Father Wolf Posted February 17, 2009 Report Share Posted February 17, 2009 Monsters 22World x3DHero Mal x3DHero Dimond Dude x3DHero Fear x1EHero Stratos x1Armageddon Knight x2Strick Ninja x3D.D Scout x3Hectrice x2Dark Grapher x1 Spells 19D-Draw x3Heavy Storm x1Allure of Darkness x3Vahalla x2Light Barrier x2Terraphorming x1Monster Reborn x1Monster Rein x2Trade-In x2RotA x3 SideE-Tele x3Kribons x3MST x1Giant Tru x1Solemn x3DHero Dasher x3Crush Card (thats right its side) Link to comment Share on other sites More sharing options...
Bunter Dwayne Posted February 17, 2009 Report Share Posted February 17, 2009 As in the Arcana Force World, right? Link to comment Share on other sites More sharing options...
Father Wolf Posted February 17, 2009 Author Report Share Posted February 17, 2009 As in the Arcana Force World' date=' right?[/quote'] yes my good sir Link to comment Share on other sites More sharing options...
deadreaver1 Posted February 18, 2009 Report Share Posted February 18, 2009 Althought the current one is not whats listed above, it still almost always guarentees a lock. Course quite often the lock happens when your LP is nearly at 0 ^^ Link to comment Share on other sites More sharing options...
sbdnate Posted February 18, 2009 Report Share Posted February 18, 2009 -2 trade-in+2 foolish trade in with only three targets is stupid... and foolish will send the scouts to the grave quicker... Link to comment Share on other sites More sharing options...
Father Wolf Posted February 18, 2009 Author Report Share Posted February 18, 2009 -2 trade-in+2 foolish trade in with only three targets is stupid... and foolish will send the scouts to the grave quicker... Trade-In with 3 dimoned dudes is better. but i have thought about running foolish over them Link to comment Share on other sites More sharing options...
sbdnate Posted February 18, 2009 Report Share Posted February 18, 2009 hoping to hit a trade in with d dude is stupid... Link to comment Share on other sites More sharing options...
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