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Elements the Game => Trials => Events and Competitions => Trial of Air => Topic started by: RavingRabbid on October 29, 2012, 01:25:36 pm

Title: Phase 3 - Community Vote
Post by: RavingRabbid on October 29, 2012, 01:25:36 pm
Phase 3 - Community Vote

Phase ends when above poll expires.

It's time to vote for your favorite Master candidate!  Every community member has one vote. You can change your vote at any time as long as there is still time on the clock.

Vote based on who you think would make the best Master of that element. Do not vote based on who is the best player or who you know personally. Try to pick someone who you think would help the community the most.  Feel free to ask the candidates difficult questions to help you make your decision.

For reference, here are the 6th Trials Standings (http://elementscommunity.org/forum/index.php/topic,43965.0.html) and Phase 1 Submission (http://elementscommunity.org/forum/index.php/topic,43688.0.html) threads.
Title: Re: Phase 3 - Community Vote
Post by: Jenkar on October 29, 2012, 06:18:12 pm
Hi all. Feel free to post any questions till you are convinced of whom shall be the best master of air.


Both candidates:
1) A lor of people think that Firefly Queen is UP and UU. Do you agree with this? How FFQ decks can be improved? How the card itself can be improved?
2) The element of :air has not any PC at all. Let Shards aside, how are you going to deal with this problem?

1) I believe that without a certain amount of prediction/restricted deckbuilding, ffq is up. However, since in the right matchup the card can be quite strong, i believe it doesn't need an improvement. The main problem is that deck that crush out a typical ffq/hope deck are the rushes, which are predominant. Decks based around ffq & shockwave/wings could win out vs those, but are inferior in all aspects to other wing/sw splash decks.
2) Other element splash/base, stalls, domins.

With a wings duo, phase recluse, flesh recluse, or no webbing at all? 

Is there a single card that can dismantle a majority of wind's strategies?

Trick question! All three are nifty. Wing duo with recluses for arses, poisons. Phase for lightnings, pus if you can afford them (doubt it). None for things like toadfishes(<3). It really depends on the duo you want to make. Unupped i'd probably never use webbing, tbh, unless i was 85% sure to face airbornes... and then i wouldn't use wings.

No. There is a combo of card which does though, and they go well together.

For both:

The title of Master of Air is the desk of Defense Against Dark Arts of Elements.

Can you break the curse?

Quote from: Jenkar
Quote from: RavingRabbid on 2012-02-13, 20:48:48
Air has never had a stable master. Do you feel like you could break the curse?
Most probably. I do not expect to have any extremely major RL thingies that would make me an absent master.
From last trials. As an added bonus, i believe you mean die of inactivity/other stuff. If you meant keep title through final trials, i honestly can't say yes.


What do you feel is the most useful shield in air arsenal and why?

Wings. While fog is nifty and fits pretty much EVERYwhere, costs nothing and has a good impact, wings look like a staple. They change the way people are going to face you when you're going to use :air deck, and allow you to mod them to, for example, use dragons. Also, they are very good if you can correctly predict that your opponent won't use spell damage/flying creatures. In a non meta way, fog is better imo (for reasons put above), but the game is all about meta.

Jenkarp - Make a Air-thematic Flying Fish card besides one that bypasses shields.
Justaburd - Make a Air-Thematic Digging Bird card besides one that bypasses shields.

Would :air benefit from the card you make? No image needed, just the idea of it.

After a bit of reading, flying fishes fly to evade predators. In elements, predators are CC, hence flying fish could be a CC evading creature. I would make it a 6|3 water creature, 4 cost, with a :air ability : Flying fish cannot be targeted for the next two turns. It is then delayed for one turn.

This would not benefit that much air, though it would strengthen air/water duos <3.

According to you, which air card fits the air element most and which the least ? Is there a non-air card in elements that you would rather see moved to air element ?
Oracle gave you Anubis and suddenly you feel the urge to make an air themed deck with that. What would it be ?

