Storming darkness sin-thesis

Sword Beach
Around midnight, British airborne troops, along with a battalion of Canadians, dropped behind enemy lines to secure the invasion’s eastern flank, just as the Americans were doing near Utah. Within minutes, they had taken hold of Pegasus Bridge over the Caen Canal and nearby Horsa Bridge over the River Orne. Other airborne troops destroyed bridges over the River Dives to prevent German reinforcements from arriving, and they also took out a key German artillery battery in a bloody firefight. The British then landed on Sword at 7:25 ., around the same time as at Gold but before Juno. Although moderate fire greeted them, they soon secured beach exits with the help of the “Funnies.” Moving inland, they connected with the airborne units but faced relatively strong resistance in farmyards and villages. In a late afternoon counterattack, German forces made it all the way to the beach in one location, only to be turned back. The Allies would not be able to unite all five D-Day beaches until June 12.

After a long fall, the two crashed into a deep subterranean lake, which extinguished the flames of the Balrog's body; however it remained "a thing of slime, stronger than a strangling snake". They fought in the water, with the Balrog clutching at Gandalf to strangle him, and Gandalf hewing the Balrog with his sword, until finally the Balrog fled into ancient tunnels of unknown origin. Gandalf pursued the creature for eight days, until they climbed to the peak of Zirakzigil , where the Balrog was forced to turn and fight once again, its body erupting into new flame. Here they fought for two days and nights. In the end, the Balrog was defeated and cast down, breaking the mountainside where it fell "in ruin". [24] Gandalf himself died shortly afterwards, but he was later sent back to Middle-earth with even greater powers, as Gandalf the White , "until his task was finished".

When the Iron Flask is unstoppered, the owner can command one of the demons to come our for up to 8 hours or until slain (at which point the demon goes back into the flask). During its time of freedom, the owner of the flask controls all actions of the demon. No demon can be called forth more than once per week.
More demons can be added to the flask. The target demon must be within 30 feet, and the owner of the flask must speak a command word (a standard action) to attempt to imprison it. To overcome the spell resistance of the demon (if any), the owner can make a check using the caster level of the flask (30th). Then the demon must succeed at a Will save (DC 20) or be sucked into the flask. The Iron Flask holds up to one hundred demons. Whenever a new demon is imprisoned, the flask must be unstoppered, and 1d4 other demons attempt to escape from the flask. To thwart each attempted escape, the flask's owner must succeed at a Will saving throw (DC 20 +1 per demon in the flask). If a demon escapes, it turns on the flask's owner and attempts to slay him.
Each time a demon is called from the flask, the owner must succeed at a Will saving throw (DC 20 +1 per previous save against the flask +1 per demon in the flask) or become chaotic evil. Furthermore, each time he must also succeed at a caster level check using the flask's caster level of 30th (DC 10 +1 per previous save per demon in the flask), or the demon called is freed and turns upon the owner of the flask. If the demons from the flask ever slay the owner, they immediately steal his soul and take it to the Abyss to become a larva.
Source: Book of Vile Darkness

A good way of making sure your opponent has monsters of the desired Attribute is by using cards that changes them to the desired one, for example " DNA Transplant " or " Scroll of Bewitchment ". Then you can use the monster you just got from your opponent to Special Summon the Familiar-Possessed or use them for the Charmers Trap Cards. One good strategy is placing the Charmer monster face-down, then using " Scroll of Bewitchment " to change the enemies monster attribute, Then using " Book of Taiyou " to flip the Charmer and take the monster. The use of " Stumbling " is also recommended as your opponent will Summon to try and attack next turn.

Storming darkness sin-thesis

storming darkness sin-thesis

A good way of making sure your opponent has monsters of the desired Attribute is by using cards that changes them to the desired one, for example " DNA Transplant " or " Scroll of Bewitchment ". Then you can use the monster you just got from your opponent to Special Summon the Familiar-Possessed or use them for the Charmers Trap Cards. One good strategy is placing the Charmer monster face-down, then using " Scroll of Bewitchment " to change the enemies monster attribute, Then using " Book of Taiyou " to flip the Charmer and take the monster. The use of " Stumbling " is also recommended as your opponent will Summon to try and attack next turn.

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