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Author Topic: Master List: Land Cards  (Read 12462 times)
Matt
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« on: August 04, 2004, 11:46:24 am »

Full Cycle Land Cards
(cycles which cover all five colors)


The "Wash-Land Cycle"

Starlit Isle
Land
{T}: Add {1} to your mana pool.
{T}, pay 1 life: Add {U} to your mana pool.
{1}, {T}: Add {W} or {B} to your mana pool.

Shoreline Grove
Land
{T}: Add {1} to your mana pool.
{T}, pay 1 life: Add {W} to your mana pool.
{1}, {T}: Add {U} or {G} to your mana pool.

Sulfuric Trench
Land
{T}: Add {1} to your mana pool.
{T}, pay 1 life: Add {B} to your mana pool.
{1}, {T}: Add {U} or {R} to your mana pool.

Overgrown Caldera
Land
{T}: Add {1} to your mana pool.
{T}, pay 1 life: Add {R} to your mana pool.
{1}, {T}: Add {B} or {G} to your mana pool.

Wooded Bluff
Land
{T}: Add {1} to your mana pool.
{T}, pay 1 life: Add {G} to your mana pool.
{1}, {T}: Add {W} or {R} to your mana pool.

End of Wash-Land Cycle


The Void Land Cycle

Putrescent Island
Land
When Putrescent Island comes into play, reveal your hand. If you reveal an Island or a Swamp in this way, sacrifice Putrescent Island.
{T}: Add {U} or {B} to your mana pool.

Seacoast Wetland
Land
When Seacoast Wetland comes into play, reveal your hand. If you reveal an Island or a Plains in this way, sacrifice Seacoast Wetland.
{T}: Add {U} or {W} to your mana pool.

Underwater Ridge
Land
When Underwater Ridge comes into play, reveal your hand. If you reveal an Island or a Mountain in this way, sacrifice Underwater Ridge.
{T}: Add {U} or {R} to your mana pool.

Atoll of Euphoria
Land
When Atoll of Euphoria comes into play, reveal your hand. If you reveal an Island or a Forest in this way, sacrifice Atoll of Euphoria.
{T}: Add {U} or {G} to your mana pool.

Blackened Fields
Land
When Blackened Fields comes into play, reveal your hand. If you reveal a Swamp or a Plains in this way, sacrifice Blackened Fields.
{T}: Add {B} or {W} to your mana pool.

Flaming Mire
Land
When Flaming Mire comes into play, reveal your hand. If you reveal a Swamp or a Mountain in this way, sacrifice Flaming Mire.
{T}: Add {B} or {R} to your mana pool.

Rancid Marsh
Land
When Rancid Marsh comes into play, reveal your hand. If you reveal a Swamp or a Forest in this way, sacrifice Rancid Marsh.
{T}: Add {B} or {G} to your mana pool.

Volcanic Highland
Land
When Volcanic Highland comes into play, reveal your hand. If you reveal a Plains or a Mountain in this way, sacrifice Volcanic Highland.
{T}: Add {W} or {R} to your mana pool.

Sunlit Fields
Land
When Sunlit Fields comes into play, reveal your hand. If you reveal a Plains or a Forest in this way, sacrifice Sunlit Fields.
{T}: Add {W} or {G} to your mana pool.

Firelit Prairie
Land
When Firelit Prairie comes into play, reveal your hand. If you reveal a Mountain or a Forest in this way, sacrifice Firelit Prairie.
{T}: Add {R} or {G} to your mana pool.

End of Void Land Cycle


Slippery Basics Cycle

Glittercrest Peak
Legendary Land
Glittercrest Peak comes into play tapped.
{T}: Add {R} to your mana pool.
As long as Glittercrest Peak is untapped, Mountains you control can't be the target of spells or abilities.

Billows of Peat
Legendary Land
Billows of Peat comes into play tapped.
{T}: Add {B} to your mana pool.
As long as Billows of Peat is untapped, Swamps you control can't be the target of spells or abilities.