1) Damselfly fits the element the best, in my opinion. Unstable gas the least, though it fits pretty well (in my opinion, all the air cards fit air well, but you said the least, so :v).
1b) Phoenix, with the ability still costing :fire. Air lacks a bird and a midrange attacker, and i think that that change would just perfectly fit in what air needs, both thematically and gamewise.
2) Quinted Mitosis Blue Nymphs. With anubises. And SoRs.

Continuing on FFQ business ~~

Currently, fireflyqueen has high hp,making hard to CC.

Question : If FFQ costed 3 air quanta, but for a 0/2 creature instead. Do you feel like the speed over the '' protection '' to CC would help it?

If by 0/2 you mean only ffq, then yes. A 3 cost creature that spawns 3 cost creatures for 2 looks quite good, especially considering that producing light has its use (making more stable trios, for example). Of course you'll have to add in the protection to pc, which means going quatuor, which means being vulnerable to quantum control, but it might definitely improve the archetype of decks. Also who cares about qc if you're playing low cost cards.
As a question : what would you suggest for the upgraded version if that change was to be applied? Same stats/cost?

I don't think I like Azure (unupped) dragon very much. Make me a good deck with 6 of them to make me like them more.

:time + :air was the starting duo for air decks. Make me a good :time + :air duo please!

I feel Air is supposed to be the most fluid element. Either support or dispute this point.

SoFre is my favorite card. Write a paragraph or draw a picture or make a deck explaining why it is good/bad and what it brings to mono air.
Deck challenges accepted.
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5f6 5f6 5f6 5fb 5fb 5fb 5fb 5fb 5oc 5oc 5oc 5oc 5oc 5oc 5of 5of 5of 5of 5of 5of 5og 5og 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8po

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A perfect fluid would mean not having to think, in most cases. I do not believe air fits that description.  Playing air decks oftener than not requires thought.

I have little to none experience with SoFre and hence can't answer this question well. From when i tried it (and moved zanz to buff it a bit) i think it is a card that brings the ability to bypass shields and do more long-run damage, as well as bringing CC resistance (for air). This is good for most decks that need those attributes, and is good for monoair (lacks cards other than ug and dragon to do amounts of damage of considerable size unupped, only ug goes through shield, and no inherent CC resistance).
I seem to be unable to remember what I asked 9 months ago.

Would you like for Skeleton to become an Air card?

No. My position on skeleton as a standalone token is that it should be removed. Thematically, it also does not fit air at all. (although one could argue that death is freedom from life, and since air's mostly about freedom... but no.)

Jenk: Air did very good last war, what was changed to make that performance?
Both: Build a mono air that can stall, stallbreak and rush in the same time.
Team. I seriously had an awesome team that worked great, and this helps a lot for planning, moral, and getting stuff done. Which payed off :3

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5p0 5p0 5p0 6s6 6s6 6s6 6s6 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n2 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n5 7n5 7n8 7n8 7n8 7n8 7n8 7n8 8po


When you bless it twice, and rage pot it, then use it's abilty, Elite Wyrm has 34 Attack.  If you skyblitz it, it does 68 damage, and if there are 4 sofree on the field, it can OTK with 102 unstoppable damage.  How should we nerf it?

Make it immortal. Because once you look at it you're frozen in fright and can't possibly think of trying to anger it with your pitiful spells or abilities.
Also, your use of it's makes honey wyrm charge into you for 102 damage. >:C (croissant hat unhappy face).

:air Air has been and always will be my number one element. Tell the community stories of how you've bonded with the element of :air Air.

The first one would be of seeing DD's monoair, fully upped deck, in war 4. It looked shiny. http://elementscommunity.org/forum/index.php/topic,34427.0.html

Then going through the trials of air, for the first time. For two reasons, the first being that having to plan with air, i started to see exactly what makes air pretty inside, the small things that not many think of. And I'm still learning that the hard way (not winning a single MT match). This was especially true through the final battle.

