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ArcDesLHK

Noir Soldier

Jul 15th, 2022 (edited)
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  1. Noir Soldier of Cloth Creation
  2. Level 4 DARK Cyberse/Effect
  3. 1500/1000
  4. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. Once per turn: You can remove 1 Play Counter from this card; during your Main Phase this turn, you can Normal Summon 1 "Noir Soldier" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  5.  
  6. Noir Soldier of the Colonel
  7. Level 4 DARK Cyberse/Effect
  8. 1700/1400
  9. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. Gains 300 ATK for each Play Counter on this card. Once per turn: You can remove 1 Play Counter from this card; Special Summon 1 "Noir Soldier" monster from your hand, except "Noir Soldier of the Colonel".
  10.  
  11. Noir Soldier of Destruction
  12. Level 4 DARK Cyberse/Effect
  13. 1900/1200
  14. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. Once per turn: You can remove 1 Play Counter on this card, then target 1 "Noir Soldier" Spell/Trap in your GY; add it to your hand.
  15.  
  16. Noir Soldier of the Divine Blade
  17. Level 4 DARK Cyberse/Effect
  18. 800/2000
  19. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. Once per turn: You can remove 1 Play Counter from this card, then target 1 Cyberse Normal Monster in your GY, except "Noir Soldier of the Divine Blade"; Special Summon that target.
  20.  
  21. Noir Soldier of Dreams
  22. Level 4 DARK Cyberse/Effect
  23. 1500/1500
  24. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. Once per turn: You can remove 1 Play Counter from this card; send 1 "Noir Soldier" monster from your Deck to the GY, except "Noir Soldier of Dreams".
  25.  
  26. Noir Soldier of Electrical Engineering
  27. Level 4 DARK Cyberse/Effect
  28. 1700/1000
  29. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. Your opponent's monsters lose 300 ATK for each Play Counter on this card. Once per turn: You can remove 1 Play Counter from this card, then target 1 other "Noir Soldier" monster you control; place 2 Play Counters on it.
  30.  
  31. Noir Soldier of Fiend Hunting
  32. Level 4 DARK Cyberse/Effect
  33. 1500/1000
  34. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. You can Tribute this card with 2 or more Play Counters, then target 1 monster your opponent controls; destroy it. You can only use this effect of "Noir Soldier of Fiend Hunting" once per turn.
  35.  
  36. Noir Soldier of Gravity
  37. Level 4 DARK Cyberse/Effect
  38. 100/2000
  39. This card is treated as a Normal Monster while in the hand or GY. If this card is Normal or Flip Summoned: Change this card to Defense Position. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. Once per turn, when an opponent's monster declares an attack: You can remove 1 Play Counter from this card; negate the attack.
  40.  
  41. Noir Soldier of Infamy
  42. Level 4 DARK Cyberse/Effect
  43. 1600/1400
  44. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. You can Tribute this card with 2 or more Play Counters, then target 1 Spell/Trap your opponent controls; destroy it. You can only use this effect of "Noir Soldier of Infamy" once per turn.
  45.  
  46. Noir Soldier of Interstellar Heroism
  47. Level 4 DARK Cyberse/Effect
  48. 1800/1200
  49. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. You can Tribute this card with a Play Counter(s) on it; Special Summon 1 "Noir Soldier" monster from your Deck, except "Noir Soldier of Interstellar Heroism", and if you do, place Play Counter on it equal to the number of Play Counters this card had on the field +1. You can only use this effect of "Noir Soldier of Interstellar Heroism" once per turn.
  50.  
  51. Noir Soldier of the Thunder King
  52. Level 4 DARK Cyberse/Effect
  53. 1800/1500
  54. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. At the start of the Damage Step, if this card battles a monster: You can remove 1 Play Counter from this card; destroy that monster, and if you do, Special Summon 1 "Noir Soldier" monster from your hand or Deck, except "Noir Soldier of the Thunder King", and if you do that, place Play Counters on it equal to the number of Play Counters on this card.
  55.  
  56. Noir Soldier of the Lightning Cyborg
  57. Level 4 DARK Cyberse/Effect
  58. 1700/1200
  59. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. You can target 1 "Noir Soldier" monster in your GY, except "Noir Soldier of the Lightning Cyborg"; banish it, and if you do, place Play Counters on "Noir Soldier" monsters you control until they have a number of Play Counters equal to the banished monster's Level. You can only use this effect of "Noir Soldier of the Lightning Cyborg" once per turn.