Isle of Mirages
Legendary Land
Isle of Mirages comes into play tapped.
{T}: Add {U} to your mana pool.
As long as Isle of Mirages is untapped, Islands you control can't be the target of spells or abilities.

Weaves of Softplant
Legendary Land
Weaves of Softplant comes into play tapped.
{T}: Add {W} to your mana pool.
As long as Weaves of Softplant is untapped, Plains you control can't be the target of spells or abilities.

Crystalline Glade
Legendary Land
Crystalline Glade comes into play tapped.
{T}: Add {G} to your mana pool.
As long as Crystalline Glade is untapped, Forests you control can't be the target of spells or abilities.

End of Slippery Basics Cycle


The Seed Cycle

Boggy Marsh
Land -- Seed
{T}: Add {1} to your mana pool
Non-Seed lands you control gain "{T}: Add {B} to your mana pool."

Dawning Fields
Land -- Seed
{T}: Add {1} to your mana pool
Non-Seed lands you control gain "{T}: Add {W} to your mana pool."

Windblown Peak
Land -- Seed
{T}: Add {1} to your mana pool
Non-Seed lands you control gain "{T}: Add {R} to your mana pool."

Lush Vegetation
Land -- Seed
{T}: Add {1} to your mana pool
Non-Seed lands you control gain "{T}: Add {G} to your mana pool."

Flooded Basin
Land -- Seed
{T}: Add {1} to your mana pool
Non-Seed lands you control gain "{T}: Add {U} to your mana pool."

End of the Seed Cycle


Fading Lands cycle

Turbulent Seas
Land
Fading 1
{T}: Add {U} to your mana pool.
{U}, {T}: Return target artifact or creature to owner's hand.
Storms at sea are brief, but violent. Such is the intensity of wind and wave that no one is safe.

Sinking Sands
Land
Fading 3
{T}: Add {B} to your mana pool.
{B}, {T}: Target creature becomes 0/2 and loses all abilities until end of turn.
The pools of quicksand form rapidly, and vanish within days, but many an unwary traveler has been caught in their embrace.

Guarded Thicket
Land
Fading 3
{T}: Add {G} to your mana pool.
{G}, {T}: Put a green 2/2 Bear token with Fading 0 into play.
As the farmers drove the forests back, small pockets of woodland would sometimes escape the plowshare and scythe, but never for long.

Clouded Cliffs
Land
Fading 2
{T}: Add {R} to your mana pool.
{R}{R}, {T}: Creatures you control gain first-strike until end of turn
These jagged spires soar into the very clouds, and all who travel there risk ambush on the misty trails.

Open Prairies
Land
Fading 4
{T}: Add {W} to your mana pool.
{W}, {T}: Remove any number of target creatures you control from combat.
Often tacticians will clear the lands over which a battle will be raged, just after the surroundings claim these bloodied fields.

End of Fading Lands cycle


Marco's Land cycle

Holy Ground
Land
{T}: Add {W} to your mana pool. Holy Ground Deals 1 damage to you.
At the beginning of your upkeep, if Holy Ground is in your graveyard, you may put Holy Ground into play.

Barrier Reef
Land
{T}: Add {U} to your mana pool. Barrier Reef deals 1 damage to you.
{2}{U}, {T}: Return Barrier Reef and target creature to their owners' hands.

Dystopian Grove
Land

{T}: Add {B} to your mana pool. Dystopian Grove deals 1 damage to you.
{2}{B}, {T}, sacrifice Dystopian Grove: Destroy target basic land.

Perilous Peak
Land
{T}: Add {R} to your mana pool. Perilous Peak deals 1 damage to you.
{T}: Put a boulder counter on Perilous Peak.
{R}, {T}, remove all boulder counters from Perilous Peak: Perious Peak deals damage to target creature or player equal to the number of boulder counters removed this way.

Cradle of Life
Land
{T}: Add {G} to your mana pool. Cradle of Life deals 1 damage to you.
{G}: Cradle of Life becomes a 1/1 green creature with "Cradle of Life can't be the target of spells or abilities" until end of turn. (It's still a land.)

