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Forgotten

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About Forgotten

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  • Birthday 05/27/1974

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    Wichita, KS, USA

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  1. Lol! Ok, well, that definitely helps with that. Thanks for the help!
  2. Ten Thunders vs. Bayou Asami Tanaka vs. Ophelia Wedge, Turf War Scheme Pool: Power Ritual, Hold Up Their Forces, Claim Jump, Outflank, Harness the Leylines Ten Thunders Asami Tanaka Amanjaku Ama No Zako Yasunori with Silent Protector Shadow Emissary Minako Rei Akaname Vs. Bayou Ophelia 3 Young Lacroix Francois Lacroix Pere Ravage Rami Lacroix Raphael Lacroix Big Brain Brin Merris Lacroix Bayou Gremlin The board had lots of blocking terrain, a couple pieces of severe, dense, concealing terrain (flat white and brown sections), and several pieces of scattered terrain which were climbable. Oni deployed their big guys first, then the Kin deployed, and the Oni finished with the smaller based models. Turn 1: Several pieces moved up on each side claiming Turf War Markers. Kin had two models place scheme markers to setup for Power Ritual. Asami summoned an Obsidian Oni but was careless in placement and took several shots from several of the Kin and eventually suffered Red Joker damage from Francois. Sigh. Turn 2: Kin won initiative. Oni had the best hand they’d ever seen. Pere Ravage blew the cover away from the Katashiro, then killed her. With the Oni’s hand, Ama flew then charged Ophelia, did moderate damage and slowing her, sadly Ophelia had already been upgraded by her Young, so she only took one damage. Ama then used her bonus action to give herself another action, and she did severe damage, but Ophelia brought it down to one. Sigh, my mistake. I should’ve targeted one of the other models that was around. Taking down Ophelia is always going to be tough, but I thought I could make it work. Lesson learned, hopefully remembered. Ama became a nice tarpit. Ama then took a beating and survived Ophelia’s retaliatory attacks - all four of them. Yasunori then flew and charged Big Brain Brin, taking him down to half his health. Sadly, Brin discarded a card to cancel the Yasunori’s Onslaught trigger. Merris dropped a shockwave on the Emissary, which the dragon easily avoided then repositioned herself to help Brin. Asami reclaimed the marker, then repositioned herself for Turn 3, as she was unable to summon, due to missing cards that would guarantee a summon. A Young ran out of the wooded area and yelled for an adult, pulling Francois out of the severe terrain. The Akaname moved to position so that he could tarpit on the next turn. Rami fired twice at the Yasunori doing damage. Minako moved into position for Outflank. More shooting at the Yasunori. Amanjaku moved up and tried to remove a flicker from Ama but failed. Raphael popped Minako for four damage and then did two damage, taking two himself from the Karmic Fate upgrade. Shadow Emissary moved up to position for Outflank. Brin did his thing at some point and more importantly slowed Yasunori. More shots fired at Ama, Yasunori, and now the Emissary. Scoring: TT 2 (1 TW, 1 Outflank) - BAY 2 (1 TW, 1 Hold Up) Turn 3: Kin won initiative. Merris flies up near Francois, then drops four shockwaves on Asami and the Emissary, for 4 Damage a pop… that’s four for 4!!! OMFG!!! So, I had a great hand once again, even better than the Turn 2, see picture: (Picture is of 13, 13, 13, 12, 10, 8, 7) The TN was 13, so I used the 8, 10 and 12 because she failed all four of the flips, while the Emissary made all of his. Asami stoned to reduce the damage to two. Wowsers! So, then Ama went. She ate a young and the Bayou Gremlin healing four damage. Francois then targeted the Akaname before he could walk up and tarpit, which also flipped the TW marker to neutral. I should’ve kept the Akaname wide and used him to set scheme markers for Leyline, ugh! Poor decision. Asami