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Team Fate/Eternal

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Saber - Artoria Pendragon:
All right, so, finally a team cardfight before a month of inactivity has passed. Hopefully, we're more active in the future. And of course, my posts are most likely to come after the team we face. Walter, Naruhi, you know I'm disappointed in you both.

Fate/Eternal vs Radiant Tales.
Format: 5 vs 5 [Was initially 4 vs 4] (Normal)
Rules in effect
Clan Diversity (No two members on the same team can use a deck of the same clan)
Double Mulligan (Option to return cards more than once)
Japanese Banlist in effect
Round 1
Gold Paladin vs Link Joker
Waiterfang vs T.RT Lunatic
Result: Waiterfang's victory
Author's note: Waiterfang disconnected at first. Thanks again to T.RT Lunatic and the team to allow a rematch. In the second fight, (according to Waiterfang) both Waiterfang and his opponent, Lunatic rode a perfect guard and lost/used a perfect guard in their respective opponent's first attacking turns. Waiterfang used the skill of Oath Liberator, Aglovale to maintain field advantage and rush his opponent. Choosing to not ride to grade 3 before his opponent, Waiterfang prevented his opponent from using stride nor legion to replenish his hand or offensive power. Immediately in the turn he rode his grade 3, Waiterfang strode to maintain hand and field advantage against his opponent. The next turn after losing his hand to surviving the attack, his opponent chose to Legion his Vanguard, Garnet Star Dragon, and utilize the skills of Photon and Dilaton to decrease Waiterfang's offensive power and add Blaster Joker to the hand. Waiterfang afterwards attempted to end the game using the skill of Prominence Glare, but failed. For the next four turns, T.RT Lunatic continuously used Blaster Joker to make a comeback and replenish his hand while Waiterfang would counter the Legion skill using strides. In the final turn, Waiterfang utilized the skills of a Bruno, Fast Chase Golden Knight, Cambell, Rising Lionet, and a Stand Trigger to create a series of attacks that his opponent could no longer defend against.

Round 2
Oracle Think Tank vs Kagero
Aeon Jellial vs Izayanagi Tobi
Result: Izayanagi Tobi's victory
Author's note: I was too flabbergasted to go next due to Waiterfang's blunder, I allowed Aeon Jellial to take my place. According to Naruhi, in the second match, Aeon Jellal and Izayanagi Tobi went into the match fairly even. Tobi went after Jellal's field from the get go, taking shots at rearguards when it was worth it as well as building hand to defend later on. Jellal took a bit of time to get up to speed since he failed to get the second part of his Tsukuyomi ride chain but he was keeping up for a bit. At grade 3, Tobi rode Dragonic Overlord the X and performed legion. He added The End using the X's legion skill and went to attack. He gained a lot of advantage/hand thanks to draw triggers and The End's persona blast. Jellal was behind once again in a big way but he tried keeping up using Susanoo and strides to increase hand and keep pace. Unforunately, it was a temporary measure, in the end, even though he managed to cut down Tobi's hand, Jellial's lack of rear guards and guards were not enough to defend against Tobi's constant advantage.