  60.  
  61. Noir Soldier of Martial Arts Mastery
  62. Level 4 DARK Cyberse/Effect
  63. 1400/1000
  64. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. You can target 1 "Noir Soldier" monster in your GY, except "Noir Soldier of the Lightning Cyborg"; place Play Counters on "Noir Soldier" monsters you control until they have a number of Play Counters equal to that monster's Level, and if you do, shuffle that target into the Deck. You can only use this effect of "Noir Soldier of Martial Arts Mastery" once per turn.
  65.  
  66. Noir Soldier of Massive Protection
  67. Level 4 DARK Cyberse/Effect
  68. 800/2000
  69. This card is treated as a Normal Monster while in the hand or GY. If this card is Normal or Flip Summoned: Change this card to Defense Position. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. (Quick Effect): You can remove 1 Play Counter from this card, then target 1 face-up monster your opponent controls; change it to face-down Defense Position. You can only use this effect of "Noir Soldier of Massive Protection" once per turn.
  70.  
  71. Noir Soldier of Thief
  72. Level 4 DARK Cyberse/Effect
  73. 1100/1800
  74. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. You can Tribute this card with 2 or more Play Counters, then target 1 face-up monster your opponent controls; take control of it, until the End Phase. You can only use this effect of "Noir Soldier of Thief" once per turn.
  75.  
  76. Noir Soldier of Monkey Catching
  77. Level 4 DARK Cyberse/Effect
  78. 1100/1500
  79. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. During your Main Phase: You can Special Summon 1 "Noir Soldier" monster from your hand, except "Noir Soldier of Monkey Catching", and if you do, place Play Counters on it equal to the number of Play Counters on this card. You can only use this effect of "Noir Soldier of Monkey Catching" once per turn.
  80.  
  81. Noir Soldier of Heavyweight Royalty
  82. Level 4 DARK Cyberse/Effect
  83. 1200/2000
  84. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. While this card has a Play Counter, "Noir Soldier" monsters you control cannot be destroyed by battle or card effects.
  85.  
  86. Noir Soldier of Skeletal Knighthood
  87. Level 4 DARK Cyberse/Effect
  88. 1600/1700
  89. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. You can Tribute this card with 2 Play Counters on it; Special Summon 2 "Noir Soldier" monsters with different names from your Deck, except "Noir Soldier of Skeletal Knighthood", and if you do, place 3 Play Counters on them. You can only use this effect of "Noir Soldier of Skeletal Knighthood" once per turn.
  90.  
  91. Noir Soldier of the Space Mercenary
  92. Level 4 DARK Cyberse/Effect
  93. 1700/1000
  94. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. While this card has a Play Counter, your "Noir Soldier" monsters can attack directly, but when they do so using this effect, the battle damage inflicted to your opponent is halved.
  95.  
  96. Noir Soldier of Star Rapping
  97. Level 4 DARK Cyberse/Effect
  98. 1400/1000
  99. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. You can Tribute this card with a Play Counter; add 1 "Noir Soldier" Spell/Trap from your Deck to your hand. You can only use this effect of "Noir Soldier of Star Rapping" once per turn.
  100.  
  101. Noir Soldier of Treasure Hunting
  102. Level 4 DARK Cyberse/Effect
  103. 2000/0
  104. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. This card cannot attack, unless it has 2 or more Play Counters.
  105.  
  106. Noir Soldier of the Twisted Clown
  107. Level 4 DARK Cyberse/Flip/Effect
  108. 1000/2200
  109. FLIP: Special Summon 1 "Noir Soldier" monster from your Deck, except "Noir Soldier of the Twisted Clown", and if you do, place 1 Play Counter on it.
  110. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it.
  111.  
  112. Noir Soldier of the Unlikely Duo
  113. Level 4 DARK Cyberse/Effect
  114. 1800/1200
  115. This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can place 1 Play Counter on this card. This card's Level is increased by 1 for each Play Counter on it. When this card destroys an opponent's monster by battle: You can place 1 Play Counter on it, and if you do, Special Summon 1 Level 4 or lower "Noir Soldier" monster from your Deck, then place Play Counters on it equal to the number of Play Counters on this card.
