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PostPosted: Fri Apr 10, 2015 3:06 pm 
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force liked your deck HenWen, and I must admit it's a little scary



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PostPosted: Fri Apr 10, 2015 5:27 pm 
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HenWen wrote:
My jund surge deck has evolved.

[manapie 90 -w -u b r g][/manapie]

Surging Jund Station (1)

A deck for Magic 2015.

60 Cards (20 :creature: , 17 :instant: , 23 :land:)

Cost 16 cards
■■■
Brain Maggot1/1
■■■■
Satyr Wayfinder1/1
■■■
Ground Assault
■■■■
Krenko's Command
■■
Treasured Find
Cost 11 cards
■■
Goblin Rabblemaster2/2
■■■
Sprouting Thrinax3/3
■■■
Act of Treason
■■■
Blasting Station
Cost 5 cards
■■
Graveborn Muse3/3
■■
Masked Admirers3/2
Vengevine4/3
Cost 2 cards
■■
Mycoloth4/4
Cost 2 cards
■■
Warstorm Surge
Cost 1 card
Sheoldred, Whispering One6/6
Land23 cards
■■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■
Savage Lands
5
Forest
4
Mountain
3
Swamp





Curious if you considered Kresh the Bloodbraided? Granted there's the frequency argument but the 2nd Warstorm Surge is a poor draw. Maybe cut one for Kresh?

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PostPosted: Fri Apr 10, 2015 9:32 pm 
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why is the 2nd warsurge a poor draw? it's not a legendary enchantment and it speeds up the process of winning. i think kresh is a little bit slow compared to surge. am i missing something?

not gonna lie: henwens blasting station deck is the best i've ever played with. it's so much fun! i love ping decks but funny e nough i always thought blasting station was a bit 'eerie-weerie' unless i tried henwens deck. love it man!

i still prefer gelectrode though because izzet > all :p

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PostPosted: Fri Apr 10, 2015 9:46 pm 
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I actually see gelectrode working in a merican combo deck now...


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PostPosted: Fri Apr 10, 2015 10:03 pm 
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So yeah awesome video. Force did not seem to understand how to use blasting station via the Duels interface but he figured most of it out by the end of the video. I can honestly say he had some beginner's luck with the deck - double rabble rousers in 2/3 games is not a typical start.

I started out with double surge because a forum poster named Griselbrand wanted a deck that ran Sheoldred and Warstorm Surge. So it made sense to include both copies.

With blasting station and one warstorm surge, a sprouting thrinax equals 10 damage. With two surges, it equals 16 damage. The damage does stack and the deck generally has the tools to slow the game down.

As far as Kresh, when I look at him I just think of a card that screams WIN CONDITION in all caps. If he had trample I would probably run him. I guess the deck generally has the tools to remove chump blockers, but I just like the general theme of the deck of having creatures that are disposable.

Thanks Cryphoxx. Honestly this is not my most-played deck, but I find it hilarious how efficient it is against aggro compared to decks that are simply packed with kill spells. Stainless gave red a grand total of *2* sweepers, and nothing like Arc Lightning to deal with tokens. This deck fights tokens with its own tokens, fired through a high-powered cannon.

If I wanted a big, expensive creature I think I would include craterhoof behemoth. Honestly this is a list I cooked up pretty quickly and I haven't spent much time refining it.


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PostPosted: Fri Apr 10, 2015 11:54 pm 
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i went with -3 ground assault -3 brain maggot +4 elvish visionary +2 bloodghast. it think it works better with the deck idea and i don't really think that removal is that much of a problem with blasting station+act of treason in play. it also gives me more creatures for vengevine wich was a problem as of now to get back into play.

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PostPosted: Sat Apr 11, 2015 12:36 am 
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I am actually working at the top end of the curve right now. I just had a game where for 8 turns I drew nothing but land and non-creature spells, including both warstorm surges. In a deck with only 20 creatures and lots of 1/1s, I don't think it is a great pick.

The way I intended warstorm to work was to recur masked admirers / vengevine a lot. This is a very effective combo against control since they can't really disrupt it, but it isn't fast enough.
Right now I just want a finisher that can close games out rapidly, not necessarily one that has synergy. So I am testing Kresh and Stormbreath. If I included the warstorm surges I think Phytotitan should be slotted in. I was also considering Wrecking Ogre for what is, at worst, +7 damage on a 1/1 token.