The last, and possibly most important one being realising that i wanted to defend, once regen quit the forums. The best formulation i would find for what i felt then would be a Rootsian one (Root if you read this, <3) : Brain : "Jenks wat r u doing. Stahp. Jenks. Stahp. Go defend." (for those who don't know the "meme", this is used before doing something stupid (in this case not defending). In this case i'd probably emphasize the feeling by a factor of a thousand or so.) Which really made me wonder at how much mastership attached me to air.

Jenk: You can't be general next war, who would you appoint as your general?

Depends widely on trials results.

What song best represents you and your competitor based on what you know of them so far?
Me :


I honestly can't say for justa :v If i have to submit one,


PLEASE DON'T TIE.

K, on Jenkar's request.

Will you lead Air in brawl?

Possibly. Depends on the workload i have when next brawl comes.
Title: Re: Phase 3 - Community Vote
Post by: justaburd on October 29, 2012, 06:20:15 pm
Hi everyone.
Justaburd here.

Now, I know other candidates have been writing intros or whatnot, so I guess I should do one too.

I'm just a burd. Derp?

Vote for whoever you'd like :)

P.S. I'll be in chat, likely as rainbowdash for those who STILL don't know, if you want to ask questions. (Come on, people! It's been weeks already!)


Both candidates:
1) A lot of people think that Firefly Queen is UP and UU. Do you agree with this? How FFQ decks can be improved? How the card itself can be improved?
2) The element of :air has not any PC at all. Let Shards aside, how are you going to deal with this problem?
1) I think the greatest problem with FFQ decks is the lack of speed as well as the vulnerability to mass cc.

But I accept that as a rock, paper, scissors type flaw of the deck as opposed to FFQ being UP. FFQ decks can easily heal up a lot of damage once you get set up. Also, with creature spam, it becomes harder for shields like duck or haxx to stop.

I'm not sure how you would go about trying to improve FFQ. I could see a cast cost decrease (preferred) or an ability cost decrease if necessary, but I don't think it really needs it. In my opinion, it's still stronger than something like flooding or SoV.

I won't argue the UU part however.

2) I haven't found that much trouble with permanents to be honest. UG and blue nymphs are there as antishield damage if necessary after all. That, and you can always splash in deflag or steal, or momentum if needed. Plus, with the amount of cc that air can bring to a battle, creature damage to supplement those shields can be really low, or nonexistent. Besides, air has haxx shield. Just add RNG.
With a wings duo, phase recluse, flesh recluse, or no webbing at all? 

Is there a single card that can dismantle a majority of wind's strategies?
1) I'd prefer the flesh recluse because it's easier to get out and has that 1 more hp, which makes it better against siphon life and rt. Plus using a duo based on wings, damage isn't that big a factor when you're making sure nothing can hit you.

2) It's called RNG. It exists, but strangely unavailable in card form.
For both:

The title of Master of Air is the desk of Defense Against Dark Arts of Elements.

Can you break the curse?
We all know Jenk's already had his shot at it, hasn't he?
Therefore the correct candidate is obvious.
P.S. I would like to think so.
[/snarky answer]
What do you feel is the most useful shield in air arsenal and why?
The most useful shield is hard to actually determine.
I consider there to be 3 shields that air can use in a mono: fog, wings, and the often forgotten tower shield.

They each have their individual usages and it's difficult to say one is better than the other. It's more about what you expect to play against when you decide on a shield.

In terms of general utility, I would say fog shield wins out because of the potential to block more than just 40% of all attacks. Plus it's effectively a 40% damage reduction shield as opposed to tower which would be a simple 2 DR shield. So for something that has high attack, a fog is definitely better.

That said, however, wing shield is just unbeatable when it comes to non airborne creatures, outlasting even MA's dreaded dim shield. and tower shield is no laughing matter when you can easily drop damage by 2 per creature.
Jenkarp - Make a Air-thematic Flying Fish card besides one that bypasses shields.
Justaburd - Make a Air-Thematic Digging Bird card besides one that bypasses shields.

Would :air benefit from the card you make? No image needed, just the idea of it.
I didn't know there were birds that made burrows. Wikipedia is awesome.

