there is only one deck that I have created and used that wasn't made to win during the first turns of the duel that Sangan didn't work well in (my Cyber Blader Lockdown Deck). I'll run only one, as it is limited.



Stats: Fiend/Effect Level 3 ATK/1000 DEF/600
Description: When this card is sent from the field to the Graveyard, move 1 monster with an ATK of 1500 or less from your Deck to your hand. Your Deck is then shuffled.





This deck does have the power of Elemental Heros, so I'll tech in an Elemental Hero Avian. I know that it is a horrible hero, but the facto of the matter is, it helps with the fusions that I am running. Sparkman does the same thing, so I'll also tech one of those in. The other heors are just going to slow this deck down, so those are all that I'll run.



Elemental Hero Avian

Stats: Warrior Level 3 ATK/1000 DEF/1000
Description: A winged Elemental Hero who wheels through the sky and manipulates the wind. His signature move, Featherbreak, gives villainy a blow from the sky-high.



Elemental Hero Sparkman

Stats: Warrior Level 4 ATK/1600 DEF/1400
Description: An Elemental Hero and a warrior of light who proficiently wields many kinds of armaments. His Shining Surge Flash cuts off the path of villainy.





Now lets get back to the main strategy of this deck.



This deck already has many warriors, so let's look at some standard monsters for warrior decks, D.D. Warrior Lady, Exiled Force, and D.D Assailant, all of which are limited. Exiled Force can remove any big threat from the field, so I'll run it. D.D. Assailant and D.D. Warrior Lady can both remove strong monsters from the game, so I'll run both of them.



Exiled Force

Stats: Warrior/Effect Level 4 ATK/1000 DEF/1000
Description: Tribute this face-up card. Destroy 1 monster on the field.



D.D. Assailant

Stats: Warrior/Effect Level 4 ATK/1700 DEF/1600
Description: When this card is destroyed in Battle by an opponent's Monster, remove this Monster and the opponent's Monster from the game.



D. D. Warrior Lady

Stats: Warrior/Effect Level 4 ATK/1500 DEF/1600
Translation: When this card battles another monster, after Damage Calculation you can remove the opponent's monster and this card from play.



Mask of Darkness can re-use traps-a very valuable abilty in this deck.



Stats: Fiend/Effect Level 2 ATK/900 DEF/400
Description: FLIP: Select 1 Trap Card from your Graveyard and return it to your hand.



With the five remaining spaces, I'll look at the generic monsters for most decks: Mobius the Frost Monarch, Zaborg the Thunder Monarch, Breaker the Magical Warrior, and Cyber Dragon.

Mobius the Frost Monarch
Stats: Aqua/Effect Level 6 ATK/2400 DEF/1000
Description: When this card is Tribute Summoned successfully, you can destroy up to 2 Spell or Trap Cards on the field.

Zaborg the Thunder Monarch
Stats: Thunder/Effect Level 5 ATK/2400 DEF/1000
Description: When this card is Tribute Summoned successfully, destroy 1 monster on the field.

Breaker the Magical Warrior
Stats: Spellcaster/Effect Level 4 ATK/1600 DEF/1000
Description: Whent his card is Normal Summoned, put 1 Spell Counter on it (max.1). Increase the ATK of this card by 300 points for each Spell Counter on this card. By removing 1 Spell Counter.


Cyber Dragon
Stats: Machine/Effect LV5 ATK/2100 DEF/1600
Description: If there is a monster on your opponent's side of the field and there are no monsters on your side of the field, you can Special Summon this card from your hand.


This deck needs monster removal, so we'll use a Zaborg. I'll only need one in this deck.

Cyber Dragon can pull me through hard positions, plus they fuse into more powerful monsters. I'll run two of them, as well.

Breaker the Magical warrior can be a 1900 attacker, or remove a spell or trap on the field and become 1600 attacker. It is limited, so I can only use one.

I have one space left, and one "staple" left. Mobius can remove spell and traps on the field, which can harm E-Hero Fusions. I have one space left, so I'll only run one.





That brings our overall monster lineup to:



Elemental Hero Wildheart

Elemental Hero Wildheart

Elemental Hero Wildheart

Tenkabito Shien

Tenkabito Shien

The Light-Hex Sealed Fusion

The Light-Hex Sealed Fusion

The Light-Hex Sealed Fusion

Sangan

Elemental Hero Avian

Elemental Hero Sparkman

Exiled Force

D. D. Assailiant

D. D. Warrior Lady

Mask of Darkness

Mobius the Frost Monarch

Zaborg the Thunder Monarch

Mak of Darkness

Cyber Dragon

Cyber Dragon

Breker the Magical Warrior



Let's make a spell card lineup.