Cryphoxx you are welcome to build the deck how you wish. You are right that the "A" plan of the deck is to rely on station for removal. I just wanted a deck that had some very strong synergy but did not lean too completely on any one card. Most decks cannot interact with blasting station, but I think I only draw it maybe 60% of the time in the critical opening turns. The deck has other ways of generating advantage, and most of them are not too aggressive. Muse, vengevine, and the admirers are sort of the secondary card advantage core of the deck, and ground assault / maggot are designed to stall so that they can do their work. Bloodghast especially is a creature I considered but decided it was too dependent on blasting station to be effective.


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PostPosted: Sat Apr 11, 2015 12:48 am 
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i really want ground assault in the deck, but i have problems sometimes getting vengevine back, that's why i wanted some cheap creatures and visionary is great for that spot. i am actually not that thrilled with bloodghast to be honest. i like the card in general but i want this deck to be a lot faster atm. bloodghast is way better for when i already did some work so that the haste effect comes into play.

i like warstrom surge for what it does but it so god damn slow... :(

i might even go another route with the deck: i thought about going W/G/R and splashing black for Thrinax. that way i could get some more options to stall (safe passage, wall of omens) while digging for more key cards (wall of omens, cloudshift). But then again i noticed that it would be very difficult to get all cards in i want without blasting the 60 card limit :p

i think i might try something like that. should i come up with something good i'll post it here regardless of it being no jund deck anymore. i want to discuss man!

edit: ok it doesn't look like theres a good way to go naya and splash black for the thrinax... so lets stick with jund :p

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PostPosted: Sat Apr 11, 2015 10:37 am 
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I am interested in exploring ways of making the deck faster. I think the deck's main problem right now is not enough token generators, so cards that are primarily offensive cannot rely on having a ton of tokens on the board.

We have 4 commands, 2 rabblerousers, 3 thrinax, and 2 mycoloth. Unfortunately I can't find any other generators in these colors that I like.

I am not afraid of raising the curve a bit, it doesn't need to be as low as it is ATM. But if we cut control elements then the deck needs to be significantly faster - 2 bloodghasts don't justify cutting the maggots and ground assaults.

Viscera dragger is an unearth creature that might be useful.

Goblin arsonist is nearly as useful as command when it comes to control via blasting station.

Goblin bushwhacker is a pseudo pump spell that helps if you have a lot of tokens, unfortunately if you have been saccing tokens to the station it isn't as useful, and I don't like RR.

Young pyromancer is amazing in the right decks, but right now we only have 12 spells that trigger it. Works better with white or blue than green or black.

Hellspark elemental is a very aggressive card that doesn't suit this deck IMO. You can't let it sit on the board to wait for blasting, and it can't block. Same problem as bloodghast.

Scavenger drake and [/c]Rockslide Elemental[/c] are both cards that grow if when other cards die, along with Kresh, the Bloodbraided. Generally on turns 3 and 4 I want to drop creatures that add more board position than the drake or elemental. Kresh grows much, much faster than the other two. Testing Kresh ATM.

Ogre battledriver has serious potential, but I feel it may suffer from the same problem as Warstorm Surge - it requires you to have a hand full of other creatures to go on the offensive.


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PostPosted: Sat Apr 11, 2015 10:48 am 
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Cryphoxx wrote:
why is the 2nd warsurge a poor draw? it's not a legendary enchantment and it speeds up the process of winning. i think kresh is a little bit slow compared to surge. am i missing something?

not gonna lie: henwens blasting station deck is the best i've ever played with. it's so much fun! i love ping decks but funny e nough i always thought blasting station was a bit 'eerie-weerie' unless i tried henwens deck. love it man!

i still prefer gelectrode though because izzet > all :p


If you can get a surge down and have the material to use it, the game is usually over at that point so a 2nd one isn't required. Warstorm surge is also slow in that it typically doesn't do anything the turn it's played and then you have to have the material to keep playing to take advantage of it. It's typically why it's found in a cycling/recursion type deck so you'll have material to play at that late stage of a game.

For some shameless self-promotion, maybe give my Jeskai blasting station version a spin and see whatcha think. Heck run it just because I made it into such a pretty post and the effort deserves a spin.

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PostPosted: Sat Apr 11, 2015 11:03 am 
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HenWen wrote:
I am interested in exploring ways of making the deck faster. I think the deck's main problem right now is not enough token generators, so cards that are primarily offensive cannot rely on having a ton of tokens on the board.