  116.  
  117. Black Princess of Lastatia
  118. Level 1 DARK Cyberse/Tuner/Effect
  119. 100/100
  120. (This card is always treated as a "Noir Soldier" card.)
  121. If this card is in your GY: You can target 1 "Noir Soldier" monster with a Play Counter on it; Special Summon this card, and if you do, remove 1 Play Counter from that target, but banish this card when it leaves the field. If this card is Normal or Special Summoned: You can Special Summon 1 "Noir Soldier" monster from your hand in Defense Position, except "Black Princess of Lastatia". You can only use each effect of "Black Princess of Lastatia" once per turn.
  122.  
  123. Silver Goddess of Lastatia
  124. Level 8 DARK Cyberse/Synchro/Effect
  125. 2800/2500
  126. 1 Tuner + 1+ non-Tuner monsters
  127. (This card is always treated as a "Noir Soldier" card.)
  128. If this card battles, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. You can only use each of the following effects of "Silver Goddess of Lastatia" once per turn. If this card is Special Summoned: You can target 1 "Noir Soldier" monster in your GY; add it to your hand. During your Main Phase: You can Special Summon 1 Cyberse Normal Monster from your hand, and if the Summoned monster is a "Noir Soldier" monster, place 4 Play Counters on it.
  129.  
  130. Polygon Master
  131. Rank 8 DARK Cyberse/Xyz/Effect
  132. 3000/3000
  133. 2+ Level 8 Cyberse monsters
  134. (This card is always treated as a "Noir Soldier" card.)
  135. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 Cyberse monster in your GY; attach it to this card as material. At the start of the Damage Step, if this card attacks an opponent's monster: You can detach 2 materials from this card; take control of that opponent's monster, but banish it during the End Phase of the next turn. You can only use each effect of "Polygon Master" once per turn.
  136.  
  137. Purple Magic Dragon
  138. Rank 6 DARK Cyberse/Xyz/Effect
  139. 2800/2400
  140. 2+ Level 6 monsters
  141. (This card is always treated as a "Noir Soldier" card.)
  142. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 Cyberse monster in your GY; attach it to this card as material. You can detach 2 materials from this card, then target 1 Special Summoned monster your opponent controls in face-up Attack Position; attach it to this card as material. You can only use each effect of "Purple Magic Dragon" once per turn.
  143.  
  144. Orange Life Bandicoot
  145. Rank 7 DARK Cyberse/Xyz/Effect
  146. 2700/2400
  147. 2+ Level 7 monsters
  148. (This card is always treated as a "Noir Soldier" card.)
  149. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 Cyberse monster in your GY; attach it to this card as material. You can only use this effect of "Orange Life Bandicoot" once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead.
  150.  
  151. 2-Players Fight
  152. Normal Spell
  153. (This card is always treated as a "Noir Soldier" card.)
  154. Special Summon 1 "Noir Soldier" monster from your hand, then place 1 Play Counter on each face-up "Noir Soldier" monster you control for each Cyberse monster you control. You can only activate 1 "2-Players Fight" per turn.
  155.  
  156. 3-Players Battle
  157. Normal Spell
  158. (This card is always treated as a "Noir Soldier" card.)
  159. Target 1 "Noir Soldier" monster in your GY; Special Summon it, then place 1 Play Counter on each face-up "Noir Soldier" monster you control for each Cyberse monster you control. You can only activate 1 "3-Players Battle" per turn.
  160.  
  161. 4-Players Royale
  162. Normal Spell
  163. (This card is always treated as a "Noir Soldier" card.)
  164. Target monster your opponent controls, up to the number of "Noir Soldier" monsters you control; destroy them. You can only activate 1 "4-Players Royale" per turn.
  165.  
  166. Air Strike Designation
  167. Normal Spell
  168. (This card is always treated as a "Noir Soldier" card.)
  169. Target 1 "Noir Soldier" monster you control; remove 1 Play Counter from it, and if you do, it can attack directly this turn. You can only activate 1 "Air Strike Designation" per turn.
  170.  
  171. Fish Bludgeon
  172. Normal Spell
  173. (This card is always treated as a "Noir Soldier" card.)
  174. Target 1 "Noir Soldier" monster you control; remove 1 Play Counter from it, and if you do, banish 1 face-up card your opponent controls, until the End Phase. You can only activate 1 "Fish Bludgeon" per turn.