Round 3
Bermuda △ vs Narukami
-Saber- (Myself) vs Kiru
Result: Kiru's victory
Author's note: We both had smooth rides, Kiru ended up with a Dragonic Vanquisher, and I rode Duo True Sister, Meer. My difficulty started on my turn as I rode to grade 3. I lacked a grade 3 to Stride and so I was hesitant to Stride by using 2 cards (I should have, in hindsight). I called out a Limit Break Enabler and attacked with the Vanguard. My Critical Trigger and his Heal Trigger put the damage was (2-3). On his next turn, he Strode for Dragon Knight Zoras, and called out an Egg Helm Dracokid behind his Voltage Horn Dragon. I lost my one rear guard (Limit Break Enabler), and guarded Voltage (3-3 damage by that turn). I decided to just force the Stride for Nectaria by discarding a grade 1, and grade 2. Now... I made a mistake here, and it cost me. I attacked Voltage Horn Dragon with my Duo Fantasia, Ramli, and Kiru intercepted. Attacking with Nectaria only had my attack perfect guarded (with a wasted Critical Trigger). No damage was dealt that turn, but one could see my hand slowly catching up Kiru’s. On Kiru's turn, he decided to Stride for Conquest Dragon, and call out a column of Brawler, Ark, and Chatura. I had to block his 33000 power Chatura with a Critical, and put my hand down to three. 4-3 damage, and he was at a high 7 cards in hand with me at 3. I Strode for Atmos, seeing as Nectaria would do no good nor would the Reit I had could help despite my two copies fulfilled (and I had no grade 1 or 2s worth calling: none, actually). I healed twice and got a Reit. This was a blessing (2-3). His next turn, and he went for Zoras once more, but still, his two Critical Triggers brought me back to the danger zone of 5. I went for Blizza, my final option (20000 Power Gain, bringing it to 46000), and Kiru didn’t take any chances. He went for a no pass. It was a good move, considering he would still be ahead (despite him with 2 cards at the end). I healed again and brought myself down to four damage. Kiru went for his Conquest Dragon, attempting to end it here. This turn guarding was the most important. Kiru would have 5 cards and myself with 2. I had 2 Heal Triggers, a Critical Trigger, a Perfect Guard, and a Meer. I took the hit from Chatura and got a Critical Trigger (5-3), and obviously, perfect guarding the Vanguard was a must. Choosing what to discard however… was the most important (as it usually is when you’re using Reit). I played it safe by discarding the Grade 3, leaving myself with 3 grade 0s, one being the Critical Trigger (Chyulm). Kiru had only one Critical Trigger of it, and I was left with a Heal and a Critical. Had I discarded the Heal, kept Meer, on my next turn, I could have gone for Nectaria, played Peace and the Critical Trigger into a column, force a guard/pressure, and if it had hit, I would have been able to increase my advantage a little. I just played Peace, attacked with the Vanguard, (Kiru went for no pass seeing as I had 12 cards in my deck and 4 Critical Triggers left) I lost the next turn since my Twin Drive yielded a Reit, and Peace.

Round 4
Murakumo vs Shadow Paladin
[FE] Snosoul vs Immortal Dark
Result: Snosoul’s victory
Author’s note: We were hoping for Sno to win to get us a draw. Sno had nothing to guard with as Dark rode to grade one. On grade 2, Sno called out Rune Star, and Blossom Hat, Fujino. Poking at his rear guard Masquerade told us Dark was lacking rear guards to call, so it was good pressure on his end. Dark called a Dorint behind the Masquerade.  The damage was 3-1, so Sno skipped his grade three ride to avoid giving Dark the Legion/Stride to prevent further advantage. Drark rode to grade 3, however Dark checking a Critical Trigger while Sno was at three damage put him in a bad position now. 5-2 damage, Sno was forced to ride, and Stride into something. He went for Kagamijin and superior called a second Fujino (Yasui’s counterblast). With 2 cards in hand, he called out a Lake Diver behind his rear guard Rune Star. Sno was starting to get back into the lead or at least equal level with Dark. Sno made up to 5 attacks that turn, and no damage triggers from Dark. Dark ended up with two cards in hand, two rear guards (Judgebau and Dorint) while Sno had five cards in hand a column of Lake Diver and Rune Star, and Fujino. Damage was 4-4. Dark Legioned on his turn, called out a Blaster Dark Revenger and retired Rune Star. Dark attacked with Cormac without using the skill, to which Sno perfect guarded. No triggers from Dark (Grade 1 Stride Fodder), and (Phantom Blaster ‘’Abyss’’). Sno was left with 2 cards in hand (A Critical Trigger, and Rune Star from the previous turn). Sno drew into a grade 1, and decided to discard the two to Stride. We suspected Dark to have a perfect guard. Sno superior called Fujino once more. That made one column 18000, and the other Fujino 11000. Dark intercepted the first Fujino. The perfect guard went to the Vanguard… however, Sno triple drived two Critical Triggers and a Draw Trigger to make a 33000 column and win us the game (4-7).