End of Marco's Land Cycle


Self-porting lands cycle

Lagoon
Land -- Island
{T}: Counter target spell unless its controller pays {1}.
{1}: Tap Lagoon. Any player may play this ability.

Lowlands
Land -- Plains
{T}: Choose one -- all attacking creatures get +2/+1 until end of turn; or all blocking creatures get +2/+1 until end of turn.
{1}: Tap Lowlands. Any player may play this ability.

Stagnant Marsh
Land -- Swamp
{T}: Stagnant Marsh deals one damage to all creatures and players. At end of turn, if there are no creatures in play, sacrifice Stagnant Marsh.
{1}: Tap Stagnant Marsh. Any player may play this ability.

Corrie
Land -- Mountain
{T}: Change the target of target spell with a single target.
{1}: Tap Corrie. Any player may play this ability.

Mangroves
Land -- Forest
{T}: Until end of turn, target creature you control cannot be the target of spells or abilities.
{1}: Tap Mangroves. Any player may play this ability.

End of self-porting lands cycle.


Property Lands Cycle

Upscale Acreage
Land -- Property
When Upscale Acreage comes into play, sacrifice it unless you pay {1}{G}{G}.
{T}: Add {G} to your mana pool.
{1}{G}{G}, {T}: Search your library for a land card, put that card into play, then shuffle your library.
"Work and acquire, and thou hast chained the wheel of Chance." -Ralph Waldo Emerson

Unreal Estate
Land -- Property
When Unreal Estate comes into play, sacrifice it unless you pay {1}{U}{U}.
{T}: Add {U} to your mana pool.
{1}{U}{U}, {T}: Draw a card.
The fabled price of knowledge is sometimes cold hard cash.

Parlous Realty
Land -- Property
When Parlous Realty comes into play, sacrifice it unless you pay {1}{R}{R}.
{T}: Add {R} to your mana pool.
{1}{R}{R}, {T}: Parlous Realty deals 1 damage to target creature or player.
When robbed of its champion, the estate decided to defend itself.

Stygian Seigniory
Land -- Property
When Stygian Seigniory comes into play, sacrifice it unless you pay {1}{B}{B}.
{T}: Add {B} to your mana pool
{1}{B}{B}, {T}: Return target creature card from your graveyard to your hand.
Many men have lived on these grounds. Far more still have died there.

Consecrated Demesne
Land -- Property
When Consecrated Demesne comes into play, sacrifice it unless you pay {1}{W}{W}.
{T}: Add {W} to your mana pool.
{1}{W}{W}, {T}: Until end of turn, target player can't play instant or sorcery spells.
"Where there is sorrow, there is holy ground." -Oscar Wilde

End of Property Lands Cycle


Development lands cycle

Arable Fields
Land
{T}: Add {1} to your mana pool.
When Arable Fields comes into play, you may pay {G}. If you do, put a development counter on it.
If Arable Fields has a development counter on it, it has "{T}: You gain 1 life."

Sundrenched Heath
Land
{T}: Add {1} to your mana pool.
When Sundrenched Heath comes into play, you may pay {W}. If you do, put a development counter on it.
If Sundrenched Heath has a development counter on it, it has "{T}: Prevent the next 1 damage that would be dealt to target creature or player."

Hidden Cove
Land
{T}: Add {1} to your mana pool.
When Hidden Cove comes into play, you may pay {U}. If you do, put a development counter on it.
If Hidden Cove has a development counter on it, it has "{T}: Target creature with power 1 or less is unblockable this turn."

Fetid Cistern
Land
{T}: Add {1} to your mana pool.
When Fetid Cistern comes into play, you may pay {B}. If you do, put a development counter on it.
If Fetid Cistern has a development counter on it, it has "{T}: Target creature gets -1/-0 until end of turn."

Rocksled Chute
Land
{T}: Add {1} to your mana pool.
When Rocksled Chute coes into play, you may pay {R}. If you do, Rocksled Chute comes into play with a development counter.
If Rocksled Chute has a development counter on it, it has "{T}: Target creature gains haste until end of turn."

