VoicesOfChaos Posted April 11, 2011 Report Share Posted April 11, 2011 Both Yugioh and Magic the Gathering have their own pros and cons as a card game. They both copy off each other for ideas. One such idea that I always though Yugioh should copy off Magic is the Dual Decks. A Dual Deck is a package which has fully made decks based off of ether 2 characters or 2 factions at war with one another. This contest is all about making 2 structure decks of opposing archtypes that would be sold together. Rules1: All general YCM rules apply.2: Serious card submissions.3: Written cards preferred.4: I prefer cards PMed to me rather than posted here. When contest ends I will post all entries.5: 3 qualities I score based upon- creativity, balance, and playability. Entry Fee = 5 points. Prizes1st: 50 points + 3 reps.2nd: 25 point + 2 reps.3rd: 10 points + 1 rep. Deadline = Monday April 25th. TaskThis is a complex in-depth challenge. First you must select a theme for 2 different decks. I prefer this in the form of archtypes, they sound much better then just FIRE vs WATER or Dragons vs Machines. After each of your 2 decks have a theme lets take a look at the three main things it will be judged on: New cards, deck list, and description. New cardsEach structure deck should have 5 new cards, no more and no less. Well the typical formula is 3 monsters, 1 spell, and 1 trap you are free to have them any distribution of card types as you see fit. Remember the new cards must support the theme of deck it is in. Also one card should be Ultra-rare and the cover card while 2 more should be super-rares. I prefer written cards. DecklistsWhile normally Structure decks have no extra deck monsters, a number of archetypes heavily rely on those cards to work. So you are allowed up to 3 fusions/synchros/exceed per deck. So I require 2 40-card decks each with 0-3 cards in the extra deck. Then of course the 5 new cards mixed in there somewhere. Remember that you have a copy of a card in the deck but normally you only see 2 of 1 card in a structure deck, 3 would be pushing it. Remember to select cards that fit the overall theme of the deck. The last important thing is to think structure deck, not meta tournament winner list. Excluding the new cards, there should maybe 1-2 reprints of a ultra/secret rare, 3-5 reprints of rare/super-rare cards, and then all the rest commons per structure deck. DescriptionFor this contest you must write 3 paragraphs per deck so a total of 6 paragraphs! This might sound like a lot but it is crucial to the flavor of the decks. Each paragraph shouldn't be more then 300 words. This is what each paragraph must describe.1st-Flavor: Explain the overall concept of the archtype in terms of just pure description not mechanics. Also explain why they are battling the opposing deck.2nd-Mechanics: Highlight around 5-7 cards in the deck and at least 1 or 2 combos in the decklist. Explain the overall strategy behind the deck.3rd-Expansion: Advertise about 4-5 cards from at least 2 or more different booster packs that would make a good addition to the structure deck. Final WordsA 40-43 structure deck based around a theme with a full description versus another 40-43 structure deck based around a theme with full description. I wish every entry good luck. I hope to see exciting and creative products! Unlike the Retrain that Vanillia contest, this will be 2 weeks long as to give everybody enough time to make fully-flushed out entries. EDIT: For an example look at this:Example Double Structure Link to comment Share on other sites More sharing options...
EndlessOcean Posted April 11, 2011 Report Share Posted April 11, 2011 Are Dark Synchros Allowed? Link to comment Share on other sites More sharing options...
VoicesOfChaos Posted April 11, 2011 Author Report Share Posted April 11, 2011 Are Dark Synchros Allowed? Ehh how so? As for archtypes I will be pretty light as what is and is not considered an archtype. Look at the Agent structure deck, Agents were really not an archtype until that structure came out. So if you just want one deck to have the Dark Synchros that were re-made as normal synchros in the real card game that is a fun and creative idea. But if you actually wanted the black boarder Dark Synchros with negative levels that would require too much rules expansion and just new cards so I would so no to that. Link to comment Share on other sites More sharing options...
Dwarven King Posted April 11, 2011 Report Share Posted April 11, 2011 Ok, I'm slightly confused here. Are we taking TWO currently existing Archtypes and adding five cards to each one? OR Are we creating TWO Archtypes from our own imagination, but only giving you the description of five cards from each and merely listing the rest of the deck? Link to comment Share on other sites More sharing options...