We have 4 commands, 2 rabblerousers, 3 thrinax, and 2 mycoloth. Unfortunately I can't find any other generators in these colors that I like.

I am not afraid of raising the curve a bit, it doesn't need to be as low as it is ATM. But if we cut control elements then the deck needs to be significantly faster - 2 bloodghasts don't justify cutting the maggots and ground assaults.

Viscera dragger is an unearth creature that might be useful.

Goblin arsonist is nearly as useful as command when it comes to control via blasting station.

Goblin bushwhacker is a pseudo pump spell that helps if you have a lot of tokens, unfortunately if you have been saccing tokens to the station it isn't as useful, and I don't like RR.

Young pyromancer is amazing in the right decks, but right now we only have 12 spells that trigger it. Works better with white or blue than green or black.

Hellspark elemental is a very aggressive card that doesn't suit this deck IMO. You can't let it sit on the board to wait for blasting, and it can't block. Same problem as bloodghast.

Scavenger drake and [/c]Rockslide Elemental[/c] are both cards that grow if when other cards die, along with Kresh, the Bloodbraided. Generally on turns 3 and 4 I want to drop creatures that add more board position than the drake or elemental. Kresh grows much, much faster than the other two. Testing Kresh ATM.

Ogre battledriver has serious potential, but I feel it may suffer from the same problem as Warstorm Surge - it requires you to have a hand full of other creatures to go on the offensive.



The deck seemed fine as it was and while there's always room for us to improve, I wouldn't be looking to reinvent the wheel here. More importantly, make small/slow changes. Make one...see how it goes and if it helps/hinders and then change it back or make the next one. It'll help narrow things down and ensure you don't over-tweak.

I'm interested in hearing how Kresh turns out for you (I've started to spin the deck and have Kresh in the list currently).

Oh and some more shameless self-promotion:

HenWen wrote:
Young pyromancer is amazing in the right decks, but right now we only have 12 spells that trigger it. Works better with white or blue than green or black.


You should give my Jeskai version a spin then :D



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PostPosted: Sat Apr 11, 2015 1:29 pm 
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Actually after making that post my thinking changed. After losing a game where I drew two acts of treason but no blasting stations, I decided to slot in fling as an alternate sac outlet.

-4 satyr wayfinders
-2 treasured find
+4 elvish visionaries
+2 fling

We will see how this works... I should note that fling can work very well with Kresh.


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PostPosted: Sat Apr 11, 2015 3:52 pm 
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I just had a GREAT finish with this deck. My opponent was playing some sort of sultai self mill, with archaeomancer and spider spawning, as well as the typical satyrs.

I see that he has a spawning in his GY. Both players are at nearly full life, his board is clear and I just have brain maggot, a thrinax and blasting station.

After my attack, I sac thrinax and feed his tokens to mycoloth, making a 10/10 that produces six tokens a turn.

On my opponent's turn he casts spawning for 7 1/2 tokens. By the time I would be able to make it past those he would have even more.

On my turn I sac the six tokens to blasting station, aimed at his face, and then fling mycoloth at his face. Utterly glorious. Fling is good here, even without act of treason. I had intended warstorm to provide the necessary reach, but it is just kinda slow. I haven't had a game where Kresh has been relevant so far, but I feel like he is only good with fling. I am tempted to slot in 1 charmbreaker devil since it can close down games quickly and is a good fling target.

For now I am testing - 1 Kresh, -1 Stormbreath, +2 charmbreaker devils. I will miss the flying of stormbreath but I welcome the opportunity to get ground assault or act of treason back every turn. This deck does not have quantity of spells like Izzet does, but the spell quality is high enough I will be happy to recur them.


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PostPosted: Sun Apr 12, 2015 1:49 am 
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[manapie 90 -w -u b r g][/manapie]

Surging Jund Station (1)

A deck for Magic 2015.

60 Cards (21 :creature: , 15 :instant: , 24 :land:)

Cost 16 cards
■■■
Brain Maggot1/1
■■■■
Elvish Visionary1/1
■■■■
Fling
■■■
Ground Assault
■■■■
Krenko's Command
Cost 11 cards
■■
Goblin Rabblemaster2/2
■■■
Sprouting Thrinax3/3
■■■
Act of Treason
■■■
Blasting Station
Cost 5 cards
■■
Graveborn Muse3/3
■■
Masked Admirers3/2
Vengevine4/3
Cost 2 cards
■■
Mycoloth4/4
Cost 1 card
Charmbreaker Devils4/4
Cost 1 card
Sheoldred, Whispering One6/6
Land24 cards
■■■■
Golgari Guildgate
■■■
Gruul Guildgate
■■■
Savage Lands
5
Forest
5
Mountain
4
Swamp


Just wanted to post my most up-to-date list. Fling is working really, really well, I can't believe I didn't play with it at first.