End of development lands cycle


Land-spell cycle

Graveway
Land
Graveway comes into play tapped.
When Graveway comes into play, you may put an essence counter on it. If you don't, return target creature card from your graveyard to your hand.
{T}: If Graveway has an essence counter on it, add {B} to your mana pool. Otherwise, add {1} to your mana pool.

Lavatrack
Land
Lavatrack comes into play tapped.
When Lavatrack comes into play, you may put an essence counter on it. If you don't, Lavatrack deals 3 damage to target player.
{T}: If Lavatrack has an essence counter on it, add {R} to your mana pool. Otherwise, add {1} to your mana pool.

Thoughtpike
Land
Thoughtpike comes into play tapped.
When Thoughtpike comes into play, you may put an essence counter on it. If you don't, draw two cards then discard two cards.
{T}: If Thoughtpike has an essence counter on it, add {U} to your mana pool. Otherwise, add {1} to your mana pool.

Vimpath
Land
Vimpath comes into play tapped.
When Vimpath comes into play, you may put an essence counter on it. If you don't, put a +1/+1 counter on target creature.
{T}: If Vimpath has an essence counter on it, add {G} to your mana pool. Otherwise, add {1} to your mana pool.

Trucelane
Land
Trucelane comes into play tapped.
When Trucelane comes into play, you may put an essence counter on it. If you don't, target player skips his or her next combat phase.
{T}: If Trucelane has an essence counter on it, add {W} to your mana pool. Otherwise, add {1} to your mana pool.

End of land-spell cycle
« Last Edit: June 29, 2005, 10:50:41 pm by Matt » Logged

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« Reply #1 on: June 29, 2005, 02:11:50 pm »

Other Cycles of Land Cards
(cycles not covering all five colors)


City cycle

City of Mages
Land
{T}: Add one mana of any color to your mana pool. This mana can only be used to play Sorcery spells.
The workers of great spells founded their cities in the cold north, where none but they would be harmed in the event of a catastrophe.

City of Scholars
Land
{T}: Add one mana of any color to your mana pool. This mana can only be used to play Instant spells.
The wise and the peace-loving congregated on the vast, central lowlands, from whence their knowledge could freely flow.

City of Savages
Land
{T}: Add one mana of any color to your mana pool. This mana can only be used to play Creature spells.
The feral men retreated to the wilds, where they learned to herd the timid jackalope and to befriend the phantom hound.

City of Mystics
Land
{T}: Add one mana of any color to your mana pool. This mana can only be used to play Enchantment spells.
The diviners of secrets sought the lofty peaks, where they dwell ever between the shifting sky and the brink of madness.

City of Artisans
Land
{T}: Add one mana of any color to your mana pool. This mana cannot be used to play spells.
The men of skill reside beyond the white lotus-fields, the oil of which they value highly in the maintenance of their creations.

End of City cycle


Charging Lands cycle

Tower of the Wise
Legendary Land
Whenever a spell is countered, remove all wisdom counters from Tower of the Wise and put a number of wisdom counters on it equal to the converted mana cost of the countered spell.
{T}: Add {U} to your mana pool for each wisdom counter on Tower of the Wise.

Soul Chasm
Land
At the end of any turn, put a soul counter on Soul Chasm if one or more creatures were put into your graveyard from play that turn.
{T}: Add {B} to your mana pool for each soul counter on Soul Chasm.

Volcanic Peak
Land
When you attack with one or more creatures, put a fury counter on Volcanic Peak.
{T}: Add {R} to your mana pool for each fury counter on Volcanic Peak.

End of Charging Lands cycle


Airless Peak
Land -- Mountain
If a red spell would deal damage, it deals that much damage minus 1 instead.


Sargasso Sea
Land -- Island
As long as Sargasso Sea is untapped, blue creatures can't attack you unless their controller pays {2} for each creature attacking you. (This cost is paid as attackers are declared.)
As long as Sargasso Sea is untapped, blue creatures can't block unless their controller pays {2} for each blocking creature. (This cost is paid as blockers are declared.)
« Last Edit: August 07, 2005, 01:33:30 pm by Matt » Logged

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SpenceForHire2k7: Its unessisary
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SpenceForHire2k7: <= world english teach evar
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noitcelfeRmaeT
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Matt
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« Reply #2 on: June 29, 2005, 02:12:13 pm »

"Singleton" Land Cards
(mana lands not part of any cycle)


Scorching Mirage
Legendary Land
When Scorching Mirage comes into play, pay X life and choose X colors.
{T}: Add one mana of any of the chosen colors to your mana pool.
Though the respite from dune-wandering is a welcome one, I fear my men do not yet know the full price of our stay.
--Hazzar Brenklin, journals



Everkeep
Land
At the beginning of your upkeep, you may put one or two energy counters on Everkeep.
{T}: Add {X} mana to your mana pool, where X is equal to the number of Energy counters on Everkeep. Spend this mana only to pay for cumulative upkeep costs.
{T}, pay X life: Remove X Energy counters from Everkeep.


Shanty Town
Land
When Shanty Town comes into play, destroy all other Shanty Towns you control.
{T}: Add {1} to your mana pool.
Pay 1 Life: Put Shanty Town into play. Play this ability only if Shanty Town is in your hand.
The wealthy dwell where they wish; the poor where they can.


Tainted Paradise
Land
{T}: Add {W} or {U} or {R} or {G} to your mana pool. Play this ability only if you control a swamp.


Moonlit Landscape
Land
Moonlit Landscape is every land type. (This includes the basic land types. It isn't Legendary or Basic.)
Moonlit Landscape doesn't untap during your untap step.


Xa-On
Legendary Land
{T}: Add {W}{W} to your mana pool.
At the end of any turn, if you control no white creatures, sacrifice Xa-On.


Ruins of Oneah
Land
{T}: Add {R} to your mana pool. Play this ability only if you control a goblin.
{T}, sacrifice Ruins of Oneah: Add {W}{W} to your mana pool.


Deepheart Mines
Land
{T}: Add {1} to your mana pool.
Tap an untapped creature you control: Put a mining counter on Deepheart Mines.
{T}, remove a Mining counter from Deepheart Mines: Add one mana of any color to your mana pool.


City of Rust
Land
{T}: Add one mana of any color to your mana pool.
Whenever City of Rust becomes tapped, it doesn't untap during your next untap step.


Magonia
Legendary Land
{T}: Add {1} to your mana pool for each artifact in your graveyard.
{T}, sacrifice an artifact: Untap target land.


Parallax Landscape
Legendary Land
Fading 1
When Parallax Landscape comes into play or leaves play, sacrifice a land.
{T}: Add {3} to your mana pool.


Teferi's Workshop
Legendary Land
{T}, remove a card in your hand from the game: Add {U}{U}{U} to your mana pool. Spend this mana only to play instant spells.
Although Teferi knew of the horrible effects Urza's time experiments wrought on Tolaria, it did not stop him from establishing his own workshop to continue where Urza left off.


Lim-Dul's Catacombs
Legendary Land
{T}, remove a black creature card in your graveyard from the game: Add {B}{B}{B} to your mana pool.


Endas-Tul, City of Ancients
Legendary Land
{T}: Put a legacy counter on Endas-Tul, City of Ancients.
Remove a legacy counter from Endas-Tul: Add one mana of any color to your mana pool. Endas-Tul deals 1 damage to you.


Stone Temple
Land
When Stone Temple comes into play, sacrifice an artifact, or sacrifice Stone Temple.
{T}: Add {2} to your mana pool.
Built of stone, sanctified by blood.


Snowline Scree
Land
Whenever you tap a basic land for mana, if Snowline Scree is untapped, tap Snowline Scree and add {2} to your mana pool.
Avalanches can begin at the slightest sound.


Drifting Plane
Land -- Mirage
When Drifting Plane comes into play, add one mana of any colour to your mana pool.
Remove Drifting Plane from the game: add one mana of any colour to your mana pool. Play this ability only if Drifting Plane is in your graveyard.


Collecting Pool
Land
Whenever a land you control is tapped for mana, you may put a storage counter on Collecting Pool.
{T}, remove four storage counters from Collecting Pool: Add one mana of any color to your mana pool.