  175.  
  176. Karasu Command
  177. Continuous Spell
  178. (This card is always treated as a "Noir Soldier" card.)
  179. You can target 1 "Noir Soldier" monster in your GY; Special Summon it. You can only use this effect of "Karasu Command" once per turn. Once per turn: You can place 2 Noir Counters on each "Noir Soldier" monster you control.
  180.  
  181. Defensive Tactical Build-Up
  182. Quick-Play Spell
  183. (This card is always treated as a "Noir Soldier" card.)
  184. Target 1 "Noir Soldier" monster you control; remove 1 Play Counter from it, and if you do, skip your opponent's next Battle Phase.
  185.  
  186. Destined Spear
  187. Equip Spell
  188. (This card is always treated as a "Noir Soldier" card.)
  189. If you control no monsters: Activate this card by targeting 1 "Noir Soldier" monster in your GY; Special Summon it and equip it with this card. The equipped monster gains 500 ATK. Once per turn: You can place 1 Play Counter on the equipped monster. When this card leaves the field, destroy that monster.
  190.  
  191. Super Orbs
  192. Normal Spell
  193. (This card is always treated as a "Noir Soldier" card.)
  194. Place up to 5 Play Counters on "Noir Soldier" monsters you control, distributed as you wish. You can only activate 1 "Super Orbs" per turn.
  195.  
  196. Redigitization
  197. Normal Spell
  198. (This card is always treated as a "Noir Soldier" card.)
  199. Target 1 "Noir Soldier" monster you control; remove 1 Play Counter from it, and if you do, destroy 1 random card from your opponent's hand. You can only activate 1 "Redigitization" per turn.
  200.  
  201. Noir Soldier's Battlefield
  202. Field Spell
  203. Banish any monster destroyed by battle with "Noir Soldier" monsters you control. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Noir Soldier" monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters (even if this card leaves the field). You can only use this effect of "Noir Soldier's Battlefield" once per turn.
  204.  
  205. Mega Tactical Build-Up
  206. Normal Spell
  207. (This card is always treated as a "Noir Soldier" card.)
  208. Target 1 "Noir Soldier" monster you control; remove 1 Play Counter from it, and if you do, draw 2 cards. You can only activate 1 "Mega Tactical Build-Up" per turn.
  209.  
  210. Ice Torpedo
  211. Normal Spell
  212. (This card is always treated as a "Noir Soldier" card.)
  213. Target 1 "Noir Soldier" monster you control; place 1 Play Counter on it, and if you do, add 1 "Noir Soldier" Spell/Trap from your Deck to your hand, except "Ice Torpedo". You can only activate 1 "Ice Torpedo" per turn..
  214.  
  215. Gorgan's Gaze
  216. Continuous Spell
  217. (This card is always treated as a "Noir Soldier" card.)
  218. Each time a Spell Card is activated, immediately after it resolves, place 1 Play Counter on each face-up "Noir Soldier" monster you control. You can only control 1 "Gorgan's Gaze".
  219.  
  220. Leeching Laser
  221. Equip Spell
  222. (This card is always treated as a "Noir Soldier" card.)
  223. Equip only to a "Noir Soldier" monster you control. It gains 300 ATK. Negate your opponent's first monster effect that resolves each turn while you control the equipped monster, and if you do, place 1 Play Counter on that monster.
  224.  
  225. Mighty Scythe
  226. Equip Spell
  227. (This card is always treated as a "Noir Soldier" card.)
  228. Equip only to a "Noir Soldier" monster you control. It gains 300 ATK. Negate your opponent's first Spell Card or effect that resolves each turn while you control the equipped monster, and if you do, place 1 Play Counter on that monster.
  229.  
  230. Mini Satellite Cannons
  231. Equip Spell
  232. (This card is always treated as a "Noir Soldier" card.)
  233. Equip only to a "Noir Soldier" monster you control. It gains 300 ATK. Negate your opponent's first Trap Card or effect that resolves each turn while you control the equipped monster, and if you do, place 1 Play Counter on that monster.
  234.  
  235. Multiple Bombing
  236. Equip Spell
  237. (This card is always treated as a "Noir Soldier" card.)