As for the card idea, probably a midrange attacker, likely 6|4 for 7 :air and 6|5 for 7 :air upgraded.
This card would have an ability called burrowed nest costing 1  :earth, but granting it 1 turn (or 2 turn if needed) cc protection like seraph.

When you look at air, you see low damage attackers (fireflies, dragonflies, FFQ), and then the dragon and the costly wyrm. There's no real midrange attacker there (which was a bit of trouble I came across when making decks for part 2). This would help with that. As for the burrow mechanic, I felt it wouldn't do to make it like an antlion burrow as nests are more of an annual occurrence. Plus, halving attack didn't quite seem right, so the ability will be based on making a nest to attack from and the nest protects the bird from damage. Also, it would promote earth/air synergy, as paradoxical as that may sound.
According to you, which air card fits the air element most and which the least ? Is there a non-air card in elements that you would rather see moved to air element ?
Oracle gave you Anubis and suddenly you feel the urge to make an air themed deck with that. What would it be ?
1) I would say that the wyrm fits air the most. Wyrms can have surprising damage when diving, like when blitz or UG is used. They're also airborne like everything else in air, and is elegant in its simplicity of use.

The least fitting card would be thunderstorm I think. There's already 2 forms of cc in air: shockwave and OE/EE. The weak effect doesn't gel very well with the level of power that can come from the other cards. Also, thematically, I've never really seen a thunderstorm as being very airy, since it's more a phenomenon of electricity and therefore would be part of aether.

On that note, however, I will note that thunderbolt/lightning is probably the most fitting in air if you consider thunderstorm to fit in air.

2)Hoo boy... anubis hmm...
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Something like that :)
Continuing on FFQ business ~~

Currently, firefly queen has high hp,making hard to CC.

Question : If FFQ costed 3 air quanta, but for a 0/2 creature instead. Do you feel like the speed over the '' protection '' to CC would help it?
Well a 0|2 creature with 2 cost queen would probably be lower cost than 3, but I'd say the reason it's okay to have such a high cost would be it's ability to shrug off pretty heavy cc. Same reasoning with the dragons. A 0|2 creature would die so fast to any cc and would weaken the deck overall instead of helping it. I guess you could say it's both resistance to CC (i.e. staying power for skill usage) as well as its ability to generate creatures that makes it strong enough.
I don't think I like Azure (unupped) dragon very much. Make me a good deck with 6 of them to make me like them more.

:time + :air was the starting duo for air decks. Make me a good :time + :air duo please!

SoFre is my favorite card. Write a paragraph or draw a picture or make a deck explaining why it is good/bad and what it brings to mono air.
1)
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2)
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I really don't see the point in you asking this furbs. Both those restrictions are too broad. But whatever floats your boat I guess.
3) It gives monoair anti-cc (which you know about), extra damage (which you know about), and the ability to ignore shield effects (which you know about). And since you want a deck so much...
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ignores shields, ignores cc, doesn't give anything.
I seem to be unable to remember what I asked 9 months ago.

Would you like for Skeleton to become an Air card?
I don't see why skeleton would be classified as an air card over death, so no. Skellies would have more synergy with time, no?



Jenk: Air did very good last war, what was changed to make that performance?
Burd: If Eagle's Eye would be changed, what would be a good replacement? Also would air loss from it's power?
Both: Build a mono air that can stall, stallbreak and rush in the same time.
Clearly the removal of EE would be to herald a stronger weapon. Therefore, I would say a new weapon with 3-4 attack, but does shockwave damage as a trigger effect for the same cost of 2 :air. Weapon cost would likely stay the same. Air would lose a bit of damage, but would be stronger when killing opposing creatures.
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7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n5 7n5 7n6 7n6 7n6 7n6 7n6 7n6 7n7 7n7 7n7 7n8 7n8 7n8 7ng 7ng 7ng 7ng 8po

When you bless it twice, and rage pot it, then use it's abilty, Elite Wyrm has 34 Attack.  If you skyblitz it, it does 68 damage, and if there are 4 sofree on the field, it can OTK with 102 unstoppable damage.  How should we nerf it?
Well we clearly cannot let this OTK stand! My nerf would be to buff the hp of all players to 105, thereby preventing such a dastardly combo from OTKing in the first place.
:air Air has been and always will be my number one element. Tell the community stories of how you've bonded with the element of :air Air.