Cody Frost Posted April 11, 2011 Report Share Posted April 11, 2011 I'm in! I'm gonna try to bring back two particular archtypes: B.E.S. vs. Konami Arcade Games! LOL! Gradius FTW! Also, about the 5 cards we make, can we make 5 monsters, 5 spells, 5 traps or anything in between? Just want that to be a little clearer. This is gonna be tough :/ There isn't much support for the B.E.S. monsters and Konami Arcade Games...Hee hee, a challenge :D Link to comment Share on other sites More sharing options...
VoicesOfChaos Posted April 11, 2011 Author Report Share Posted April 11, 2011 Two currently existing archtype and adding 5 cards total to each archtype. I am very liberal in what you consider an archtype, just as long as it has some what of a theme. Again each of the 2 decks will have 5 new cards that can be any type of cards. The standard though is 3 monsters, 1 spell, and 1 trap. Remember, besides just making the 5 new cards for each archtype you must write out a list of of 35-38 (depending on if the extra deck isused or not) real existing cards to go along with each deck. If you wish I could put up an example? Link to comment Share on other sites More sharing options...
Guest Hounds of Anubis Posted April 11, 2011 Report Share Posted April 11, 2011 I'll enter. I'll send the points now but I'm gonna give myself some time to think of exactly what I'm gonna do. Link to comment Share on other sites More sharing options...
Dwarven King Posted April 11, 2011 Report Share Posted April 11, 2011 Two currently existing archtype and adding 5 cards total to each archtype. I am very liberal in what you consider an archtype, just as long as it has some what of a theme. Again each of the 2 decks will have 5 new cards that can be any type of cards. The standard though is 3 monsters, 1 spell, and 1 trap. Remember, besides just making the 5 new cards for each archtype you must write out a list of of 35-38 (depending on if the extra deck isused or not) real existing cards to go along with each deck. If you wish I could put up an example? An example would be greatly appreciated so that I can make sure I completely understand the rules to this. :) P.S. Do we HAVE to make them only written? Link to comment Share on other sites More sharing options...
VoicesOfChaos Posted April 12, 2011 Author Report Share Posted April 12, 2011 An example would be greatly appreciated so that I can make sure I completely understand the rules to this. :) P.S. Do we HAVE to make them only written? You can have pictures for the new cards if you wish but that is completely optional. I didn't want to do an example as to not take away from but I will do the most straight-forward basic idea. Besides for some reason I cannot seem to make good versions of these 2 decks so I'm sure somebody could do it better then me. Allies of Justice VS Worms Double Structure New Ally of Justice cards[spoiler=New Ally of Justice]Ally of Justice Decisive Destroyer (Ultra-Rare)DARK/Machine/103000/3000This card cannot be special summoned. Negate the effects of all flip-effect monsters. When this card is destroyed by an opponent (ether by battle or card effect), select 1 LIGHT monster on their field and remove it from play. DNA BlastTrapDeclare 1 attribute. All monsters your opponent controls and summons become that attribute until the end of turn. Attribute PenaltySpell/ContinuousDeclare 1 Attribute. When a monster with the declared attribute is put into a graveyard, its owner takes 400 damage. Light-Piercing Darkness (Super-Rare)SpellSelect a face-down monster on your opponent's field. Flip it face-up and negate its effect. Inflict damage to its controller equal to half its original DEF. Ally Repairs (Super-Rare)TrapSpecial summon 1 level 5 or lower DARK machine-type from your graveyard, its effect is negated. During the end phase remove from play the monster summoned by this card. Ally of Justice Deck List [spoiler=Ally of Justice Deck]1 Ally of Justice Decisive Destroyer1 Ally of Justice Cosmic Gateway1 Ally of Justice Clausolas1 Ally of Justice Omni-Weapon1 Ally of Justice Rudra1 Ally Mind1 Ally of Justice Enemy Catcher1 Ally of Justice Quarantine1 Ally of Justice Thousand Arms1 Ally of Justice Garadholg1 Ally of Justice Nullifier1 Ally of Justice Cyclone Creator1 Ally of Justice Searcher1 Flamvell Magician1 Ally of Justice Core Destroyer1 Ally of Justice Reverse Break1 Ally of Justice Unknown Crusher2 Ally of Justice Cycle Reader1 Ally of Justice Unlimiter1 Ally Salvo1 Genex Ally Changer 1 Attribute Penalty1 Light-Piercing