then went. She walked up and summoned an Obsidian Oni into position so that it was engaging Ophelia and Francois but outside of the two inch blast radius so he didn’t hurt Ama. Asami then walked back into cover. Ophelia finished Ama, taking all four of her attacks to kill her. Mistake here… Ophelia was slow… and the player forgot as he was using the app on his phone to keep track and I completely forgot. Ugh... Obsidian Oni then went, killed a Young then exploded doing damage to Francois and Ophelia and killing the other Young. When I first activated him I thought about attacking Francois, but Francois has a positive flip against that situation, so then I panicked and chose wrong. I should’ve just attacked Francois, especially if I was going to do two attacks and blow up. Another poor decision on my part. Francois moved up and took a shot at Yasunori. Yasunori attacked Brin with his one attack, missing. Big Brain Brin did his thing then slowed the Yasunori, again. Minako summoned a Katashiro then moved back into cover. Raphael shot and hit the Katashiro but left it alive. Thinking to prevent Power Ritual, the Katashiro moved up to engage Raphael and attacked once off of a charge because it was slow after being summoned. This was another error. I should’ve pulled the Katashiro back into cover and used her for Leyline or Outflank. Pere moves up to try to get in range of Minako next turn. Amanjaku charges him and does some damage. Emissary flies back and drops a scheme marker for leyline. More shots fired because they can. Scoring: TT: 2 - BAY: 3 (1 TW) Turn 4: Oni win Initiative. This turn started with the Emissary because my hand was horrible. Second attempt was not much better. Emissary charged Merris to hopefully prevent shockwave madness again. Emissary was able to hit taking Merris down to half. Raphael was able to kill the Katashiro, but needed two AP to do so. Asami lays down a scheme marker then moves up to see Merris. She uses Reaching Tendrils attack on her and gets the Coordinated Attack trigger allowing the Emissary to end Merris. Rami takes some shots at the Emissary, hitting once. Yasunori, slowed, and not having much luck vs Brin… I decide to try to disengage… WHY!? I royally messed up on this as he can easily get out of engagement with Wind’s Wrath. Doh, I was tired and stressed and OMG!!! So, Brin was able to reduce Yasunori’s movement by 4”, which was the Yasunori’s slowed action. I was thinking to get him free to go pick up to deny a Power Ritual point. It didn’t actually matter. In my attempt to deny, I really just pointed out that my opponent was needing to complete it to score, which he then remembered to do so. Bad planning again. Francois wailed on the Emissary getting him down to 2 wounds. I used a pass token, and Ophelia moved three times towards a corner, but didn’t get close enough to score, but she was close enough to use her hipshot to kill Minako. I used another pass token. Brin went, slowed the Yasunori again, both flipping 13’s, ugh. I used another pass token, then Pere Ravage tried to take on the mighty and manipulative Amanjaku. Amanjaku laughed at him, twice. Amanjaku removed a point of flicker from himself, then gained it back to get a positive to hit Pere. Pere laughed in return. TT:2 - BAY: 4 (1 TW) Turn 5: Francois kills the dragon as the burning took it down to HTK. Asami needed to have summoned the previous turn to be able to get someone in position to lay down the third marker for leyline. She could not get past Francois and lay it down herself. Yasunori was slow and couldn’t get it done, though beating on Brin would have been smart to try to deny the fourth point of TW. Ophelia walked up and placed a marker for Power Ritual. Game over. TT: 2 - BAY: 6 (1TW and 1 Power Ritual) Lessons learned and hopefully remembered in the future.
  3. Thanks for pointing that out. The player and I have actually talked about that interaction and his use of Bete. Hopefully he's got that squared away now... and hopefully I'll remember how that works in the future.
