#Type Medals
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yoosung-ah · 3 months ago
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Can we talk about how talented Jihyun is? Everyone talks about Jumin and Saeran being talented, but this man somehow managed to drive with reckless abandon, keep up with and stalk Zen, all while trying to take pictures with his professional camera? Fast and the Furious who??
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butchlifeguard · 9 months ago
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ultimate winners real ⁉️
[ID: a small pencil sketch of mondo owada and aoi asahina from danganronpa. they are drawn mostly accurate to canon. mondo rests his arm on hina's shoulders and does a peace sign. she has one arm on his back and the other on her hip. mondo says "i'm attention defecit" and hina says "and i'm hyperactivity disorder." the caption below them is "the ADHD brothers." end ID.]
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doodle-do-wop · 7 months ago
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The only Vacker Legacy is the way these guys keep fumbling the bag
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sf3uuf · 4 months ago
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OBEY ME! MC TIME LET'S GOOOOOOOO
I'm in the mood to post my art and ocs, so here's my Obey Me MCsona??? Oc?? Self insert?? She's something XD, and yes, her actual name is Emcee. I'm not kidding. Aren't I so creative! /s
I made this ref sheet last year in October, around the time I got into Obey Me. Can you tell I was listening to Tuv's music (specifically the Scardey Cat Ep) A LOT when making her??
Some of this is a little outdated, so I hope to post more of her and show you guys her daily chaotic adventures in Devildom and how she acts with the brothers! Don't know when that'll be, though.
MISC ART:
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gubbles-owo · 1 year ago
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So Manticore's paradox simulation, from what I can gather, is designed around using her S2 (Toxic Overload). But for shits and giggles I wanted to see if I could clear it with S1 (Scorpion Venom) instead. And-- because this wasn't unnecessarily painful enough-- without her passive slow module either. And I found a goddamned way.
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This took three hours of strategizing, experimentation, and practice to get down consistently. I ain't a high-level Arknights player by any stretch of the imagination, so perhaps this isn't all impressive, but fuck you I'm still proud of it!! Below the cut, if you wish, join me on an unnecessarily detailed journey of pain, trials, insight, and growth. Spoilers for Manticore's paradox sim, obviously, so if you're looking to go into that fresh then uhhh dont watch the video come back to this later or smth teehee
So first, Manticore's skills: her S2 slows down attack speed, but stuns any enemies it hits (that is to say, anyone unlucky enough to be in her range). The slowdown may seem like a detriment, but when you consider that the wind up takes about the same time as she idly goes invisible, and that she gets a significant attack boost on her first fit when cloaked-- that's a hell of a damage boost. On the other hand, her S1 is more passive. Whenever she hits something in her range, it gets slowed for some time. At full mastery 3, the length of the slow equals her attack interval, which equates to a constant slow on an enemy as long as she can keep hitting em. Her module stacks on a passive slow to ANYTHING in her range. WITHOUT hitting it. This helps her S2 be a bit more effective as she can pool up more victims within her reach, and amplifies the effect of S1 to get enemies reeaall sluggish. It also just flat out boosts her attack and defense. So of course we are not going to use it here. For funsies! With that out of the way, let's get a sense of what we're dealing with here.
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Upon starting the mission, Cuora (our spunky little tank turtle) is immediately bound by this slippery sack of shitsuck right here:
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Doesn't even walk in or anything, just poofs in out of nowhere and kicks down your turtle. What an asshole. Anyway operators who are bound or stunned cannot block incoming enemies. As you will swiftly learn, this is a problem. Because these two slobbering snifflepricks will charge in to ruin your day.
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These are not good boys. They are bad boys. Rancid, even. If you don't act quickly, these two will breeze past your sole point of defense and end your run like 10 seconds in. Amiya and Haze, your two provided casters, can take care of them if you place them cleverly and quickly. But it leaves them poorly equipped to deal with the rest of the fodder that comes rolling in shortly thereafter. This is like, just my flawed observation based on experience, but I believe the intention here is to equip Manticore's S2 and place her in this spot first thing:
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Fire off her skill as soon as it's ready and it'll break the enemy caster out of its bind, just in time for Cuora to recover and block the incoming dogs. Now there is a small chance you're grabbing your screen and violently shaking it while screaming "bUt WhAt AbOuT tHe StUn GeNeRaToR!?!?" to which I say: yes, you can use it to stop the dogs in their tracks without using Manticore! It's the second thing I did when playing this sim for the first time. Ah, yet this is but a devious trap. Because there's a big surprise waiting for you 'til the very end!! :D
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ouguhghh right in the dick yeeaahhhhh so there's this massive malignant amalgamation of mud (and/or rock). And it will cock-sock u straight into hell! "No big deal, Cuora can heal with her sk-" she is locked into S1 in this scenario. +50% defense, that's it. If Manticore can no longer stun this thing out of attacking, Cuora WILL go down, it's just a matter of when. So we'll have to figure out how to work around this inevitability. Even with Manticore's stun, you're going to need to save that stun box for this part too. Perhaps there's a way around this, but from all of my experimentation, you just do not have the DPS or slow to afford it. I cannot tell you how many runs died with just a teensy tiny imperceptible little sliver of its health slipping past my defenses.