Darkness1 Book of the Moon1 Fires of Doomsday1 Limiter Removal1 Mystic Space Typhoon1 Scroll of Bewitchment1 Star Blast 1 Sword of Revealing Light1 Nobleman of Crossout 1 DNA Blast1 Ally Repairs1 DNA Transplant1 Tyrant's temper1 Chaos Trap Hole1 Light of Intervention1 Final Attack Orders1 Acid Trap Hole Extra Deck:1 Ally of Justice Light Gazer1 Ally of Justice Field Marshal1 Ally of Justice Decisive Armor Ally of Justice Description[spoiler=Ally of Justice description]The Allies of Justice are flawless machines built with one purpose: To combat the Light of Destruction and its minions. These monsters use any means necessary to punish the monsters of Light for their crime. They can ever synch-up with each other to form some of the biggest and scariest synchro monsters around. The deceiving and nasty tricks of the invading Worm army does not stand a chance against the united Allies of Justice. Use cards such as Scroll of Bewitchement, DNA Transplant, and the new DNA Blast to change your opponent's monsters to LIGHT attribute. Then use the effects cards like Ally of Justice Thousand Arms to attack all monsters or Ally of Justice Core Destroyer to destroy them no matter how powerful. Once your opponent is on the run and playing defense don't let them escape with cards like Acid Trap Hole, Nobleman of Crossout, or the new Light-Piercing Darkness! For the toughest opponents you can use your tuner monsters like Ally of Justice Cycle Reader, Ally of Justice Cyclone Creator, Flamvell Magician, or Ally Mind to synchro summon powerful monsters like Ally of Justice Light Gazer, Ally of Justice Field Marshal, or even the massive Ally of Justice Decisive Armor! As a last resort you can use the new Ally of Justice Decisive Destroyer to finish your opponent off. You can buy Hidden Arsenal booster packs for a chance to get the infamous Ally of Justice Catastor or extra copies of your favorite Allies of Justice. Also buy the Black-Winged Dragon tin for Chimeratech Fortress Dragon, a deadly fusion of all your machine type monsters. As well for the Absolute Powerforce booster pack that has great support cards for all machine type monsters such as Oilman, Break! Draw!, and Machine Assembly Line. Worm New Cards[spoiler=New Worms]Worm AEther (Ultra-rare)LIGHT/Reptile/9/Fusion2400/33002 face-down Reptile-Type "Worm" monsters.This card can only be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".) Once per turn you can flip 1 face-down monster you control to face-up attack or defense position. When this card is destroyed by your opponent (ether by battle or card effect) you can special summon 1 Reptile-Type "Worm" monster from your graveyard except "Worm AEther". Flip OppressionSpell/ContinuousMonsters flipped face-up gain 300 ATK and DEF as long as they are face-up on the field. Worm Space (Super-Rare)Spell/FieldWhile you control a face-up Reptile-type "Worm" monster, face-down monsters you control cannot be attacked. If a Reptile-type Worm monster is destroyed by an opponent's card effect you may add 1 Reptile-type "Worm" monster from your deck to your hand. Worm Hole (Super-Rare)TrapYou cannot normal summon or special summon this turn. Remove from play all monsters on the field face-down. During the end phase each player returns their cards removed by this effect to the field in face-down defense position. Hidden ResilienceTrapUntil the end phase, all face-down monsters you control are unaffected other Spell/Trap cards. Worm Decklist[spoiler=Worm Deck]1 Worm Apocalypse1 Worm Barses1 Worm Cartaros1 Worm Erokin1 Worm Falco1 Worm Gulse1 Worm Illidan1 Worm Jetelikpse1 Worm King1 Worm Linx1 Worm Millidith1 Worm Noble1 Worm Prince1 Worm Opera1 Worm Queen1 Worm Solid1 Worm Tentacles1 Worm Ugly1 Worm Victory1 Worm Warlord 1 Worm Space1 Flip Oppression1 Book of Eclipse1 Book Taiyou1 Future Fusion1 Mystic Space Typhoon1 Worm Call1 Cost Down1 Soul Reversal1 Nobleman of Extermination1 Swords of Concealing Light1 The Shallow Grave 1 Worm Hole1 Hidden Resilience1 W Nebula Meteor1 Desert Sunlight1 Offering to the Snake Deity1 Snake Whistle1 Ultimate Offering1 A Feint Plan Extra Deck:1 Worm AEther1 Worm Zero Worm Description[spoiler=Worm Description]The Worms are galactic invaders made up of a organic tissue. They serve the Light of Destruction and spread the glory of their masters to all corners of the universe. They use sneaky tactics to attack their enemies such as hiding right in front of them and attacking once they get too close. Worms are ruthless and numerous. The single-minded Allies of