This deck has so many warriors that Reinforcement of the Army would greatly benefit it. I'll even run two, the maximum allowed.



Strength: Spell Card
Description: Move 1 Level 4 or lower Warrior-Type monster from your Deck to your hand. Your Deck is then shuffled.





This deck is using Elemental Hero Fusions, so Miracle fusion will help it. I'll run two.



Stats: Spell Card
Description: Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card that included "Elemental Hero" in its card name, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).





I need another card to fuse monsters. I thought about Polymerization for a while, but then an even better idea came to me. Why not use Fusion Gate? I'll be using a Return From the Different Dimension in the traps, and Fusion Gate removes monsters from play.



Stats: Field Spell Card
Description: As long as this card remains face-up on the field, a Fusion Monster can be Special Summoned without using "Polymerization". The Fusion-Material monsters used in the Fusion are not sent to the Graveyard, but are removed from the play.



For the remaining five slots, I'll use the generic "staples." Graceful Charity, Snatch Steal, Premature Burial, Heavy Storm, and Nobleman of Crossout. You should already know what they all do.



Here is the spell lineup:



Reinforcement of the Army

Reinforcement of the Army

Miracle Fusion

Miracle Fusion

Fusion Gate

Confiscation

Premature Burial

Graceful Charity

Snatch Steal

Nobleman of Crossout





Now for the traps-THE most inmportant port of the deck



Torrential Tribute destroys every monster on the field when a monster is summoned, but the stars of this deck are unaffected by traps.



Imagine having three Wildhearts and one Shien on your field. Then you can summon another Shien, destroy all monsters on your opponent's field, and attack for a grand total of 7500 points of Damage! That should win the game for you, although it is unlikely.



Torrential Tribute is limited, so I'll only include one.



Stats: Trap Card
Description: You can only activate this card when a monster is Normal Summoned, Flip Summoned or Special Summoned. Destroy all monsters on the field.





Return From the Different Dimension can be a gamewinner. With all of those fusions that get removed from play, you can bring a lot of them back. In addition, even if you don't win on the turn it is activated, Wildheart will not be removed from play again. I'll include two in this deck.

Stats: Trap Card
Description: Pay half of your Life Points. Special Summon as many of your monsters as possible that have been removed from play on your side of the field. During the End Phase, remove from play all monsters that were Special Summoned by this effect.





Two Pronged Attack is a card that destroys two of your monsters, and one of your opponets. If you have two of the stars of the deck on your field, it won't destroy those two monsters, but will destroy an opponent's monster. I'll include two, for combo potential.



Stats: Trap Card
Description: Select and destroy 2 of your monsters and 1 of your opponent's monsters.



This deck focuses on some weak monsters, so I need some protection. I learned that the hard way. I lost very badly from multiple attacks on wildheart and Shien, so now I am running

3 sakuretsu armors and one Mirror force. That may sound like overkill, but it is needed in this deck.



Call of the Haunted is essential in almost any deck, so I'll run one.



For a finishing touch, I'll use Ceasefire. I'ts always nice to stop your opponet's flip effects.



Here is the trap lineup:



Torrential Tribute

Return from the Different Dimension

Return from the Different Dimension

Two-Pronged Attack

Two-Pronged Attack

Sakuretsu Armor

Sakuretsu Armor

Sakuretsu Armor

Mirror Force

Ceasefire



Overall deck (you can include every fusion you have, but especially Elemental Heros:



Elemental Hero Wildheart

Elemental Hero Wildheart

Elemental Hero Wildheart

Tenkabito Shien

Tenkabito Shien

The Light-Hex Sealed Fusion

The Light-Hex Sealed Fusion

The Light-Hex Sealed Fusion

Sangan

Elemental Hero Avian

Elemental Hero Sparkman

Exiled Force

D. D. Assailiant

D. D. Warrior Lady

Mobius the Frost Monarch

Zaborg the Thunder Monarch

Zaborg the Thunder Monarch

Cyber Dragon

Cyber Dragon

Breker the Magical Warrior



Reinforcement of the Army

Reinforcement of the Army

Miracle Fusion

Miracle Fusion

Fusion Gate

Confiscation

Premature Burial

Graceful Charity

Snatch Steal

Nobleman of Crossout


 


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