  4. Ten Thunders vs Neverborn Mei Feng vs. Euripides Wedge Deployment, Turf War Scheme Pool: Vendetta and Search the Ruins (Graham chose these as the two schemes to learn Euripides crew with.) Ten Thunders: Mei Feng Forgeling Metal Gamin Obsidian Statue Shadow Emissary Dawn Serpent Low River Monk Willie Vs. Neverborn: Euripides Primordial Magic Thoon 2 Cyclops 2 Gigants 2 Bultingin The board was setup to about 50% terrain with four forested areas that were severe, dense, and concealing. There were 6 small buildings interspersed over the map with the top of each wedge being covered up by a building. There were also several pieces of scatter terrain that were climbable and gave cover. TT’s plan was to have Willie and Shadow Emissary throw Shockwaves into groups, hopefully draining Neverborn’s hand and then having the Dawn Serpent set models on fire and scheme run. The Obsidian Statue would toss in fire as well, but crank up the heat each turn. Round 1 - Neverborn won initiative but had TT begin. TT split forces to flank but ran the forgeling and Mei Feng to middle TW marker. Low River Monk moved in to support Mei Feng from about 7” away. The Shadow Emissary and Obsidian Statue helped screen the Low River Monk from obvious threats. On the other side, Willie was lining up his Vendetta target, Thoon, with the Metal Gamin and the Dawn Serpent ready to do some scheme running. Neverborn spent a whole lot of activations moving and setting up Ice Pillars hoping to hamper movement. No scoring after first round. Round 2 - TT wins initiative. The Forgeling moves up into Severe Terrain within 2” of Thoon. Thoon then activates and charges the Forgeling and covering up the Scrap Marker. Thoon red-jokers the damage flip and the Forgeling dies dropping Scrap for Mei Feng. Willie moves a peppers Thoon and a Cyclops with Dynamite. Cyclops takes damage but Thoon cheats in to win the movement duel. A Gigant double moves to try to cover up the Scrap marker that the Forgeling dropped but doesn’t quite have all the movement it needs. At this point, Mei Feng activates, rail walks to the Gigant’s not covered Scrap marker, then I misplay, but don’t catch it until I try to do this again Round 3. I had her Freight Train the Gigant into the Cyclops and Bultingin getting the trigger to drop another scrap marker. She then railwalks to it and Vents Steam. Both the Cyclops and Bultingin take the freight train damage and are now engaged by Mei Feng. The Bultingin activates and goes down swinging, since the Vent Steam is hazardous, and it dies. TT: 1 and Neverborn: 1 each for Turf War Round 3 - Neverborn wins initiative but gives TT the first action. Metal Gamin positions to drop a scheme marker for Search in Round 4. Dawn Serpent takes a couple shots from a Gigant. Euripides moves to center and starts popping Ice Pillars at the Statue, Monk and Emissary. Willie peppers the Gigant and Thoon with Dynamite. Misses Thoon twice. A Cyclops tries popping Mei Feng, hitting once, but flipping Black Joker for damage. Mei Feng returns the favor, killing the Cyclops which flips the turf War Marker. Her 2” push gets her in range to charge the primordial magic, which she kills, which flips the central Turf War marker to neutral. With another 2” push, she gets in range to attack the Gigant, taking it down to HTK. Another Cyclops comes around the house by the central Turf War marker, and tries pegging the Dawn Serpent and misses. The Emissary does Prophecies in Thunder and trades out four weaks for four moderates. Then he Shockwaves Euripides doing another couple points of damage, then he flies up to the center line to get ready for Round 4 Search the Ruins. Thoon pelts Willie, and sets up an Ice Pillar near him, forgetting that Willie’s activation will take it down. Thoon should’ve moved then charged Willie and burying him, or charged the Dawn Serpent and burying him. It was the player’s first time playing Euripides, so he was still learning how his crew works and all the little particulars and abilities that are part of an M3E crew. Dawan Serpent activates Heals three health and sets one model on fire, then flies over house to position to chase the Bultingin who flips the Turf War marker back to Neverborn and then moves towards the centerline towards the Emissary. TT: 2 - NB: 2 both for strategy. Round 4 - Neverborn wins Initiative. Thoon scoots forward and lays a scheme marker for Search. Willie throws dynamite at Thoon again, but he dodges it again. I now know, I should’ve activated Willie later, and made my opponent drop cards from his hand somewhere else. His Gigant tossed rocks at Willie and took him down to two health, then declared Vendetta. The Emissary lays down a scheme marker then pegs Euripides with a shockwave. Euripides pops out of an ice pillar by the Statue and the Monk. He swings at the Monk twice and misses. The Monk hits Euripides twice and applies two distracted. The Cyclops pops an ice pillar down then lays a scheme marker down beside it. The Statue takes a couple swings at Euripides and misses. The Bultingin moves up to the centerline on the opposite side of a building that the Emissary is near. Mei Feng moves up and kills the Gigant, then focuses. (Plan on using Mei Feng to pop over to the Cyclops and kill it next turn before it can drop the scheme marker for Search.) Metal Gamin drops a scheme marker and focuses. Dawn Serpent drops another scheme marker and then heals again after flying back over the house, preparing to harry the Cyclops or Thoon if needed to deny points. TT: 4 - 3 for TW and 1 for Search; NB: 4 - 2 for TW, 1 for Vendetta and 1 for Search the Ruins. Round 5 - TT wins Initiative. Mei Feng activates and kills the Cyclops. Euripides tries to disengage from the Monk and Statue. He tries to Glacial Shove but can’t get the pillar to hit the Statue and the Monk. He needed to do this to get the second point for Search. He should’ve popped to another pillar nearby and then lay the scheme marker down. Lesson learned. Willie tries to hurt Thoon for a point in Vendetta. Thoon dodges yet again… I would’ve never thought at the beginning of the game that Thoon would dodge seven straight dynamite shockwaves. Thoon drops a scheme marker but does not charge Willie to put him down. The opponent did not know that Willie had Vendetta on Thoon, or otherwise he would’ve charged Willie and tried to take him out. The Dawn Serpent moves up and kills Thoon and flips the central tw marker to TT. TT: 7 - 4 for TW, 2 for Search and 1 for Vendetta since Willie survived and Thoon didn’t; NB: 4 - 2 for TW, 1 for Vendetta and 1 for Search the Ruins. It was definitely a learning game for both players, with new crews. Opponent is ready to adapt and try out the Euripides’ crew again, but is planning on bringing in a versatile model, Serena Bowman.