Also, justaburd: While I've had the opportunity to work alongside Jenkar in War, I'd like to know how you think you'd handle yourself as a General, if you'd accept the role. While we may all make mistakes, outline 3 succinct points that reflect your philosophy which would lead you to be not only an effective General, but one dedicated to the goals of your team.
To be honest, I think I really discovered my love of air when SoFr came out. It not only got me to make a monoair with it, but also helped me appreciate how strong and varied air as an element was. I had a lot of fun playing with different air decks built on so many ideas and out of the other elements, I feel air is just the one I love the most.

War 5, I felt like I did not do enough and really should have done more. Therefore, this war, I will aim to dedicate myself to deckbuilding and testing to a much greater extent.
I felt that my activity level was decent, so I'll try to improve upon it as I can, but leave it otherwise.
I'll also do my best to keep everyone on task and hopefully it'll help make war enjoyable.

That said, I'm not sure how I feel about being general for war. And as I said, vote as you see fit.
Jenk: You can't be general next war, who would you appoint as your general?
Justa: you said you weren't sure about being a general (in response to hyroen), is that you being uneasy, or on the edge of surrendering generalship to somebody else? If it's the latter, who would you give it to?
You know that nervousness that comes with leading a school project and your final grade is depending on it? Same thing.
What song best represents you and your competitor based on what you know of them so far?
Me: www.youtube.com/watch?v=IiwpsKfFpoU
Jenk: Not sure. I was looking for a bear vid for jenk given his tendencies, but I couldn't quite find a suitable theme to go with it.
PLEASE DON'T TIE.

K, on Jenkar's request.

Will you lead Air in brawl?
I don't really see Brawl being my thing, sorry.
Though I'm fairy confident I would do okay at it, it doesn't quite spark my interest.
Title: Re: Phase 3 - Community Vote
Post by: ARTHANASIOS on October 29, 2012, 06:51:37 pm
Both candidates:
1) A lor of people think that Firefly Queen is UP and UU. Do you agree with this? How FFQ decks can be improved? How the card itself can be improved?
2) The element of :air has not any PC at all. Let Shards aside, how are you going to deal with this problem?
Title: Re: Phase 3 - Community Vote
Post by: Laxadarap on October 29, 2012, 07:50:42 pm
With a wings duo, phase recluse, flesh recluse, or no webbing at all? 

Is there a single card that can dismantle a majority of wind's strategies?
Title: Re: Phase 3 - Community Vote
Post by: RavingRabbid on October 29, 2012, 08:37:07 pm
For both:

The title of Master of Air is the desk of Defense Against Dark Arts of Elements.

Can you break the curse?
Title: Re: Phase 3 - Community Vote
Post by: mrpaper on October 29, 2012, 10:00:21 pm
What do you feel is the most useful shield in air arsenal and why?
Title: Re: Phase 3 - Community Vote
Post by: Rutarete on October 29, 2012, 10:09:53 pm
Jenkarp - Make a Air-thematic Flying Fish card besides one that bypasses shields.
Justaburd - Make a Air-Thematic Digging Bird card besides one that bypasses shields.

Would :air benefit from the card you make? No image needed, just the idea of it.
Title: Re: Phase 3 - Community Vote
Post by: hainkarga on October 29, 2012, 10:41:34 pm
According to you, which air card fits the air element most and which the least ? Is there a non-air card in elements that you would rather see moved to air element ?
Oracle gave you Anubis and suddenly you feel the urge to make an air themed deck with that. What would it be ?



Title: Re: Phase 3 - Community Vote
Post by: MyNameIsJoey on October 29, 2012, 11:54:47 pm
Continuing on FFQ business ~~

Currently, fireflyqueen has high hp,making hard to CC.