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Come on. You can't even SEE its health. That bar is EMPTY and nothing can convince me otherwise. This is already getting pretty long here, so I'll just do a quick walkthrough of the final run, and explain some of the rationale behind it on the way. So without further ado,
the strateyg
To start things off, we deploy Amiya first.
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The dogs aren't a problem quite yet, so we want to focus on getting rid of shibari slut here as quickly as possible. Amiya's skill charges with each hit she lands, so the windup time is pretty damn good. Much faster than Haze's. And speaking of Haze, I played around a lot with who to deploy here. Originally I tried to get Haze in place to sap most of this caster's health, but uhhh
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yeeeeaaaahhhh so Haze's skill here really ain't great for tanking damage. I was so goddamn confused as to why she was dropping dead so quickly, as the caster one-shots her, until I finally noticed the "-75% max HP" in the skill description. rip. So for a few reasons, survivability included, Amiya gets deployed for the opener. This positioning leaves the bottom lane wide open, and we've got two snarling problems heading up from south-side. So we deploy Manticore as soon as we've got the DP.
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(NOTE: Manticore here is a pitiful potential 2, but that does lower her DP cost to 19. This is probably still doable with her base cost of 20? Haven't tested it tho) This position not only lets her get a full 3-long coverage on both exit lanes, but also covers five tiles total on the lower path. This is critical for slowing down the dogs here in time for Steward to take care of em. Once the caster finally frees the turtle, they start hitting Amiya. Hard. But don't fret, once he rounds the corner he'll start targeting Manticore (i think) instead. Bnnuy is left with little health, but this isn't a problem as we'll soon see. Once the enemy caster targets whoever else it's safe to deploy our last caster. Go Haze!
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Provided you didn't deploy her too early, she should survive the last few caster attacks just fine. So one of the key things to do here is to retreat Amiya as soon as the enemy caster is defeated. We'll need her later, but in the meantime, the team of Haze + Manticore + Cuora can make quick work of the flood of incoming fodder. And good lord is there a lot of fucking fodder.
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It's scary, but don't panic. Take hold of my hands. Look into my eyes. Everything will be okay. I promise. The primary thing we have to watch out here is for the first red uhhh pirate (???) that comes down from the top lane. Haze's skill needs to be activated once he's in range or else he'll leak right on through to the exit. Aside from this, this section doesn't require much action. srsly tho they look like pirate hats and u cannot convince me otherwise If we retreated her quickly enough at the start, Amiya should be ready to get back in action just in time for Mudrock's pet rock to show up.
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Look at that. TACTICAL RETREAT to achieve a particular setup later. Who would've thought? And FACING HER BACKWARDS. She covers a whooping six tiles that this mud glob slowly meanders through, and she's gonna need all of them to kill this thing in time. I am so fcukign smar t. From here it's pretty simple, but strenuous: fire Amiya's skill as soon as muddy gets in her lower range. Fire Haze's skill similarly. Pray. Let Cuora get hit once, then slap the stun box before the 2nd punch so Warfarin can heal her, let Cuora take the third before activating her defense skill. Then uhhh watch as she perishes under the next punch anyways cause idk? Warfarin was quick enough in earlier iterations of this strategy but apparently not the final one? Whatever, it's fine, the thing crumbles and we win!