  5. Any news about the turnout/results of this Tourney?
  6. I theoryfaux too much, but sometimes I want to keep the list around until I can give it a try. For Tournaments I build possible lists for each round. What I'd like to be able to do is reorder my builds so the ones I'm playing are easily found, by just dragging it up to the top or on bottom of the lists. Possible? And thanks. I love the app and spend way too much time on it.
  7. Ten Thunders vs Resurrectionists Asami vs. Seamus Flank Deployment, Krampus Scheme Pool: Breakthrough, Harness the Leyline, Take Prisoner, Assassinate, Deliver a Message 55ss game Ten Thunders: Asami Amanjaku Ama No Zako Yasunori Minako Rei Huckster Ohaguro Bettari Akaname Vs. Resurrectionists: Seamus Copycat Killer Madame Sybelle Bete Noire Carrion Emissary 3 Rotten Belles Dead Doxy Resurrectionists win 3-2 - 1 for Strat, 2 for Take Prisoner; TT - 1 for Strat, 1 for Breakthrough This was the second round of the Mali-Food Tournament and the strategy was a story event: The Krampus. The Krampus would come into being at the center of the board at the end of round one and move towards the nearest model, then do a melee 3” attack on all models in range, or do a melee 1” attack on all models in range. To score VP, teams must do an amount of damage equal to the round # of the game. He also gained Shielded +X, where X is the turn number, so it took some doing. Round 1 - Seamus was setup on the left and I had chosen Assassinate so I setup on the right ready to set up a turn 2 take down. Bete Noir activated and put herself within a 2nd AP charge of the Yasunori, who took the bait. Bete Noir got smacked for red-joker damage, then she reduced and buried. A Sorrow ran up into engagement with Yasunori. Ama No Zako moved up to setup a 2nd round charge range of Seamus. But then Whammo… it’s a mistaken identity… and Seamus is now in range to shoot the Yasunori for severe damage, ouch. He then charged and Yas and got the rider down to 1 Health left. Amanjaku chased after Ama. A Belle lured the Akaname, and I was all too happy to let the little garbage eater walk into that group of lovelies. The Akaname waded into the mix of the three belles and Doxy, and smacked the Doxy and slowed her, then released his stank and smiled. This was all near the Centerpoint of the map and the Krampus was nearing his entrance time. One of the Belles had overextended, but Sybelle was not in a position to help out. Asami used her Reaching Tendrils to pull Ohaguro towards Seamus’ position. She then moved towards Seamus’ position and summoned an Obsidian Oni to prep for Krampus’ entrance. The Huckster did his scheme and scrap generator and then started getting into position to scheme for Breakthrough. The Carrion Emissary moved into a position then did an excavation and got a mindless zombie to pop into engagement with Ama. Minako summoned a Katashiro then moved into position to charge the mindless zombie on the second round. The Katashiro went within three inches of Asami. End of Round - The Krampus comes in and doesn’t have to move as there are already targets within 3”. He does his attack hitting some of the belles and gently petting the Akaname, because he’d been a really good boy this year. No points scored. Round 2 - Resurrectionists win Initiative, and Seamus kills Yasunori. Seamus then moves behind a building, thinking he’s out of range of the Ohaguro; a surprise awaits. Minako charges the mindless zombie. Bete pops up with corpse marker and beats on Minako, much to her chagrin, gets the Karmic Fate upgrade and when she does damage again, she pulls herself down to 1 health left along with Minako, but then the rezzer player decides she can bury herself and heal… but that is a defensive/willpower opposed duel, which this is not. I couldn’t convince him otherwise, so he buried. Otherwise, an Ama No Zako would had some dinner. However, she did get to eat, but we’ll get to that. The Obisidian Oni charged the Krampus doing the damage needed for the strat point and put himself in a position to then walk around into the midst of the Belles and Doxie, then blew up setting the lovelies on fire and doing some more damage. One of the belles melted down. Sybelle pulled the Doxy out and patted her down then called one of the other Belles back. The Akaname waded on in, took a swing and missed, and poisoned the