Question : If FFQ costed 3 air quanta, but for a 0/2 creature instead. Do you feel like the speed over the '' protection '' to CC would help it?
Title: Re: Phase 3 - Community Vote
Post by: furballdn on October 30, 2012, 01:39:47 am
I don't think I like Azure (unupped) dragon very much. Make me a good deck with 6 of them to make me like them more.

:time + :air was the starting duo for air decks. Make me a good :time + :air duo please!

I feel Air is supposed to be the most fluid element. Either support or dispute this point.

SoFre is my favorite card. Write a paragraph or draw a picture or make a deck explaining why it is good/bad and what it brings to mono air.
Title: Re: Phase 3 - Community Vote
Post by: RavingRabbid on October 30, 2012, 02:03:17 pm
I seem to be unable to remember what I asked 9 months ago.

Would you like for Skeleton to become an Air card?
Title: Re: Phase 3 - Community Vote
Post by: Calindu on October 30, 2012, 07:13:32 pm
Jenk: Air did very good last war, what was changed to make that performance?
Burd: If Eagle's Eye would be changed, what would be a good replacement? Also would air loss from it's power?
Both: Build a mono air that can stall, stallbreak and rush in the same time.
Title: Re: Phase 3 - Community Vote
Post by: Laxadarap on October 30, 2012, 08:29:48 pm
When you bless it twice, and rage pot it, then use it's abilty, Elite Wyrm has 34 Attack.  If you skyblitz it, it does 68 damage, and if there are 4 sofree on the field, it can OTK with 102 unstoppable damage.  How should we nerf it?
Title: Re: Phase 3 - Community Vote
Post by: Hyroen on October 31, 2012, 10:27:22 am
:air Air has been and always will be my number one element. Tell the community stories of how you've bonded with the element of :air Air.

Also, justaburd: While I've had the opportunity to work alongside Jenkar in War, I'd like to know how you think you'd handle yourself as a General, if you'd accept the role. While we may all make mistakes, outline 3 succinct points that reflect your philosophy which would lead you to be not only an effective General, but one dedicated to the goals of your team.
Title: Re: Phase 3 - Community Vote
Post by: Jenkar on October 31, 2012, 08:20:57 pm
All questions before this post answered in OP.
Title: Re: Phase 3 - Community Vote
Post by: Laxadarap on October 31, 2012, 08:41:59 pm
When you bless it twice, and rage pot it, then use it's abilty, Elite Wyrm has 34 Attack.  If you skyblitz it, it does 68 damage, and if there are 4 sofree on the field, it can OTK with 102 unstoppable damage.  How should we nerf it?

Make it immortal.
Also, your use of it's makes honey wyrm charge into you for 102 damage. >:C (croissant hat unhappy face).


I will not accept this answer until you give me a thematic reason wyrm should be immortalized :).
Title: Re: Phase 3 - Community Vote
Post by: hainkarga on October 31, 2012, 10:20:49 pm
Thanks for the replies. I am satisfied with both ^^

(http://i.imgur.com/4eUxD.jpg)
Title: Re: Phase 3 - Community Vote
Post by: Laxadarap on November 01, 2012, 04:10:04 am
Jenk: You can't be general next war, who would you appoint as your general?
Justa: you said you weren't sure about being a general (in response to hyroen), is that you being uneasy, or on the edge of surrendering generalship to somebody else? If it's the latter, who would you give it to?
Title: Re: Phase 3 - Community Vote
Post by: Rutarete on November 01, 2012, 05:17:09 am
What song best represents you and your competitor based on what you know of them so far?
Title: Re: Phase 3 - Community Vote
Post by: RavingRabbid on November 04, 2012, 05:34:40 pm
PLEASE DON'T TIE.

K, on Jenkar's request.

Will you lead Air in brawl?
Title: Re: Phase 3 - Community Vote
Post by: Jenkar on November 05, 2012, 06:13:53 pm
WE DIDN'T TIE RR.. did we?
Thank you for all the votes everyone. I shall do my best not to disappoint.
blarg: