TCG Tuesday – Yugioh, Duel Field and Turn Basics

  

By Joshie Jaxon 

Greetings, duel fans! Joshie Jaxon here to give you the basics on the duel field itself, as well as the basics of what to do on each of your turns. Let the geeks begin! 

The new duel mats with the pendulum zones on them have made it idiot proof. While I don’t find even the most inexperienced duelists to be idiots, it seems the card people do. Rather than trying to dumb people down, they should trust that people are capable of learning what to do and when. Helps with that duelist pride. Even episode 1 Joey Wheeler knew what to do. Granted, I’m sure the pharaoh helped beat those lessons into him. Don’t get me started on early Yuma, didn’t know what a tribute summon was, but he still knew when to draw, play, and attack. Anyhow, the duel mat has a total of seven zones; Monster (5), Spell/Trap (5), Deck, Graveyard, Field, Extra, and Pendulum.

The deck and extra deck zones are set at the beginning of the duel, as are your 8000 Life Points (LP). At the start of the duel, you draw 5 cards from the deck, then on each of your turns, you will draw 1 card from your deck and add it to your hand. Followed by the standby phase. Simple enough so far, right? 

  

Next, during your Main Phase 1 (MP1) is when you can begin to set up your field. You’re allowed to normal summon or set one monster per turn. I covered special summoning in an earlier post, so I won’t really get into it here. To summon a monster you would place it upright and face up on the field, in one of your Monster Zones, and you would base it’s strength on it’s ATK points. If you choose to play defense, you would place the monster sideways, generally face down, and use it’s DEF points when doing battle. More on that in a second. During MP1 you can also play any spell cards, or set any traps in your hand, in your Spell/Trap Zone. Spells can be played right away, while traps have to be set at least through the end phase of the turn you set them before they can be activated. If it’s the very first turn of the duel, you can’t attack, even if you have an attack position monster. You have to give your opponent a chance to play something to defend themselves. Much like the old days, dueling is about honor. 

Pretending it isn’t the first turn, after your MP1, you can enter the Battle Phase (BP). You can use your attack position monsters to attack your opponent’s monsters. What happens next depends on the mode your opponent’s monster is in. If both monsters are in attack mode, then the one with the higher ATK wins, and the difference is dealt as damage to your opponent’s LP. If you attack a monster in defense mode, it’s turned face up, and one of two things will happen. Should your monster have higher ATK than your opponent’s DEF, their monster is destroyed, but their LP don’t take any damage. However, if their DEF is higher than your ATK, you will take the difference as damage, and their monster won’t be destroyed. After damage is calculated, you can attack with any other attack position monsters you have. If your opponent doesn’t have any monsters to defend themselves, you’re allowed to attack their LP directly. 
  

Upon the conclusion of the Battle Phase, you enter Main Phase 2 (MP2). If you didn’t normal summon a monster during MP1, you’re allowed to do so during this phase. You can also set any other spell or trap cards. After you’ve completed MP2, comes the End Phase. Simply put, you end your turn, and your opponent’s turn begins. 

As for the other zones: the Graveyard is used for monsters that have been destroyed by battle, and spell/trap cards that have been activated. The Field Zone is where you can set any field spells you play during your MP1/MP2. Each player is allowed to have a field spell in play, and both are allowed the benefits of each card. The Extra Zone is where you keep your Fusion/Synchro/Xyz monsters, until they’re ready to be summoned. It’s also where your destroyed pendulum monsters go, instead of the graveyard. 

Finally, the Pendulum Zone is where you can play your pendulum monsters as spells, in order to set the pendulum scale for pendulum summoning. I’ll be covering those in our premier duel tutorial on YouTube. Believe me, it’s gonna be epic. For now, enjoy my rainbow card sleeves and the demo field I set up for you, dear readers. Until next time, stay geeky, and keep dueling! 
  

TCG Tuesday – Yugioh, Signature Cards 

  

By Joshie Jaxon

Greetings duel fans! Joshie Jaxon here to discuss each of the signature monsters of the series protagonists of the Yugioh anime. Now, Joshie, what does the anime have to do with the TCG, you may ask. This is why you’re here. To learn, and to grow in your geeky ways. Each could exist without the other, but it wouldn’t be nearly as fun. TCG exclusive geeks get to open packs, pick and trade cards, and find your own dueling style, potentially not knowing all the options available to you. Anime exclusive fans get to see the show, and the game, without ever experiencing any of the action for themselves. Those of us who watch the anime, and play the game, get the best of both worlds. We get to see not only the cards we may have, but all the others that are available. It helps us refine our strategies, by maybe improving upon what the writers originally showed us in the anime. On to the monsters! Let the geeks begin! 

Dark Magician 2500 ATK 2100 DEF

The ultimate wizard in terms of attack and defense. 

The Dark Magician has been around since episode one of the original Yugioh anime. By the end of the series, we learn that he was the faithful servant of the Pharaoh, and to further protect him, became his most powerful monster, save for the Egyptian God Cards. The Dark Magician helped Yugi in nearly all of his important duels, from Kaiba to Zorc. Like Neos, the Dark Magician the only other Normal monster on the list. However, that doesn’t mean that he’s without power. 

The Dark Magician has a variety of cards that he can use or become, via fusion or card effect. 

Monsters –
Dark Sage

Dark Magician Knight 

Dark Paladin 

Magician of Black Chaos 

Dark Eradicator Warlock

Dark Flare Knight 

Malefic Dark Magician 
Spells – 
Dark Magic Attack 

A Thousand Knives

Dark Magic Curtain
  

Elemental Hero Neos 2500 ATK 2000 DEF 

A new Elemental Hero has arrived from Neo Space! When he initiates a Contact Fusion with a Neo-Spacian his unknown powers are unleashed. 

Neos was introduced in the second season of Yugioh GX. He was created by Jaden as part of a card contest. After being launched into space, Neos and Jaden were reunited. Neos assisted with the destruction of the satellite that was under the control of the society of light. Like the Dark Magician, Neos requires two sacrifices in order to be summoned to the field. Even though he’s a Normal monster, Neos has the ability to fuse with any of the Neo-Spacians to create some rather exceptional creatures. 

Monsters – 
Grand Neos 

Marine Neos

Storm Neos 

Flare Neos 

Air Neos 

Chaos Neos 

Magma Neos 

Aqua Neos 

Glow Neos 

Dark Neos

Rainbow Neos 

Spells – 
Neo Space

Reverse of Neos 

Neos Force 
  

Stardust Dragon 2500 ATK 2000 DEF

1 Tuner + 1 or more non-Tuner monster. 

A Signer Dragon, belonging the Yugioh 5D’s hero, Yusei. Stardust Dragon belonged to him until it was stolen by Jack Atlas,only to be returned at a later date. Stardust helped take down the Dark Signers, and save New Domino City. You can use virtually any monster to bring out Stardust, as long as it meets the above condition, and the synchro summon rules I covered in my previous TCG post. Stardust’s ability allows it to sacrifice itself, only to be resurrected to the field at the end of the turn. Similar to Neos, Stardust has the ability to synchro further into even more powerful forms. 

Monsters – 
Majestic Star Dragon

Shooting Star Dragon 

Malefic Stardust Dragon

Shooting Quasar Dragon

Traps – 
Stardust Flash 

Starlight Road

  

Number 39: Utopia 2500 ATK 2000 DEF

2 Level 4 Monsters

The only Number card that stayed with Astral after he was left without his memories, during the events of Yugioh Zexal. He served Yuma of his own will, unlike the other Number cards encountered in the series. Utopia was loyal to Yuma through the series, and was able to reach all five of his forms in a single duel. The main ability of Utopia is to negate an attack by removing a material monster. The drawback of that ability is that when Utopia is out of material to remove, he’s destroyed if he does battle. Still, Utopia is a solid hitter, and great addition to the protagonist monster squad. 

Monsters – 
Utopia Ray 

Utopia Roots 

Utopia V

Utopia Victory 

Utopia Beyond 

  

Odd Eyes Dragon 2500 ATK 2000 DEF 

If this card destroys an opponents monster by battle and sends it to the graveyard: inflict damage to your opponent equal to half the original ATK of the monster in the graveyard. 
The final signature monster belongs to Yuya of the Yugioh Arc-V series. Since this series has yet to get an English dub and release, I have no idea how it works in the anime. However, I do know that as a card, it holds the distinct honor of being the first monster to have an incarnation of every monster summon type. Normal, Fusion, Synchro, Xyz, and Ritual. I can’t wait to see the newest form of cards and summons in action. Having been researching the new monsters and summons, I’m working on getting a deck together so I can try it out myself. A lot of people on the net think that pendulums are broken, I’ll let you know my findings. 

Monsters – 
Rune-Eyes Pendulum Dragon

Vortex Dragon

Meteor Burst Dragon

Absolute Dragon

Dark Rebellion Xyz Dragon

Clear Wing Synchro Dragon

Rebellion Dragon

Gravity Dragon 

  
There you have it, the ace monsters of our beloved heroes. If you’re a fan of the anime, I’m sure whatever series you started on has a special place in your heart. Give the others a chance as well. I thought I’d hate 5D’s when it was new, but now I enjoy it. I initially didn’t bother with Zexal, but am currently in the process of rewatching it. Even if you don’t like the plots, if you’re a duelist or just a casual TCG gamer, it couldn’t hurt to observe some new strategies in action, without having to search YouTube for the tutorial that you want. Spoiler alert, that’s something I’m working on creating for you. They may not be fancy, but they’ll be entertaining. Until next time, stay geeky and keep dueling! 

  

TCG Tuesday – Yugioh, Summons

  
 
By Joshie Jaxon 

Greetings Yugioh TCG fans! I’m here today at the Kaiba Dome in New New Domino City to talk to you about summons, and we’re not talking Bahamut, Diabolos, and Ifrit. I’m talking about monster summons in the Yugioh TCG. As I covered in my last post, there are a variety of monsters out there, and now we’re gonna learn how to call them to the field to do our bidding. Let the geeks begin! 

  

Normal Summons – 

Each turn you’re allowed to normal summon one monster, unless a card effect allows you an extra summon that round. Both normal, and effect monsters can be summoned this way, with one exception. Monsters that are level 1-4, as indicated by star * level, are able to be summoned directly to the field. Monsters that are level 5-8 can be summoned to the field, as long as another monster has been sacrificed/tributed. One sacrifice is needed for monsters level 5&6, while two sacrifices are needed for monsters 7 and above. 

  
This isn’t relevant to the above paragraph, I just wanted to include what the new game field looks like now. 

Special Summons – 

Unlike a normal summon, special summons are unlimited, as long as you have the cards to do it. There are a variety of special summons available in the game, and that’s where I’ll be spending the majority of my focus. 

Monster Effect – 

There are some monster cards that allow you to special summon other monsters as long as you satisfy the condition on the card. In the example of Kaibaman or Red Eyes Black Chick, they can be tributed from the field in order to summon Blue Eyes White Dragon and Red Eyes Back Dragon from your hand, respectively. 

  

Spell Card Effect – 

Certain spell cards grant you the ability to summon out more powerful monsters. Sage’s Stone allows you to summon a Dark Magician from your hand or deck, as long as Dark Magician Girl is on the field. Knight’s Title allows you to summon Dark Magician Knight to the field, from your hand, deck, or graveyard, provided you tribute a face-up Dark Magician. It wasn’t until writing this, just now, that I realized you could use those as a combo. Still learning and refining my skills, even now. More on combos in a later post.

  

Fusion Summons (Purple Cards) –  

Fusion summons allow you to combine two or more monsters together to create a monster that is generally stronger or has an ability greater than those of the monsters that created it. There are several types of fusion summons, and I’m gonna cover all three. Fusions were the easiest and most common types of monster combining there was until Synchros and Xyzs came along as the hot new thing. Those kinds are coming up, but for now, we’re talking good old fashioned fusions, like Mr. Muto used to make.

Standard Fusion – 

Two or more monsters fused together by the use of Polymerization, Fusion Gate, Miracle Fusion, Power Bond or other such cards. The monsters can come from your hand, or field, as long as they are listed as fusion materials on the card you want to summon. I know I’ve mentioned gaining power through fusion, here’s an example; Elemental Hero Sparkman, and Elemental Hero Clayman are both normal monsters with no special abilities. Add in a little Polymerization, and you get Elemental Hero Thunder Giant. Special ability, discard a card from your hand and destroy one of your opponent’s monsters, as long as it’s weaker than Thunder Giant. Gotta love special abilities.

  

Union Fusion – 

Union monsters merge with others, in the form of an equip card, generally granting the main card bonus ATK points, or an added ability. There are a few series of cards that allow the union monster to fuse with the original to create a fusion monster, without using Polymerization. X-Head Cannon, Y-Dragon Head, and Z-Metal Tank can merge with one other as XY/XZ/etc, but if you bring all three together you can summon XYZ-Dragon Cannon. Discard a card from your hand, and destroy a card on your opponent’s field. How sweet is that? 

  

Contact Fusion – 

Introduced during the GX generation, there hasn’t been any advances made in contact fusion since 5D’s and Zexal showed up. Hell, we didn’t even get to finish the GX anime, and I for one wanted to see Yugi vs Jaden in English. There were new Elemental Heroes with the manga, I’m just saying- Sorry, small rant. Anyhow, contact fusion is exclusive to Elemental Hero Neos. Similar to union monsters, the Neo Spacians can merge with Neos without the need for a Polymerization card. The only downside is that if you don’t have Neo Space on the field, the fusion only lasts for one turn. Given some of the abilities gained by this form of fusion though, one turn could be all you need. Take one part Neos, add Neo-Spacian Aqua Dolphin, and Neo-Spacian Air Hummingbird, you get Elemental Hero Storm Neos. Once a turn you can destroy all spell and traps on the field. When the fusion expires, and Storm Neos returns to the extra deck, all cards on the field are returned to their respective decks. Have I mentioned I love special abilities? 

  

Ritual Summon (Blue Cards) – 

Seen a few times in the anime, by Pegasus, and a few by Yami Yugi, there wasn’t much use for ritual monsters once Battle City started, and the Egyptian God Cards were introduced. Before that, there were no sacrifices in the anime, but they still needed a way to get powerful monsters out. In my opinion, Rituals were the precursor to modern Synchros. The main difference is, in order to summon the ritual monster, you have to have the monster, as well as the corresponding spell card in your hand. To perform the ritual summon, you have to play the spell card, and sacrifice from your hand or field, monsters whose level is greater than or equal to the ritual monster. Manage to get it out on your turn, and you still have a normal summon you can perform, giving you double the monsters to assault your friends with. Sometimes with fun abilities. Lycanthrope for example, when he damages your opponent, you can then inflict a bonus 200 points for each normal monster in your graveyard. Finally, a shifter I can get behind. 

  

Synchro Summons (White Cards) – 

Ah, Synchros. The creatures responsible for me missing out on the final season of GX. It’s possible that GX got too dark for modern kids, but I think they just wanted to promote these monsters and needed the anime to do it. I know, I know, let it go. You let it go. I missed out on Neos vs Dark Magician. I’m a professional, with a job to do. Synchro monsters can be summoned with a Tuner monster and non-Tuners on the field whose level exactly totals that of the Synchro monster you want to summon. Like any special summon you can do this as many times a turn as you have monsters to accomplish a successful summon. Turbo Synchron (1) Rose Witch (4) and Snapdragon (2) can be synchro summoned to create Ancient Fairy Dragon (7), who allows you to destroy field spells to gain 1000 LP, draw your own field spell, or skip your battle phase and special summon a level 4 monster from your hand. Yay, signer dragons! 

  

Xyz Summon (Black Cards ) – 

I’ll be honest, I have no personal dueling experience with Xyz monsters, and have only seen a handful of Zexal episodes. Unlike all other monsters, Xyz have ranks, not levels. As such, they can’t be used for Xyz, Ritual, or Synchro summons. To summon an Xyz monster, you need to have the required amount of monsters on the field. The materials are stacked and placed under the Xyz monster, as most of the require you to detach one of the material monsters to activate their special abilities. Mira the Star-Bearer requires three level 1 monsters in order to summon it. If Mira would be destroyed, you can remove a material monster to save it. Also your level 4 monsters can’t be destroyed by card effects. Seems like a decent ability. I’d have to duel with some Xyz monsters to get a better handle on them, but they seem cool. Plus, the cards are black, which is awesome. 

  

Pendulum Summon (Yellow/Orange and Green Cards) – 

The latest series-specific type of monster. It’s introduced in Arc-V, which has yet to hit the states. I’ve acquired a few cards, but have zero idea how to use them yet. As soon as I do, I’ll update with more detailed information. I’m just that dedicated to you, dear readers. 
Between writing the above paragraph and this one, I’ve found and watched the official pendulum tutorial on YouTube. I’m very conflicted on them now. I’ll cover their official rules first. A pendulum monster can be played as a spell or a monster card. If played as a spell, you look at the corresponding pendulum number on the card, and match it to the one on the field. When you have two pendulum spells on the field, you’re then allowed to pendulum summon any number of monsters from your hand that are between those levels. Example, with Stargazer and Timegazer Magician in the pendulum spell zone, you have a scale of 1 and 8, so you can summon any monsters level 2-7. Plus you still get your normal summon. Essentially, this method allows a player to easily summon Xyz, Synchro, and Fusion monsters. To me, though, it just seems like a way to have a quick game with minimal strategy, as you can get all your monsters on the field, and obliterate your opponent. Normally, I’m all for complete destruction, but this just doesn’t seem right to me. Again, no real world application yet, so my opinion is subject to change. 

  

There you have it, the basics of all forms of monster summoning. Gotta go, a temporal portal just opened up, and it’s gonna be Yugi and Yusei against Jaden and Yuma in an exhibition match. Until next time, stay geeky, and keep dueling! 

  

TCG Tuesday – Yugioh, Card Basics 

  

By Joshie Jaxon

Ever since I was 5, I’ve been a video gamer. Geek confession, I’ve never even played D&D. Please don’t think less of me for that. I never got into tabletop games that weren’t board games. That all changed around 2002. Having been introduced to the Yugioh anime, I wanted to be a duelist myself. On my 21st birthday I was gifted Yugi’s dueling deck, and I’ve been hooked ever since. As the title suggests, in today’s post I’m going to cover some basics of, you guessed it, the Yugioh Trading Card Game. Let the geeks begin! 

 
Monster cards – 

Monsters are the main cards you use to battle your opponent with.
Levels – Monster cards are assigned levels, based on the stars * that they have on them, ranging from level 1 to level 10. 

   
 
Categories – Monster cards have a variety of categories that they fall into; Normal, Effect, Ritual, Fusion, Synchro, and Xyz.

  

Type – Monster cards are divided into 24 types; Dragon, Spellcaster, Zombie, Warrior, Beast-Warrior, Beast, Winged Beast, Fiend, Fairy, Insect, Dinosaur, Reptile, Fish, Sea Serpent, Machine, Thunder, Aqua, Pyro, Rock, Plant, Psychic, Divine-Beast, Creator God and Wyrm. There are also Sub-types; Tuner, Gemini, Toon, Spirit, and Union. 
Attribute – Light, Dark, Earth, Wind, Fire, Water, and Divine. 

  

I’ll go into details on some of the above info in subsequent posts. They deserve more attention than just “basics”. For now though, let’s continue with the monster basics. 
Attack (ATK) / Defense (DEF) – 

Each monster card has attack and defense points. Usually these are within a handful of points of each other, making the monster balanced for offense or defense. There are times, however, when a monster is built to be an offensive or defensive monster. For example, although both are Elemental Heroes, Clayman has a much higher defense than offense, 2000 DEF vs 800 ATK, while Burstinatrix has a higher offensive stat, 1200 ATK vs 800 DEF. 