belles, sybelle and doxy. This guy was great. The Sorrow took a swing at a katashiro and did some damage. Ama then lunched on a lovely piece of Copycat Killer. Somehow the Doxy, and remaining Belles were able to put themselves out of range of the Krampus, but Asami was not paying attention. With the success of the other Akaname, Asami summoned another Akaname and did a Mother’s Love on it then used reaching tendrils to get it into position to charge Seaumus. This left Asami the closest model to Krampus. The Akaname charged in and slowed Seamus. And poisoned him, then faded away. Then came Ohaguro’s Diving Charge, missing on the first, then hitting on the second taking him to just below half. I waited for him to use a stone, but he didn’t. He wrote the damage on his card, then I said, “Assassinate”, and then he says, Oh, yeah, I have a ss to use. I’m going to reduce damage… reducing one, taking him above half. Not cool, not cool at all. Choice word, choice word. End of round two: The Krampus activates and moves towards the nearest figure, which was supposedly Asami, but upon reflection, I think the Carrion Emissary could’ve been closer, but he was behind a building that was blinding me from his positioning. I was already convinced Asami was the target, that I didn’t take another look. He came in and missed his attack on Asami. TT: 1 point for strat; Rez: 1 point for strat and 1 point for Take Prisoner on the Akaname (LOL!) Round 3 - Last round was called. Rezzers won initiative again. Seamus disappears. I was intent on getting my Assassinate point that I moved Minako to try to hit him, missed. Carrion Emissary charged Minako and killed her doing a point of damage to Bete. The Huckster was in range, so I popped her in for a swing at Seamus and missed. Ama set a scheme marker down to ready for Breakthrough. Sybelle did some shenanigans to get free of the Akaname and ran over to deny. The Katashiro came in from the other side and got the point with last turn called. The Akaname survived, though I was going to pop him, but couldn’t get the activation in to deny the point. Or maybe the flicker wouldn’t deny the point. Not sure. I’ll have to look that one up. TT: 1 point for breakthrough; Rez 1 point for Take Prisoner Rez win 3-2
  8. Ok, this battle report is a bit of a sad one. I ended up going too hard with Shenlong on a new-to-3E player, which then turned into an NPE for both of us. But I'm adding it here to help those that might also find themselves in the same boat in the future. Ten Thunders vs Guild Shenlong vs. Sonja Criid Standard Deployment, Christmas Presents (Story Event #1 of the Mali-Food Tournament) Scheme Pool: Detonate the Charges, Search the Ruins, Hold up Their Forces, Outflank, Vendetta Ten Thunders: Shenlong 2 Aspiring Students 2 Low River Monks Yasunori Sensei Yu Minako Rei Huckster Katashiro Vs. Guild: Sonnia Criid with Lead-Lined Coat Purifying Flame 3 Witchling Stalker 2 Witchling Handler Pathfinder Austringer with Expert Marksman TT wins 6-0 with 2 for strat, 2 for Outflank, 2 for Search the Ruins 55ss game The strategy included three 50mm tree markers that are dense, concealing severe that are surrounded by four 30mm present markers. To score, a team must have as many present markers as the round number at the end of the round. Minions can carry one, enforcers and henchman can carry two and masters can carry three. To pick up, a model must be in base contact and spend 1 AP to interact. Guild player was attacker. He put 5 of 9 on his left all clumped up to the side of a building. Then put two witchling stalkers, a pathfinder and a handler on the right. I set up Shenlong and his Monks just left of center, intent on taking out those four first and having at least 6 present markers to myself. Yasunori was set directly across from the pathfinder. Those dastardly traps were going to die before they were set. Round 1 - Guild won initiative. He activated the Pathfinder and set him forward and set a trap near the leftmost tree. Yasunori flew into position and charged the pathfinder. Swing and a miss. The two stalkers walked twice to set up amongst the presents, while Shenlong was getting pummeled and distracted by his students. More of his models on his left, my right, setup to be in position. The Huckster dropped a scheme and scrap for Minako to summon a Katashiro, then Secret Passage into