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Since Manticore can no longer stun in this run, we use her to simply assist by slowing down the fodder-- enough to hold off the full firepower of a caster for later use. And once we do re-establish our full DPS, our favorite scorpion gal slows down the big tanky thing for as long as possible, stalling enough to slay it just in time-- even with our sole defender having been pummeled into dust. What a fuckin' run. Soooo yEAH, I'm still figuring out the whole "strategy" thing, but it was real fun to attempt a little self-imposed challenge run that I wasn't even sure was doable in the first place. There were several points I was sure it wasn't, but I wound up figuring something out after fucking around and finding out. Could it be further improved and optimized? Probably. But three hours working out the thing and an equivalent amt of time just writing out this damn thing, im gonna go lay down instead anyway uhhh manticore best arlknight gril send tweet
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jellogram · 28 days ago
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A big thing that people who don't deal with airfare never understand is that there are a limited number of routes that exist. "I'm okay paying more for a more convenient flight!" "Why did you take that awful flight, wasn't there a better option?"
NO. There is not. It's not about price, it's about availability. Some routes simply do not exist and no amount of money can be thrown at the airline website to make a new plane appear. Sometimes routes are only at 5am, or only overnight, or are only accessible with two or more stops. This sucks. But unless you want to charter a fucking jet, you are going to be on that stupid shitty fuckass flight.
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chippersweetbaby · 1 year ago
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#StellarCharm #SanrioFighterDigit #TCG
Rules:
1. Setup: Each player starts with a deck of 30 cards consisting of Medal, Modify, Fighter, Player, Artifact, Event, and Prestige cards. The deck must have at least 10 Fighter cards, 5 Player cards, and 5 Artifact cards. Shuffle the deck and draw 5 cards for your starting hand. Flip a coin to see who goes first.
2. Phases:
a. Draw Phase - At the beginning of your turn, draw 1 card from your deck.
b. Main Phase 1 - Play any number of cards from your hand (except for Fighter cards). You can also activate the effects of any Artifact or Event cards you control.
c. Battle Phase - Choose 1 Fighter card from your hand to attack, activate its effects if any. Your opponent can choose to defend with their own Fighter card. Compare the Power and Element of each Fighter card to determine the outcome. The loser is sent to the discard pile.
d. Main Phase 2 - Play any remaining cards from your hand, activate any remaining effects.
e. End Phase - If you have more than 5 cards in your hand, discard down to 5 cards.
3. Types and Elements:
a. Types - There are 3 types of cards: Medal, Modify, and Fighter. Medal cards are used to modify the stats of your Fighter cards. Modify cards can alter the game rules or affect your opponent's cards. Fighter cards are used to attack and defend.
b. Elements - There are 5 elements in the game: Fire, Water, Earth, Air, and Cosmos. Each Fighter card has an element, and some cards may have effects that affect specific elements.
4. D21 Dice Element:
a. The D21 dice is used for random events and determining the outcome of certain card effects.
b. At the beginning of the game, each player rolls the D21 dice to determine their starting HP (Hit Points). The player with the highest roll starts with 21 HP, while the other player starts with the number they rolled.
c. Some cards may require a player to roll the D21 dice and follow the instructions on the card depending on the number rolled.
d. In the Battle Phase, if both players have Fighter cards with the same Power and Element, they must roll the D21 dice to determine the winner.
5. Winning the Game:
a. The first player to assemble their Fighter card using a combination of Medal, Modify, and Player cards wins the game.
b. A Fighter card is considered assembled when it has at least 2 Medal cards and 1 Player card attached to it.
c. If a player runs out of cards in their deck, they lose the game.
Stellar Charm is a strategic card game that combines elements of Magic the Gathering, Duel Monsters of Yugioh TCG, and the digital pet device game called SanrioFigjterDigit. With its unique D21 dice element and diverse types and elements, players must use their deck-building skills to craft a powerful Fighter card and defeat their opponent before their opponent can do the same. Will you be able to build the strongest Fighter and become the ultimate Stellar Charm champion?
 #SanrioFighterDigit
Artifact Cards:
1. Heart of Courage - Increases fighter's attack power by 20% for 3 turns.
2. Lucky Charm - Grants a 50% chance to avoid incoming attacks for 2 turns.
3. Shield of Protection - Absorbs 30% of damage taken for 3 turns.
4. Potion of Healing - Restores 40% of fighter's health.
5. Boots of Speed - Increases fighter's speed by 30% for 3 turns.
6. Sword of Justice - Deals 150% damage to opponent.
7. Wings of Flight - Allows fighter to dodge 2 attacks for 2 turns.
8. Staff of Wisdom - Increases fighter's intelligence by 20% for 3 turns.
9. Armor of Strength - Increases fighter's defense by 25% for 3 turns.
10. Amulet of Immortality - Revives fighter with 50% health when defeated.
11. Ring of Fire - Inflicts 100% fire damage to opponent.
12. Gauntlet of Thunder - Strikes opponent with 120% electric damage.
13. Bow of Accuracy - Increases fighter's accuracy by 30% for 3 turns.
14. Cloak of Invisibility - Allows fighter to avoid all attacks for 1 turn.
15. Orb of Chaos - Confuses opponent for 2 turns.
16. Book of Spells - Allows fighter to cast one random spell.
17. Mask of Deception - Disguises fighter's identity for 2 turns.
18. Key of Unlocking - Unlocks opponent's defense for 1 turn.
19. Horn of Summoning - Summons a powerful ally to fight alongside fighter for 3 turns.
20. Crystal of Reflection - Reflects all incoming attacks back to opponent for 2 turns.
Event Cards:
1. Superstar Appearance - Doubles attack power of player with the lowest health.
2. Power Surge - Increases all fighter's attack power by 10%.
3. Chain Reaction - Damages all fighters by 20% of their health.
4. Fury of the Fans - Increases fighter's attack power by 50% if their player gets a medal.
5. Fortune Surprise - Grants a random artifact to a random fighter.
6. Victory Celebration - All fighters heal by 25% of their health.
7. Dark Eclipse - All fighters' defense decreases by 20% for 2 turns.
8. Cosmic Alignment - All fighters' accuracy increases by 30% for 2 turns.
9. Guardian Angel - Revives a defeated fighter with 25% health.
10. Tactical Retreat - Allows player to switch out one fighter for another.
11. Time Warp - Revert all fighters' stats to their original values.
12. Light of Hope - Increases all fighters' health by 30%.
13. Shadow Realm - All fighters' speed decreases by 20% for 2 turns.
14. Wild Card - Allows player to draw 3 cards from the deck.
15. Fate's Blessing - Randomly boosts one fighter's stats by 50% for 2 turns.
16. Traitor's Betrayal - Steals an artifact from an opponent.
17. Ultimate Sacrifice - Sacrifices one fighter to increase the attack power of all other fighters by 20%.
18. Tempest Fury - Deals 200% damage to all fighters.
19. The Last Stand - All fighters gain immunity to damage for 1 turn.
20. Game Over - Ends the game with a draw if one player has only 1 fighter remaining.
Modify Cards:
1. Amplify - Increases the potency of an artifact card by 50%.
2. Weaken - Reduces the effectiveness of an artifact card by 50%.
3. Swap - Allows player to trade an artifact card with an opponent.
4. Duplicate - Creates a copy of an artifact card.
5. Disarm - Removes an artifact card from an opponent's inventory.
6. Overclock - Increases the duration of an artifact card by 1 turn.
7. Downgrade - Decreases the duration of an artifact card by 1 turn.
8. Sabotage - Reduces the effectiveness of an opponent's event card by 50%.
9. Bless - Grants an additional effect to an artifact card.
10. Reverse - Reverses the effect of an artifact card.
11. Overpower - Increases an opponent's attack power by 25% for 2 turns.
12. Deceive - Changes the target of an opponent's attack.
13. Redirect - Allows player to choose the target of an opponent's attack.
14. Switch - Swaps the position of two fighters.
15. Amplify All - Increases the potency of all artifact cards by 25%.
16. Suppress - Prevents one opponent from using an event card.
17. Disrupt - Cancels an opponent's event card.
18. Reflect - Reflects an opponent's event card back to them.
19. Enhance - Increases an ally's attack power by 10%.
20. Cripple - Reduces an opponent's speed by 25% for 2 turns.
Player Cards:
1. Hello Kitty - Speed: 70%, Attack: 60%, Defense: 50%, Intelligence: 80%
2. Cinnamoroll - Speed: 60%, Attack: 50%, Defense: 70%, Intelligence: 80%
3. My Melody - Speed: 80%, Attack: 60%, Defense: 60%, Intelligence: 70%
4. Keroppi - Speed: 90%, Attack: 70%, Defense: 40%, Intelligence: 60%
5. Pompompurin - Speed: 50%, Attack: 80%, Defense: 50%, Intelligence: 70%
6. Badtz-Maru - Speed: 80%, Attack: 70%, Defense: 70%, Intelligence: 40%
7. Gudetama - Speed: 60%, Attack: 40%, Defense: 70%, Intelligence: 90%
8. Chococat - Speed: 70%, Attack: 60%, Defense: 80%, Intelligence: 50%
9. Tuxedo Sam - Speed: 70%, Attack: 50%, Defense: 60%, Intelligence: 80%
10. Kuromi - Speed: 60%, Attack: 80%, Defense: 40%, Intelligence: 70%
11. Hangyodon - Speed: 80%, Attack: 50%, Defense: 60%, Intelligence: 70%
12. Little Twin Stars - Speed: 70%, Attack: 70%, Defense: 60%, Intelligence: 60%
13. Monkichi - Speed: 60%, Attack: 70%, Defense: 80%, Intelligence: 40%
14. Sugarbunnies - Speed: 70%, Attack: 40%, Defense: 70%, Intelligence: 80%
15. Patty and Jimmy - Speed: 50%, Attack: 90%, Defense: 50%, Intelligence: 60%
16. Hummingmint - Speed: 60%, Attack: 60%, Defense: 80%, Intelligence: 50%
17. Pochacco - Speed: 80%, Attack: 60%, Defense: 50%, Intelligence: 70%
18. Pekkle - Speed: 70%, Attack: 50%, Defense: 80%, Intelligence: 60%
19. Purin - Speed: 50%, Attack: 60%, Defense: 70%, Intelligence: 80%
20. Spottie Dottie - Speed: 70%, Attack: 70%, Defense: 50%, Intelligence: 60%
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1. Training Center - Here, players can train and improve their pets' skills and abilities by completing challenges and mini-games. This will help them prepare for battles against other players.
2. Pet Shop - This is where players can buy new pets or items for their existing pets, such as food, medicine, and accessories. These items can also be used to enhance the pet's attributes.
3. Battle Arena - This is the main hub for player vs player battles. Players can challenge others to a fight and earn rewards and experience points for their pets. The winning pet also gains a boost in its stats.
4. Event Center - This is where players can participate in special events and tournaments that are held regularly. These events offer rare prizes and can help players level up their pets faster.
5. Quest Board - The quest board offers daily and weekly quests for players to complete. These quests can earn players rewards and experience points for their pets.
6. Park - The park is a social hub where players can interact with other players and their pets. They can trade items, chat, and even form alliances with other players.
7. Health Center - This is where players can heal and restore their pets' health and energy. This is important to maintain a strong and healthy pet for battles.
8. Gym - Players can visit the gym to increase their own strength and energy for battles. This will also help to improve their pets' performance in battles.
9. Museum - In the museum, players can view all the medals and artifacts they have collected during battles. This also serves as a guide for players to collect rare and powerful items.
10. VIP Lounge - The VIP lounge is an exclusive area for players who have achieved a certain level or purchased VIP membership. Here, they can access special features and benefits, such as exclusive battles and items.
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to collect and use in battles.
The goal of the game is to train and strengthen your sanriofighterdigit to become the ultimate fighter and defeat all opponents in battle. The game can be played with friends or against other players online.
Players can collect and trade various cards to customize their sanriofighterdigit's abilities and create a unique fighting style. The digital pet also has its own personality and players can interact with it to build a bond and improve its stats.
As players progress through battles and defeat opponents, they can unlock new levels and challenges to continue developing their sanriofighterdigit. They can also earn rewards and special items through completing in-game events and achievements.
In addition to battles, players can also participate in mini-games and challenges to earn more points and rewards. These points can then be used to purchase new cards and upgrade their sanriofighterdigit.
Overall, sanriofighterdigit offers a fun and interactive way to collect and battle with your favorite Sanrio characters. With its unique gameplay and constant updates, the game is sure to provide endless hours of entertainment for players.
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1. Hello Kitty - Medal
Effect: Add +1 Power to a Fighter card of your choice.
Play: Place this card on top of any Fighter card in your hand or on the field.
2. My Melody - Medal
Effect: Add +1 Power and +1 Element to a Fighter card with a Power of 3 or less.
Play: Place this card on top of any Fighter card with a Power of 3 or less in your hand or on the field.
3. Pompompurin - Medal
Effect: Add +1 Element to a Fighter card of your choice.
Play: Place this card on top of any Fighter card in your hand or on the field.
4. Cinnamoroll - Medal
Effect: Add +2 Power to a Fighter card with a Power of 2 or less.
Play: Place this card on top of any Fighter card with a Power of 2 or less in your hand or on the field.
5. Gudetama - Medal
Effect: Add +3 Element to a Fighter card with an Element of Water.
Play: Place this card on top of any Fighter card with an Element of Water in your hand or on the field.
6. Keroppi - Medal
Effect: Add +1 Power and +2 Element to a Fighter card with a Power of 4 or more.
Play: Place this card on top of any Fighter card with a Power of 4 or more in your hand or on the field.