  238. Equip only to a "Noir Soldier" monster you control. It gains 500 ATK. The equipped monster can attack a number of times on monsters each Battle Phase, up to the number of Play Counters on it.
  239.  
  240. Mystical Axe
  241. Equip Spell
  242. (This card is always treated as a "Noir Soldier" card.)
  243. Equip only to a "Noir Soldier" monster you control. If the equipped monster attacks a Defense Position monster, inflict piercing battle damage. If the equipped monster inflicts battle damage to your opponent: Place 1 Play Counter on it.
  244.  
  245. Omni Barrier
  246. Equip Spell
  247. (This card is always treated as a "Noir Soldier" card.)
  248. Equip only to a "Noir Soldier" monster you control. It cannot be destroyed by battle or by the effects of monsters with an equal or lower Level. Once per turn: You can inflict damage to your opponent equal to the equipped monster's Level x 100.
  249.  
  250. Rail Blaster
  251. Quick-Play Spell
  252. (This card is always treated as a "Noir Soldier" card.)
  253. Target 1 "Noir Soldier" monster you control; remove 1 Play Counter from it, and if you do, it can make a second attack during each Battle Phase this turn, also, if it attacks this turn, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step.
  254.  
  255. Razorclaws
  256. Quick-Play Spell
  257. (This card is always treated as a "Noir Soldier" card.)
  258. Tribute 1 "Noir Soldier" monster with a Play Counter on it, then target 2 cards on the field; destroy them. You can only activate 1 "Razorclaws" per turn.
  259.  
  260. Rocket Launcher
  261. Quick-Play Spell
  262. (This card is always treated as a "Noir Soldier" card.)
  263. When your opponent activates a monster effect that targets an "Noir Soldier" monster(s) you control: Negate that effect, and if you do, draw 1 card. If this card is in your GY, except the turn it was sent there: You can target 1 "Noir Soldier" Xyz Monster you control; attach this card to it as material. You can only use each effect of "Rocket Launcher" once per turn.
  264.  
  265. Snuggling Robot
  266. Quick-Play Spell
  267. (This card is always treated as a "Noir Soldier" card.)
  268. Target 2 "Noir Soldier" monsters with different names in your GY; Special Summon them, and if you do, their Level become 8. Immediately after this card resolves, Xyz Summon 1 Cyberse Xyz Monster using all the Summoned monsters (but no other monsters) as material. You can only activate 1 "Snuggling Robot" per turn.
  269.  
  270. Sonic Rifter
  271. Normal Spell
  272. (This card is always treated as a "Noir Soldier" card.)
  273. Tribute 1 "Noir Soldier" monster, then target 1 "Noir Soldier" monster with a different name in your GY; Special Summon it, and if you do, place 3 Play Counters on it. You can only activate 1 "Sonic Rifter" per turn.
  274.  
  275. Flight Boots
  276. Quick-Play Spell
  277. (This card is always treated as a "Noir Soldier" card.)
  278. If a monster(s) you control is destroyed by battle or card effect: Add up to 2 "Noir Soldier" cards from your Deck to your hand, except "Flight Boots". You can only activate 1 "Flight Boots" per turn.
  279.  
  280. Random Character Change
  281. Quick-Play Spell
  282. (This card is always treated as a "Noir Soldier" card.)
  283. Target 1 "Noir Soldier" monster on the field; return it to the hand, and if you do, Special Summon 1 "Noir Soldier" monster from your Deck or GY, then, if you Special Summoned an Xyz Monster this way, attach this card to it as material. You can only activate 1 "Random Character Change" per turn.
  284.  
  285. Hidden Orbs
  286. Normal Trap
  287. (This card is always treated as a "Noir Soldier" card.)
  288. If this Set card is sent from the field to the GY: You can Special Summon 1 "Noir Soldier" monster from your Deck, then place up to 7 Play Counters on "Noir Soldier" monsters you control, distributed as you wish. You can only use this effect of "Hidden Orbs" once per turn.
  289.  
  290. Mega Defense Tactics
  291. Counter Trap
  292. (This card is always treated as a "Noir Soldier" card.)
  293. When a Spell/Trap Card, or monster effect, is activated: Remove 2 Play Counters from "Noir Soldier" monsters you control; negate the activation, and if you do, destroy that card. You can only activate 1 "Mega Defense Tactics" per turn.
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