position with concealment on one side and cover on the left. The katashiro blew on the wind and walked into position to drop a scheme marker beginning of round 2. Minako had repositioned herself near the Huckster and was the most right TT model. Sensei Yu Hurricane punched Shenlong into position. The leftmost handler came forward near the other two Stalkers. A low river monk healed Shenlong up to full. After Guild had activated all their models, Shenlong drunkenly stumbled forward and smacked the Handler twice taking her out, then he bent over and picked up a present. Round 2 - The pathfinder redjokered the Yasunori and the Guild player learned about the Yasunori’s damage reduction. He shot and hit once again for a point of damage. Then set a trap on Yasunori. The Katashiro set a scheme marker for Search the Ruins, and then blew on the wind to set another scheme marker. A witchling Stalker attacked Shenlong doing damage, then Shenlong returned the favor, using fermented river style and taking out both stalkers and cheating the red joker in for damage against the pathfinder. Then picked up another present for the strategy. One of the traps attacked Yasunori, staggering it twice and doing some more damage. The Yasunori took out the trap that had not activated yet with the use of an onslaught trigger, and then killed the other trap as well. At this point the Guild player was a bit shellshocked, having lost 5 of his models in two of my activations. It was a bit brutal and severes were flipping, especially with Shenlong. He targeted Minako and learned about Karmic Fate upgrade. He shrugged and attacked again, and then wanted to back up when his Austringer did 4 damage to Minako. I let him back up, because that is a little daunting when you’ve never seen it before. He then decided to change tactics and complete the achievements for the tournament. At this point, he stopped playing the game to win. It was really confusing as to what I was supposed to do. I basically went into Concentrate multiple times mode on the models that could. He then started attacking me to cheat blindly (one of the achievements). I am still a bit disappointed about this as I didn’t know how to get it back on track and help him learn M3E. He was most upset by losing five models in a single turn, albeit two of them were clockwork traps. The pathfinder and the Handler needed to die, the stalkers could have survived, and next time I should let them be Sensei Yu and the student’s problem. The traps also needed to die. Those things are annoying. I could’ve used Shenlong on those three and then flown Yasunori to the Low River monk for healing. This also got me thinking about the achievement part of a tournament. While they can be fun to complete, it can cause a NPE, as well, for the opposing player, in this case, myself. The Guild player just said he can’t win, so he might as well get most achievements. The achievements probably need to have some of their throwing-of-the-game achievements yanked, like scoring zero points, which would normally be something that would be a consolation prize, like the spoon, but he was purposefully tanking. I was confused and disheartened.
  9. Thanks for running this, Subotai. Had a great time and we raised a decent chunk of change for the Kansas Food Bank. Well done!
  10. Ah... got it. Doh! Thanks for pointing that out!
  11. You know, I was so focused on getting the Vendetta point by getting the Captain alone and then to half wounds and then making sure The Hag survived, that I didn't leave her around near enough to use her Unnerving Presence. If Vendetta hadn't been in the pool, I definitely would have focused more on Toni. I think she's totally worth it, though, because Toni and the Captain have defensive triggers. And her Diving Charge is great for the pounce when you need it. Good to use to get in on Gunsmiths as well. I like her a lot.
  12. Heard on the latest podcast that Des Moines will be hosting a tournament January 11. But I can’t find it listed anywhere. If this is happening, Bad Things, our local Malifaux team, might be able to come up and participate. Can you confirm the date and location?
  13. Yeah, saw that in later game when I looked at the card again and realized I goofed. Forgot to update my post. Thanks for pointing that out though!
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