The deck has "economical" sacrifices - sprouting thrinax, masked admirers, and vengevine.
The deck has more aggressive sacrifices - rabblerouser gets huge when he attacks with goblin tokens, mycoloth can easily reach 10/10 or 12/12, feeding him all your creatures when your opponent is tapped out is a reliable win. Charmbreaker devils can also get huge, just remember that casting fling does NOT pump them up since the sacrifice is a cost. I would say I end at least 1/4 of my games with massive fling to the face.

Act of treason has been a highly variable card. Obviously with blasting station it is golden, but I do without the station in about 1/3 of my games. Fling was initially slotted in to make treason more reliable as removal, but I often find myself in situations where I cast fling, then draw act of treason several turns later. Or vice versa. Sometimes even without the station act of treason has been clutch. The problem seems to be that it is more useful when you are already ahead in tempo.

Any suggestions for making act of treason more reliable? Should I add fling #3?


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PostPosted: Sun Apr 12, 2015 2:36 am 
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i noticed the same thing with act of treason. while the combo with blasting station is great - you cannot guarantee the combination of both. fling actually is a very good idea. i had games too where i had a 12/12 myoloth but couldnt win fast enough with it and the tokens because i had no station and the enemy had a guard gomazoa and anger of the gods. that gave him enough time to kill me. a fling might've been the victory there (i don't remember his life total anymore).

it may be just me but in this particular deck build i think that stormbreath has more value than sheoldred. i did not play too much with the deck but i never had a single match where sheoldred did win me the match. she was either removed or i was already winning at that point anyways.

i am not so sure about devils though. i personally feel that the deck needs tempo rather than bombs. there also arent many low cost spells to power up devils enough. i mean it definitely could work, i just don't think they are better than a stormbreath dragon.

not going to play this deck type too much for now because i want to come up with some more own deck ideas/ improve my decks. let me know how the testing works out for you

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PostPosted: Sun Apr 12, 2015 9:59 am 
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I have to agree with the above. I haven't played the list but just by looking at it, it's a relatively aggressive deck and the dragon fits right in there. It will help earlier and is harder to remove.Plus you can monsterize it dealing dmg equal to hand, attack dealing 7, and fling for another 7. That's alot scarier in my book then sheo in this list.

I strongly feel it's the right choice and think it is worth your serious consideration.

On second thought I think it wouldn't make a bad replacement for charmbreaker either.

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PostPosted: Sun Apr 12, 2015 3:40 pm 
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Where you see a bunch of aggressive creatures, I see cannon fodder. Literally. Creatures I intend to shoot out of my cannon. (Look at the card art). I tested stormbreath a few revisions back and cut it. It is a good card in almost every red deck, but this isn't almost every red deck.

I do have some games where my token production is sufficient to keep my opponent's board more or less clear and also apply significant pressure. Those games happen maybe 1/3 of the time. Goblin rabblemaster enables this sort of game. Stormbreath is good here, because even if my opponent spends a turn to hit it with flesh to dust then I still did 4 damage and got in with my tokens. These fast wins around turn 5-8 are often enabled when brain maggot cripples an opponent's deck. Sometimes my opponent has a decent life total and drops a fatty, but I treason the fatty and swing in with my team.

The more common scenario is that I manage to clear my opponent's board by turn 5-6, but just barely. I sac most of my own creatures to station, my most dangerous and fast creatures often eat removal, and I am left swinging in for two or three a turn with leftover tokens. Sooner or later, my opponent starts dropping bombs or making bigger plays, and my 3 acts of treason and 3 ground assault are put to the test. Sometimes I barely damage my opponent, but mycoloth comes in to save the day when I fling it into my opponent's face. I often manage to fling mycoloth just as my opponent does something like get off a huge spider spawning. In these relatively stalled out games, I often do not inflict very much damage upon my opponent, and decks that drop a lot of bombs can become worrisome since blasting station loses its value.