Round 5
Royal Paladin vs Gold Paladin
penguin90 vs Smoke_Bomb
Result: penguin90’s victory
Author’s note: The game that was never intended to happen took a while to start up. We agreed to allow a fifth game to eliminate the draw. Jai decided to call in another member aside from himself to fight (THANK GOODNESS). So, Smoke_Bomb appeared. Penguin said he had to leave to make a deck real quick (He decided on making Jewel Knights Altmile/Yvain. He went with the declaration that he’d play for fun). Anyhow, both players rode to grade one well. Penguin just began his assault on grade two by riding knight of Twin Sword, calling out Swordmy to superior Call Cymbeline, and then call out Shellie. Smoke allowed Shellie to hit (no trigger), allowed the Vanguard, Penguin got a Critical Trigger, and had to allow Swordmy. Smoke ended up with 4 damage at the end of the turn. Smoke began to retaliate by calling out Lop Ear and Liberator, Beli. Penguin didn’t allow Beli to hit, nor the Vanguard. 2-4 damage at the end (Hand was 2-5). Penguin decided not to ride to grade 3, as he was doing fine. Penguin manages to deal one damage (4-4 hand 2-5 damage). Smoke rides Pellinore, calls out Beli, and Farngal. Penguin allows Pellinore to hit (Twin Drive was a Grade 3, and Farngal), AND SPRING BREEZE MESSENGER SUPERIOR CALLED PELLINORE! Smoke was gaining advantage again. The damage trigger was a Draw Trigger, unfortunately for Smoke. Penguin guarded the Vanguard with 10000 (24000 defense). Smoke’s second twin drive yielded a Heal Trigger, and a Stand Trigger. (The power of the Heal was given to Beli, and the effects of the Stand to Farngal) Farngal attacked Swordmy, and Penguin guarded the 14000 Beli. Damage was 3-4, and hands were 5-3. Penguin rides to grade 3 (Altmile) and Strides for Valblade. He calls out Yvain and moves Cymbeline up. Cymbeline attacks Beli, and gets guarded. Smoke perfect guards the Vanguard (as he should) and unfortunately, Penguin gets a Draw Trigger and Critical Trigger to make Yvain 26000. Smoke was left with Beli, and 2 cards in his hand at the end of that turn. Smoke Strides for Madu (discarding Gurguit), and calls out that Gurguit. Penguin no guards the Vanguard, and Smoke triple drives a Draw Trigger, and Gurguit and Pellinore. (Damage ended with 4-4) With the 2 grade 3s in hand, Penguin decided to go for the win. Penguin Strode for Saint Blow Dragon, and produces two separate columns with 21000 alone. Smoke has no choice but to no guard, and Penguin gets a Critical Trigger to secure it (4-7).

Too long to read?
TEAM FATE/ETERNAL WON!

Saber - Artoria Pendragon:
This fight is pretty old as I post it: life kept me busy.
Everyone saved their replays (except for me on my first fight), and it’s the first team cardfight for Cheru (our team member that has been here from the start).

Fate/Eternal vs Rising Eclipse
Format: 4 vs 4 (Round Out)
Rules in effect
Clan Diversity (No two members on the same team can use a deck of the same clan)
Double Mulligan (Option to return cards more than once)
Japanese Banlist in effect
Round 1
Royal Paladin vs Kagero
Hail vs PlayingHuman (Kai Stark)
Result: Hail's victory
Author's note: Hail started his assault on his grade 2 turn by riding Brede, calling Swordmy, and calling a Shellie to the other column. Hail had a total field of 16000/17000/10000. Kai ends up with two damage at the end of it (1-2). Kai's turn now as he rides The X. He rests Gojo to discard another X, and calls a Burnout to retire Swordmy. Hail blocks the Vanguard, and yet Kai gets two Draw Triggers, so Kai goes for the Shellie with Burnout (19000) (1-2). Hail rides Altmile and simply strides for Valblade, and is blocked. Kai goes for the Legion and searches out an Overlord, however even though his Vanguard hit, he only had one flipped damage, and Burnout was blocked (3-2). Valblade is strode for, and a Knight of Twin Sword is called behind Shellie. Valblade is blocked, along with Knight of Twin Sword. Swordmy is superior called along with Shellie, and Kai lets the hit go through. Kai decides to stride for Mustafa and retire Hail's front row by calling Burnout. Hail guards the Vanguard and Burnout with the Critical Trigger’s effects (4-3). Hail strides for Saint Blow and calls out a Knight of Twin Sword. Kai is unable to guard, and a Critical Trigger appears on the third check making the damage 3 to 6 in one attack.