Justice could not possibly have the artificial intelligence to predict the movements of the chaotic Worms. Use cards such as Book of Eclipse, Book of Taiyou, and Desert Sunlight to manipulate the battle positions of your Worms. Use cards like Swords of Concealing Light, A Feint Plan, and the new Hidden Resilience to protect your Worms. With only 1 Worm tribute you have access to the powerful Worm King or Worm Queen. You could also use Cost Down for faster access to Worm Illidan, Worm Noble, and Worm Warlord. By using Future Fusion you can summon the strongest Worm, Worm Zero. Or for faster results you can contact-fuse the new Worm AEther. Buy Hidden Arsenal boster packs for the rest of the Worms such as Worm Prince and Worm Rakuyeh. Buy The Shinning Darkness booster pack for LIGHT attribute support cards such as Fairy Archer that damages your opponent for each face-up LIGHT monster you control and Fountain in Sky which allows you to gain life each time a Worm is destroyed by battle. A/D Changer is a LIGHT monster that from your graveyard can help you control the battle positions of monsters on the field. ------------------------------------------------------ ok hopefully this can serve as a helpful example to get people started. I rushed it a bit so some of the new cards or deck lists might not be too balanced but it gives you an idea of the format I am looking for. Let me know if you have any other questions. Link to comment Share on other sites More sharing options...
Daft Punk Posted April 12, 2011 Report Share Posted April 12, 2011 I'll join this. Sending points. Link to comment Share on other sites More sharing options...
Skarlet Posted April 12, 2011 Report Share Posted April 12, 2011 I'll join using Djinns and Koa'ki Meiru points sent. (I think it makes sense, Koa'Ki are anti light and Dark monsters that negate Special Summoning and effects. and Djinns are a pure Dark Archetype that revolve around Special Summoning and effects) Link to comment Share on other sites More sharing options...
Dwarven King Posted April 12, 2011 Report Share Posted April 12, 2011 You can have pictures for the new cards if you wish but that is completely optional. I didn't want to do an example as to not take away from but I will do the most straight-forward basic idea. Besides for some reason I cannot seem to make good versions of these 2 decks so I'm sure somebody could do it better then me. Allies of Justice VS Worms Double Structure New Ally of Justice cards[spoiler=New Ally of Justice]Ally of Justice Decisive Destroyer (Ultra-Rare)DARK/Machine/103000/3000This card cannot be special summoned. Negate the effects of all flip-effect monsters. When this card is destroyed by an opponent (ether by battle or card effect), select 1 LIGHT monster on their field and remove it from play. DNA BlastTrapDeclare 1 attribute. All monsters your opponent controls and summons become that attribute until the end of turn. Attribute PenaltySpell/ContinuousDeclare 1 Attribute. When a monster with the declared attribute is put into a graveyard, its owner takes 400 damage. Light-Piercing Darkness (Super-Rare)SpellSelect a face-down monster on your opponent's field. Flip it face-up and negate its effect. Inflict damage to its controller equal to half its original DEF. Ally Repairs (Super-Rare)TrapSpecial summon 1 level 5 or lower DARK machine-type from your graveyard, its effect is negated. During the end phase remove from play the monster summoned by this card. Ally of Justice Deck List [spoiler=Ally of Justice Deck]1 Ally of Justice Decisive Destroyer1 Ally of Justice Cosmic Gateway1 Ally of Justice Clausolas1 Ally of Justice Omni-Weapon1 Ally of Justice Rudra1 Ally Mind1 Ally of Justice Enemy Catcher1 Ally of Justice Quarantine1 Ally of Justice Thousand Arms1 Ally of Justice Garadholg1 Ally of Justice Nullifier1 Ally of Justice Cyclone Creator1 Ally of Justice Searcher1 Flamvell Magician1 Ally of Justice Core Destroyer1 Ally of Justice Reverse Break1 Ally of Justice Unknown Crusher2 Ally of Justice Cycle Reader1 Ally of Justice Unlimiter1 Ally Salvo1 Genex Ally Changer 1 Attribute Penalty1 Light-Piercing Darkness1 Book of the Moon1 Fires of Doomsday1 Limiter Removal1 Mystic Space Typhoon1 Scroll of Bewitchment1 Star Blast 1 Sword of Revealing Light1 Nobleman of Crossout 1 DNA Blast1 Ally Repairs1 DNA Transplant1 Tyrant's temper1 Chaos Trap Hole1 Light of Intervention1 Final Attack Orders1 Acid Trap Hole Extra Deck:1 Ally of Justice Light Gazer1 Ally of Justice Field Marshal1 Ally of Justice Decisive