Stormbreath doesn't need just 1 or 2 turns to close out the game, it is often more like 3 or 4. It is a fine card, I just don't consider it the red baneslayer. BSA is amazing when your back is against the wall because she is an incredible blocker who will heal you for 5 per turn. Stormbreath is just a mediocre blocker. There are some matchups where we are on the beatdown, e.g. against ramp into fat decks we do not have enough removal to cope with their late game, and they will not play many early creatures meaning we will have a decent board. As far as the monstrous ability, I am not a big fan of abilities that do face damage only. I have fling for the face damage role, it is cheaper, unblockable, and generally does more damage.

Sheoldred is kind of slow, that is the whole point. I didn't just design this deck around blasting station and creatures to sac to it. Blasting station does not speed up the deck or make it more aggressive. It usually slows the game down and creates a board stall, which allows me to abuse a number of card advantage engines:
Goblin Rabblemaster gives me a token every turn
Graveborn Muse draws me a card every turn
Vengevine and Masked Admirers can be recurred for fun and profit
Mycoloth gives me a metric ton of tokens and is my primary fling target.
Charmbreaker Devils will give me a spell every turn and is a secondary fling target. The number of sorceries / instants to pump him up with is relatively low, but their quality is very high, since half of our spells are either ground assault or treason.
Sheoldred, Whispering One is my curve-topper at 7 mana. Due to the ability of blasting station to clear smaller creatures off the board her edict ability is highly relevant. By the time I play her it is all but guaranteed that I have a number of creatures that went into my GY. Even if my opponent was way ahead in life total she alters the board so much in a few turns that they cannot come back in the game.

Except for the Rabblemaster, which is simply overpowered, you could cut all or most of these slow cards out and add more aggression. Trumpet Blast. Wrecking Ogre, Ogre Battledriver, Hellspark Elemental, Raid Bombardment, Kathari Bomber. This would make it more likely that the deck can kill off an opponent's key creatures and then swing for the win to close down the game. Stormbreath totally belongs in that build. Blasting station can easily be used to start going to the face if your opponent gets ahead on board. But we are talking about an entirely different decklist here.


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PostPosted: Sun Apr 12, 2015 5:37 pm 
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If you want a card that gives you a lot of value out of Kresh or a big Mycoloth, its Hunters Prowess. Gives them the trample they need and refuels your arsenal.

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PostPosted: Mon Apr 13, 2015 11:16 am 
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after losing my post twice, I will be brief

-4 krenko's command
-2 masked admirers
-1 sheoldred

+4 goblin arsonist
+1 hunter's prowess
+1 fling
+1 charmbreaker devils


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PostPosted: Tue Apr 14, 2015 2:54 am 
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HenWen - you've posted so many revisions/changes that it's getting tough to keep track as to where you're at currently. So I took your list I had been testing (one of the originals I believe) and included the revisions I've been trying. I dropped the Treason from the deck in favor of Resounding Thunder and cut 1 Warstorm Surge. I monkeyed with the mana too. I'm still not sold on this many tap lands or having only 23 lands but the deck is weighted well in the 2 drop slot to compensate and the curve dies off quick enough that Satyr is able to keep tempo (although it would be worth finding room for at least a 24th land due to the cycling option on Thunder). Somehow I'd like to include Pelekka too but then we're getting into some mana heavy cards which would shift the curve a fair bit.

Regardless, its another fun variant on a Jund token/station deck. Satyr is an all-star as usual. Keeps tempo and helps filter quickly through the deck to find the Station/Warstorm and gets Admirers and Venegine in to play quick. Of course it always chomps when you bin a Treasured Find but it doesn't happen often enough to hurt the deck (and the deck doesn't have troubles winning without the Station or the Surge).

So here's where I'm currently at with testing:

[manapie 90 -w -u b r g][/manapie]

Surging Jund Station (1)

A one vs. one deck for Magic 2015.

60 Cards (20 :creature: , 17 :instant: , 23 :land:)

Cost 16 cards
■■■
Brain Maggot1/1
■■■■
Satyr Wayfinder1/1
■■■
Ground Assault
■■■■
Krenko's Command
■■
Treasured Find
Cost 12 cards
■■
Goblin Rabblemaster2/2
■■■
Sprouting Thrinax3/3
■■■
Blasting Station
■■■■
Resounding Thunder
Cost 5 cards
■■
Graveborn Muse3/3
■■
Masked Admirers3/2
Vengevine4/3
Cost 2 cards
■■
Mycoloth4/4
Cost 1 card
Warstorm Surge
Cost 1 card
Sheoldred, Whispering One6/6
Land23 cards
■■■■
Golgari Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
6
Forest
6
Mountain




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