Round 2
Gold Paladin vs Aqua Force
Waiterfang vs Zane Sorciere
Result: Zane Sorciere’s victory
Author’s note: Zane started to act first on his grade two turn by calling two Couple Dagger Sailors behind one another. The lack of a trigger hurt Walter badly and sent him to 3 damage at the end of the turn (3-1). Walter attacks with his grade 2 and brings Zane up to 2 damage. Zane rides Transcore Dragon and forces Walter to 3 damage at the end of the turn, thanks to a Heal Trigger. Walter rides Bluish Flame Liberator, Percival and strides for Campell. Zane allows the attack, and Yoseph is called behind Bruno to attack the vanguard, but Zane doesn’t let it hit (3-3). Even worse for Walter as Zane calls High Tide Sniper with a 7000 booster. Couple Dagger Sailor 1 hits, a trigger arises (16000) vanguard, but the second simply attacks the Yousef. Tidal Dragon is blocked and High Tide Sniper as well at a hefty 31000 (4-3). Hand advantage is low, and this is the turn to make a comeback. Brennius is called and then the Legion is complete and Aglovale of Destiny is called (Flare Dragon is added). Walter’s field consists of a field with a power of 23000/22000/21000. Zane lets himself get to five damage. Lambros is strode for, and Zane’s field was a Couple Dagger Sailor in front of a High Tide Sniper, and another High Tide Sniper behind a Battle Siren Orthia. With the Critical Trigger effect given to a re-standing High Tide Sniper, his victory was assured (6-5).

Round 3
Pale Moon vs Dimensional Police
Cheru vs Touma Callum
Result: Touma Callum's victory
Author's note: Cheru brought the pressure on his grade 2 turn (2-1) as he had a Nitro Juggler in one column and a Barking Sky Tiger with a Midnight Bunny behind it. Cheru made four attacks that turn (2-3). Touma called out Daitiger to the front row and Daijet to the other. A damage trigger thwarted further attacks (3-3). Cheru strides Clifford as Touma has 4 cards in hand and attacks. Cheru however gets two Critical Triggers and gives them to the Vanguard. Fortunately, Touma got a Heal Trigger on the fifth damage: avoiding a game like the first. Touma’s turn and he is without any rear guards aside from Daimagnum, so he strides for Daiearth to replenish his field (Daikaiser and Daijet). Cheru blocks Daiearth, but Touma gets a Critical Trigger and perfect guard. Touma rightfully attacks a Barking Sky Tiger, and the Midnight Bunny in the front row (3-5). Cheru simply attacks with the Vanguard and end his turn. Touma rides Daiyusha Reverse on Daikaiser. Touma calls out a Daidragon and brings Daijet back to use its skill and lock the boosters. Cheru’s in trouble as he doesn’t get a damage trigger on the fourth damage from Daikaiser and is forced to block a 25000 Vanguard at 1000 power (41000 shield). Fortunately, Cheru survies but with one card in hand, and Touma at six (5-5). Legion time as Cheru returns two Heal Triggers and 2 Barking Sky Tigers. Cheru manages to soul charge a Sky Tiger, and the total power of his field becomes (22000/31000/16000). The vanguard attacks first, and Touma perfect guards it, but Cheru manages to get a Heal Trigger to bring the 16000 column to 21000. Amazingly, Touma survived the attacks, including with an extra perfect guard (4-5). Touma has two cards in hand, Cheru with four, and Touma rides Daikaiser and Legions to return two Critical Triggers and two perfect guards. Touma attacks Lion with Daijet, and attacks the vanguard. Cheru blocks with one to pass, and it breaks with Touma getting two Heal Triggers (6-3).