Autumn Wood
Land
Autumn Wood comes into play tapped.
When Autumn Wood comes into play, you may search your library for a basic forest card, reveal it, and put it into your hand. Then shuffle your library.
{T}: Add {G} to your mana pool.


Infinite Citadel
Legendary Land
{T}: Add {1} and one mana of any color to your mana pool. Each opponent draws a card.
Within its numberless rooms dwell thousands of artisans, wizards, and sages; thus, the palace of his eternal Excellency is a wellspring of wonders.


Urban Sprawl
Land
{T}: Add {1} to your mana pool.
When Urban Sprawl is put into your graveyard from play, each player searches his or her library for two basic lands and put them into play tapped.
It is man's nature to challenge Nature; never does he realize that Nature always wins.


Dying Oasis
Land
{T}, sacrifice Dying Oasis: Add {2} to your mana pool.
{T}, sacrifice Dying Oasis: Add one mana of any color to your mana pool.


Totemic Patria
Land
As Totemic Patria comes into play, choose a creature type.
{T}: Add one mana of any color to your mana pool. Spend this mana only to play creature spells with the chosen creature type.
« Last Edit: June 21, 2006, 08:29:13 pm by Ephraim » Logged

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SpenceForHire2k7: Its unessisary
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Matt
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« Reply #3 on: June 29, 2005, 02:13:00 pm »

"Nonmana" Land Cards
(cards whose primary purpose isn't mana)


Fane of Flesh
Legendary Land
{1}, {T}: Add {B} to your mana pool.
You may choose not to untap Fane of Flesh during your upkeep.
{T}: As long as Fane of Flesh remains tapped, all black creatures get +1/+1.


Hibernation Den
Land
{T}: Add {1} to your mana pool.
{T}: Remove target Bear you control from the game. At the beginning of your next upkeep step, return that Bear to play.


Abandoned Church
Land
Abandoned Church comes into play tapped.
{T}: Add {W} to your mana pool.
{W}, {T}: Until end of turn target Cleric or Knight gains protection from the color of your choice.
Although the people abandoned the church, the church did not abandon the people.


Seedling
Land
{T}: Add {G} to your mana pool.
{2}: Tap Seedling. This ability may be played by any player.
Morph {G}


Unstable Volcano
Land
Whenever Unstable Volcano becomes tapped, it deals one damage to you and to each creature without flying attacking you.
{R}, {T}: Add {R}{R} to your mana pool.


Hogkeeper's Terrain
Land
{T}: Add {1} to your mana pool.
{G}, {T}: Until end of turn, target creature with no abilities can't be blocked.
Animals are a rare sight on the Hogkeeper's grounds, but not a rare occurance.


Drakeling Cliffs
Legendary Land
{T}: Add {1} to your mana pool.
{U}{U}{U}, {T}, discard a card: Put a 2/1 blue Drake creature token with flying into play.
Nestled among the ancient writings, the drakes had finaly found a home.


Hungry Marshes
Legendary Land
{1}, {T}: Add {B}{B} to your mana pool.
Sacrifice an untapped swamp: Destroy target creature unless its controller pays {B} or {3}. Play this ability only when you could play a sorcery and only once each turn.
You reap what you sow.


Barracks
Land -- Structure
{2}{W}: Soldiers you control gain protection from the color of your choice until end of turn.
{0}: Remove target Soldier you control from the game. Return it to play at end of turn.


Nunatak
Land
If Nunatak would come into play, sacrifice a plains card instead. If you do, put Nunatak into play. If you don't, put it into its owner's graveyard.
{T}: Add {W} to your mana pool.
{W}, {T}: Target attacking creature deals no combat damage this turn and does not untap until it's controller plays a spell.


Hidden Laboratory
Legendary Land
Play with the top card of your library revealed.
{1}, {T}: Put the top card of your library on the bottom of your library.
{T}: Add {1} to your mana pool.
« Last Edit: June 29, 2005, 11:04:02 pm by Matt » Logged

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SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
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{Team Hindsight}
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