7. Badtz Maru - Medal
Effect: Add +2 Power and +1 Element to a Fighter card with a Power of 5 or more.
Play: Place this card on top of any Fighter card with a Power of 5 or more in your hand or on the field.
8. Kuromi - Medal
Effect: Add +3 Power to a Fighter card with an Element of Dark.
Play: Place this card on top of any Fighter card with an Element of Dark in your hand or on the field.
9. Pochacco - Medal
Effect: Add +2 Power and +2 Element to a Fighter card with a Power of 3 or less.
Play: Place this card on top of any Fighter card with a Power of 3 or less in your hand or on the field.
10. Aggretsuko - Medal
Effect: Add +3 Element and +1 Prestige to a Fighter card with an Element of Fire.
Play: Place this card on top of any Fighter card with an Element of Fire in your hand or on the field.
11. Chococat - Medal
Effect: Add +2 Element and +2 Prestige to a Fighter card with an Element of Earth.
Play: Place this card on top of any Fighter card with an Element of Earth in your hand or on the field.
12. Dear Daniel - Medal
Effect: Add +3 Power and +1 Prestige to a Fighter card with an Element of Light.
Play: Place this card on top of any Fighter card with an Element of Light in your hand or on the field.
13. Cogimyun - Medal
Effect: Add +2 Power and +2 Prestige to a Fighter card with an Element of Wind.
Play: Place this card on top of any Fighter card with an Element of Wind in your hand or on the field.
14. Gorigori - Medal
Effect: Add +4 Power to a Fighter card with a Power of 2 or less.
Play: Place this card on top of any Fighter card with a Power of 2 or less in your hand or on the field.
15. Hangyodon - Medal
Effect: Add +4 Element to a Fighter card with an Element of Water.
Play: Place this card on top of any Fighter card with an Element of Water in your hand or on the field.
16. Kiki - Medal
Effect: Add +4 Power and +2 Element to a Fighter card with a Power of 3 or less.
Play: Place this card on top of any Fighter card with a Power of 3 or less in your hand or on the field.
17. Mimmy - Medal
Effect: Add +4 Element and +2 Prestige to a Fighter card with an Element of Earth.
Play: Place this card on top of any Fighter card with an Element of Earth in your hand or on the field.
18. Monkichi - Medal
Effect: Add +4 Power and +2 Prestige to a Fighter card with an Element of Light.
Play: Place this card on top of any Fighter card with an Element of Light in your hand or on the field.
19. Pandaba - Medal
Effect: Add +4 Element, +2 Prestige, and +1 Power to a Fighter card with an Element of Wind.
Play: Place this card on top of any Fighter card with an Element of Wind in your hand or on the field.
20. Usahana - Medal
Effect: Add +5 Power to a Fighter card with a Power of 3 or less.
Play: Place this card on top of any Fighter card with a Power of 3 or less in your hand or on the field.
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phantomtrax · 5 months ago
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Clown Meat is good
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oh-meow-swirls · 1 year ago
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why do the medals in blasters look so cool. and why did i only just realize you can look at them-
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himbofag · 1 year ago
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have made it far enough into house where i'm forced to deal with TAUB on a regular basis. i fucking hate this man
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mantisgodsdomain · 2 years ago
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🍎🙌
🍎 - What is the OC’s relationship w/their parents like?
🙌 - How many sibling does your OC have?
(for this ask meme)
Marigold's relationship with her parents is best described as "good, but distant". She's on good terms with them, they're very proud of her daughter and her accomplishments, but they don't really live in the same place anymore - they only really meet up for things like family reunions and holidays, by now. They keep in touch via mail, but they only know the broad strokes of what she gets up to.
It's the same for her siblings, really - of her two clutchmates, both still live in Defiant Root, and her extended family is much the same. Though her family knows she does charmcraft, the illegal bits are kept out of sight, and all they really see are the handful of commercially-viable bits that she sells on surface-level endeavors.
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oceanmonsters · 1 year ago
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had the worst migraine all day and I’m not being brave about it
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filmbyjy · 1 year ago
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I have finally finished putting my ideas for next possible smau that may or may not win
go check it out!!
(voting won’t happen until ‘Collie Duty’ has reached the final 10 episodes)
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omgeto · 1 year ago
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DIGGA D ATE THE CLUB LMAOOOOO🔥🔥🔥
Ohhhh stfu I don’t wanna hear it
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muserepeats · 2 years ago
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The Last of Us: Season 1, Episode 3.
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