Round 4
Bermuda △ vs Dark Irregulars
-Saber- (Myself) vs [God] Soul
Result: Saber's victory (Not used to seeing that)
Author's note: Me and Soul had a great fight. Soul had a smooth ride while I lacked a grade 3. My grade 2 Vanguard was Princess Celtic. I kept at Grade 2 for one turn to see if I could hit and draw into my Grade 3, but to no avail. However, I was in the lead with damage and pressure. I was able to G-Assist into my Grade 3, and decided to push for game by using Princess Labrador. Now, my mistake was miscalculating power, making my supposed 21000 Celtic column a mere 20000. However, it still applied the necessary pressure. Now, I was able to survive the next turn, as Soul only went through the first G-Unit Kisskill Lila, and I was forced to use my perfect guard to stay at 4 damage. On my next turn, I was determined to end it. However, my opponent was able to guard, but fortunately, I was able to hit with the right numbered column and apply pressure. Soul decided to go all in for the win and fulfilled the requirements for Gilles de Rais (Soul has 4 cards in the deck). I deliberated on guarding, as I was unsure if I could heal if there was no Critical Triggers left in the deck. I no guarded the Vanguard, but a Critical Trigger was still left in the deck. As I took my defeat with pride, a ridiculously placed trigger was a DRAW! The audacity ''earned'' me my first Team Cardfight win.
So, half time!
Round 4
Royal Paladin vs Aqua Force
Hail vs Zane Sorciere
Result: Zane Sorciere's victory
Author's note: Both Hail and Zane were off to a good start. Damage was 1-2 on Zane’s turn as he rode to grade two, called out Tidal Assault and Brave Shooter to separate circles. He managed to apply pressure and bring damage to 3-2. Hail rides and calls out an Altmile to compensate for that last turn and manages to give Zane 4 damage (3-4). Zane rides Savas, and discards Transcore to stride Tidal Bore Dragon. Tidal Assault makes two attacks, and attacks with the Vanguard. Hail blocks with (41000) to his 36000 Vanguard, and fortunately, it pays off (3-4). Hail strides Valblade and his columns are 21000/31000/16000. Hail makes four attacks that turn and pushes Zane to five damage and 3 cards in hand (3-5). Zane empties his hand as he strides for Lambros, calls High Tide Sniper behind Brave Shooter, and Orthia behind Tidal Assault. Zane gets a Heal Trigger and a Critical Trigger from Lambros’ triple drive. Hail manages to guard the attacks with two perfect guards (4-4). Hail lost control as he’s left with one card in hand, and one card on the field. He calls out the trigger behind the vanguard, and moves Prizmy up. Zane blocks both attacks. Zane strides for Lambros once more, and gets the win, as Hail only got a Critical Trigger and Knight of Twin Sword off the twin drive. Hail had early and mid-game control, but Zane managed to gain control near the end.

Round 6
Bermuda △ vs Dimensional Police
-Saber- vs Touma Callum
Result: Touma Callum's victory
Author's note: I started off great as I rode Princess Celtic as my grade two and called out Lumiere. I managed to gain advantage and keep up my defense on turn two. Touma responsed with Two Daidragons and one boosted by Daitiger (3-1). I stay at grade two hoping to push Touma more with Celtic, and it manages to work, as I had 10 cards in hand, and damage was even (3-3). Unfortunately for me, Touma rides Daikaiser and calls out Laurel behind the other Daidragon. I used up most of my hand (as I had no perfect guard) and damage was (4-3). I give in and ride Labrador, and stride for Nectaria. I call out Lumiere and Celtic to the front row, and Coro behind Lumiere. Touma perfect guards Nectaria, but I heal and get a Perfect Guard. Touma Strides for Daiearth and calls out a Daikaiser in front of Daitiger and a new Daidragon. I perfect guard Daiearth (that Laurel sure is annoying) and his other columns go for my rear guards (3-3). I’m left with 3 cards in my hand unable to Stride. I decide to make do with what I have and manage to make a column of 27000 and attack with my Vanguard unboosted; Touma lets both hit to bring him to five (3-5). Once he rides Reverse Daiyusha, I find out why. He locks his boosters aside from Laurel, and I block Daikaiser. I then am forced to no guard the Vanguard. Touma gets the Critical needed to finish me. It was an intense moment for me. I couldn’t have blocked it even if I tried, not to mention I would have been hard pressed to make a comeback had I survived. Would’ve been nice to fight Zane in the last match, but perhaps next time.

Too long to read?
Team Fate/Eternal lost.

Saber - Artoria Pendragon:
Fate/Eternal vs Falsebound Kingdom
Format: 3 vs 3 (Normal)
Rules in effect
Clan Diversity (No two members on the same team can use a deck of the same clan)
Double Mulligan (Option to return cards more than once)
Japanese Banlist in effect
Round 1
Narukami vs Granblue
[FE] KIng Mugen s Mattata Yuragi
Result: King Mugen's victory
Author's note: The fight progressed slowly as they rode from grade 1 to 2. Both had a tendency to guard a lot as throughout the match. On grade three Gemini continuously attacked Matt with Brawler Knuckle Buster for three turns before Legioning and using its skill. On turn 7 Gemini strode to Knuckle Turbo and  emptied his opponent's field while maintaining his hand and field for later attacked. Matt repeatedly used Madu (all four were used) to bide time to setup, but never went for the Legion. Eventually, Matt lost advantage, and Gemini took advantage of that, and finished the game with the Legion.