Armor Ally of Justice Description[spoiler=Ally of Justice description]The Allies of Justice are flawless machines built with one purpose: To combat the Light of Destruction and its minions. These monsters use any means necessary to punish the monsters of Light for their crime. They can ever synch-up with each other to form some of the biggest and scariest synchro monsters around. The deceiving and nasty tricks of the invading Worm army does not stand a chance against the united Allies of Justice. Use cards such as Scroll of Bewitchement, DNA Transplant, and the new DNA Blast to change your opponent's monsters to LIGHT attribute. Then use the effects cards like Ally of Justice Thousand Arms to attack all monsters or Ally of Justice Core Destroyer to destroy them no matter how powerful. Once your opponent is on the run and playing defense don't let them escape with cards like Acid Trap Hole, Nobleman of Crossout, or the new Light-Piercing Darkness! For the toughest opponents you can use your tuner monsters like Ally of Justice Cycle Reader, Ally of Justice Cyclone Creator, Flamvell Magician, or Ally Mind to synchro summon powerful monsters like Ally of Justice Light Gazer, Ally of Justice Field Marshal, or even the massive Ally of Justice Decisive Armor! As a last resort you can use the new Ally of Justice Decisive Destroyer to finish your opponent off. You can buy Hidden Arsenal booster packs for a chance to get the infamous Ally of Justice Catastor or extra copies of your favorite Allies of Justice. Also buy the Black-Winged Dragon tin for Chimeratech Fortress Dragon, a deadly fusion of all your machine type monsters. As well for the Absolute Powerforce booster pack that has great support cards for all machine type monsters such as Oilman, Break! Draw!, and Machine Assembly Line. Worm New Cards[spoiler=New Worms]Worm AEther (Ultra-rare)LIGHT/Reptile/9/Fusion2400/33002 face-down Reptile-Type "Worm" monsters.This card can only be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".) Once per turn you can flip 1 face-down monster you control to face-up attack or defense position. When this card is destroyed by your opponent (ether by battle or card effect) you can special summon 1 Reptile-Type "Worm" monster from your graveyard except "Worm AEther". Flip OppressionSpell/ContinuousMonsters flipped face-up gain 300 ATK and DEF as long as they are face-up on the field. Worm Space (Super-Rare)Spell/FieldWhile you control a face-up Reptile-type "Worm" monster, face-down monsters you control cannot be attacked. If a Reptile-type Worm monster is destroyed by an opponent's card effect you may add 1 Reptile-type "Worm" monster from your deck to your hand. Worm Hole (Super-Rare)TrapYou cannot normal summon or special summon this turn. Remove from play all monsters on the field face-down. During the end phase each player returns their cards removed by this effect to the field in face-down defense position. Hidden ResilienceTrapUntil the end phase, all face-down monsters you control are unaffected other Spell/Trap cards. Worm Decklist[spoiler=Worm Deck]1 Worm Apocalypse1 Worm Barses1 Worm Cartaros1 Worm Erokin1 Worm Falco1 Worm Gulse1 Worm Illidan1 Worm Jetelikpse1 Worm King1 Worm Linx1 Worm Millidith1 Worm Noble1 Worm Prince1 Worm Opera1 Worm Queen1 Worm Solid1 Worm Tentacles1 Worm Ugly1 Worm Victory1 Worm Warlord 1 Worm Space1 Flip Oppression1 Book of Eclipse1 Book Taiyou1 Future Fusion1 Mystic Space Typhoon1 Worm Call1 Cost Down1 Soul Reversal1 Nobleman of Extermination1 Swords of Concealing Light1 The Shallow Grave 1 Worm Hole1 Hidden Resilience1 W Nebula Meteor1 Desert Sunlight1 Offering to the Snake Deity1 Snake Whistle1 Ultimate Offering1 A Feint Plan Extra Deck:1 Worm AEther1 Worm Zero Worm Description[spoiler=Worm Description]The Worms are galactic invaders made up of a organic tissue. They serve the Light of Destruction and spread the glory of their masters to all corners of the universe. They use sneaky tactics to attack their enemies such as hiding right in front of them and attacking once they get too close. Worms are ruthless and numerous. The single-minded Allies of Justice could not possibly have the artificial intelligence to predict the movements of the chaotic Worms. Use cards such as Book of Eclipse, Book of Taiyou, and Desert Sunlight to manipulate the battle positions of your Worms. Use cards like Swords of Concealing Light, A Feint Plan, and the new Hidden Resilience to protect your Worms. With only 1 Worm tribute you have access to the powerful Worm King or Worm Queen. You could also use Cost Down for faster access to Worm Illidan, Worm Noble, and Worm Warlord. By using Future Fusion you can summon the strongest Worm, Worm Zero. Or for faster results you can contact-fuse the new Worm AEther. Buy Hidden Arsenal boster packs for the rest of the Worms such as Worm Prince and Worm Rakuyeh. Buy The Shinning Darkness booster pack for LIGHT attribute support cards such as Fairy Archer that damages your opponent for each face-up LIGHT monster you control and Fountain in Sky which allows you to gain life each time a Worm is destroyed by battle. A/D Changer is a LIGHT monster that from your graveyard can help you control the battle positions of monsters on the field. ------------------------------------------------------ ok hopefully this can serve as a helpful example to get people started. I rushed it a bit so some of the new cards or deck lists might not be too balanced but it gives you an idea of the format I am looking for. Let me know if you have any other questions. Ah! I understand now! We are ADDING on to an ALREADY existing archtype! Makes perfect sense now. :3 I'll have to start doing some research. By the way, do the two decks have to be EXACTLY opposite? Link to comment Share on other sites More sharing options...
VoicesOfChaos Posted April 13, 2011 Author Report Share Posted April 13, 2011 I'll have to start doing some research. By the way, do the two decks have to be EXACTLY opposite? No I just think it adds more to the flavor. If in your description you can explain some even vague reason why they oppose each other then that will patch that up. Link to comment Share on other sites More sharing options...
Dwarven King Posted April 13, 2011 Report Share Posted April 13, 2011 Ight, cool. I'll get to work on my cards then as soon as possible. Link to comment Share on other sites More sharing options...
Darj Posted April 17, 2011 Report Share Posted April 17, 2011 I'm in. I will send the points and my entries. However, I must tell you that the archetypes I chose are not actually antagonists, but they are related as they are Machine-Type monsters. I hope you don't have a problem with that. Link to comment Share on other sites More sharing options...
VoicesOfChaos Posted April 17, 2011 Author Report Share Posted April 17, 2011 As stated before, as long you can explain some reason no matter how vague it is pretty much fine. Link to comment Share on other sites More sharing options...
VoicesOfChaos Posted April 19, 2011 Author Report Share Posted April 19, 2011 There is still time to join. The deadline is next Monday which is plenty of time to submit an entry. Link to comment Share on other sites More sharing options...
VoicesOfChaos Posted April 23, 2011 Author Report Share Posted April 23, 2011 Several people that have sent me points have noy sent me entries yet. Do so before Monday! Link to comment Share on other sites More sharing options...
Dwarven King Posted April 23, 2011 Report Share Posted April 23, 2011 Working on it! D: Link to comment Share on other sites More sharing options...
Cody Frost Posted April 23, 2011 Report Share Posted April 23, 2011 Don't worry, I'ma finish it up today and send it to you ;) Link to comment Share on other sites More sharing options...
Cody Frost Posted April 25, 2011 Report Share Posted April 25, 2011 Todays the day! Todays the day!!! Voices, you did get my submission right? Link to comment Share on other sites More sharing options...
VoicesOfChaos Posted April 25, 2011 Author Report Share Posted April 25, 2011 Yes I got yours. But I am still missing several entires. Normally I would just say screw it and work with what I got but I have a pretty low amount of entries. I sent reminder PMs and am extending the deadline to the end of the night. Link to comment Share on other sites More sharing options...
Cody Frost Posted April 25, 2011 Report Share Posted April 25, 2011 :D I'm anxious with excitement! Link to comment Share on other sites More sharing options...
Dwarven King Posted April 25, 2011 Report Share Posted April 25, 2011 Argh! Mine isn't going to be finished. My apologies. :< Please keep my points in the pot though. Link to comment Share on other sites More sharing options...
Cody Frost Posted April 26, 2011 Report Share Posted April 26, 2011 Hmm...:/ I'm supriced the results aren't up yet, or do you have your hand's full with reviewing everything? Link to comment Share on other sites More sharing options...
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