Round 2
Link Joker vs Aqua Force
Waiterfang vs [Fbk] Kaiser
Result: Kaiser's victory
Author's note: The game did not go well for Walter: on his opponent’s grade two turn, the damage was 2-1. Coming Kaiser’s following turn, he calls out Tidal Assault behind Andrey, and if that wasn’t enough, the vanguard got a Critical Trigger, bringing Walter to 5 damage just on the third turn (5-1). Walter was able to ride to grade three smoothly, and he only had two rear guards (a booster behind the Vanguard, and Star-vader, Astro Reaper) (5-2). Things got dangerous as Kaiser was able to Stride for Tidal Bore Dragon, and fortunately, Walter did have a perfect guard, but his hand drained to two (5-2). On his turn, he decided to Stride for Judgement Messiah, and lock Andrey as well as get a Critical and Draw Trigger from the triple drive. The Vanguard was attacked rather than Tidal Assault (5-4). And, final turn as Lambros is set, and Kaiser calls out Marine General Max, and behind it, High Tide Sniper. Tidal Assault makes its two ‘’hits’’ followed by Max, and High Tide swaps with Max. Fourth battle making him 21000 (+2000 from Max) along with Savas’ skill retiring the booster. Lambros has just begun, and stood Tidal Assault with 14000 and High Tide with 19000, and unfortunately, the triple drive revealed a Draw Trigger, and TWO Critical Triggers (8-4). *Extra Note: Walter has bad luck against Aqua Force.

Round 3
Kagero vs Narukami
penguin90 vs [FbK] Geomexis
Result: Penguin's victory
Author's note: Penguin starts turn one with a rush by moving the starter to the front row column boosted by Gokuryu (0-1). Geomexis responds with calling out a Tonfa Brawler, Arc to the front row and get rid of the starter (Wyvernkid Ragra) (1-0). Penguin rides and just calls out Twilight Arrow and attacks Arc with that column (1-0). Geomexis rides to grade three and attacks (2-0). Penguin starts his assault by Striding over Blademaster to retire the booster, and stride Mustafa. Danners is called before Arc is retired. Penguin’s field is (25000/26000/13000). Geomexis perfect Guards the Vanguard, however and takes Twilight Arrow’s attack (2-2). Gemoexis can only Stride for Zoras, and has an empty field. Penguin doesn’t trust the attack, as he guards the Vanguard! The triple drive revealed two Critical Triggers! (2-2). Next turn, there is no Stride, and Gokuryu and Lava Flow Dragon are called out (Gokuryu behind the Vanguard, Lava Flow behind Danners). Blademaster’s attack goes first, and the extra Critical frightens Geomexis,  but is only able to block for one to pass, and Penguin gets it, a Draw Trigger, as well as a Critical Trigger (fortunately, there was a heal) (5-3). After that point, Geomexis lost control of the game: unable to Stride, Rising Phoenix gets called behind the Vanguard and gives Geomexis some advantage. Dragonic Kaiser Crimson Legions and returns three Heal Triggers and a Critical Trigger. Afterwards, a Critical Trigger and Egg Helm Dracokid are called to a column. Penguin allows the Vanguard, and loses his Danners and Twilight Arrow. Penguin blocked off the remaining attack (3-5 Penguin has 1 un-flipped damage). Penguin Strides for Route Flare, and retires the Vanguard’s booster (bear in mind he has two Gokuryu as he does this, one in its own column and one behind the Vanguard. Penguin calls out a Heroic Saga Dragon behind Lava Flow Dragon, and moves Gokuryu up. He retires the only remaining column and makes his field a total of 21000/47000/17000 without triggers. The Vanguard attacks, and unable to block, Geomexis lets it though, and unfortunately, no Heal Triggers come up (3-6).

Too long to read?
TEAM FATE/ETERNAL WON!

Zandy:
Good Luck with your Team

WaiterFang:
~(Q-Q)~

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