  

Description/Effect – The text for the card. In the case of Normal monsters, it is a description or bio of the monster. For Effect monsters, it is a description of what their effect is. Once again, I’ll use Elemental Heroes as an example. Sparkman gives us a bio about him being a warrior of light, whereas all we know about Wildheart is that he’s unaffected by the effect of traps. Poor Wildheart, no one knows anything about him. I get that these are playing cards, and space is limited, but even a tiny bio sentence, something. We want something to connect with besides the visual. I guess there always the anime, but not all cards get featured. 

  

Personally, I love the variety of the types of monsters you can get. There’s something for everyone, depending on your personality, and preferences. Not only can you pick monsters that are right for you, there is amazing artwork for each one. Generally, the subject is front and center, with an appropriate background for their element or type. Some cards just speak to a part of you, and you can’t explain why. I have an affinity for spellcasters, dragons, fiends, and heroes (warriors) myself. Not to say the other types aren’t great, because they are, but I don’t feel a compulsion towards them. I wonder if I could come up with a personality profile based on the types of monsters that people prefer. Perhaps it’s already been done. I don’t wanna get distracted and go look. Maybe later. Where was I? Oh yes, 
Spell cards – 

Originally called Magic cards, but I assume the people at Magic the Gathering had a problem with that, so it was changed. They’ll get their own spotlight post, but spells do a variety of things from direct damage, increase attack/defense, summon other monsters, and even change the playing field. In total there are 6 types of spell cards; Normal, Quick play, Equip, Field, Ritual, and Continuous 

   
 
Trap cards – 

The beauty of trap cards is their simplicity. Set it, and wait for the perfect time to spring it. The fewest type of cards available, there are only 3 types of trap cards; Normal, Continuous, and Counter. Three is more than enough though. They can destroy a monster instantly, or stop them in their tracks, and that’s just the beginning.

  

I could go on, as this is a subject I know a great deal about, but that would deviate from today’s theme. To summarize, dueling, good. Having no one to play with, bad. Get out there and find some friends whose butts you wouldn’t mind kicking, or potentially getting kicked by. Remember, no one likes a sore loser, but an ungracious winner is just as bad. It’s all meant to be fun, it is a game after all. Until next time, stay geeky, and keep dueling! 

  

Top 5 Tuesday – Celebrititties!! @@

-by Bevianna Bones

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Well…listen to my story bout Gabrielle, a cute young gal that’s looking’ pretty swell, soft blonde hair, such a lovely lass, nice round breasts and a firm young @a…

Oh alright, so my top five today might not necessarily be a heightened topic of interest to some of our readers, but even gay men can’t deny how much magically awesomely wonderfully amazingly stupendously joyfulness a beautifully made bust can instill in a person. The Hetmen and Lesbos love em, all women wish they had a great set, and gay men think their fun. Yes, boobies are one of life’s joys indeed. In honor of their greatness, I give you my all-time top five favorite Celebratitties, and a few honorable mentions. They don’t all have to be big and beautiful, each of these ladies wins for shape and form, and nearly all of them gave me feelings I didn’t quite understand at one point or another.

5. Susan Sarandon in Rocky Horror Picture Show

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These were the first boobies that I ever really loved. I was so drawn to them. Look at that shape! Look at that cleavage! It just makes you wanna touch-a-touch-a-touch them! Moving on…

4. Lea Thompson from Howard the Duck/Back to the Future

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Anyone who’s followed our posts knows of my undying affection for two things. One being Howard The Duck, and the second being Lea Thompson. These might not be the biggest gals on the list, but she is rocking the cleavage as Lorraine, and as Bev…well, the way that little nightie hangs off the curves of the peaks…aaaannnd, moving on…

3. Geena Davis circa Earth Girls are Easy

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Oh a young Ms. Davis was quite something. Reminiscent of a walking pinup.  These ladies have just the right mixture of roundness, perkiness, and a wonderfully shadowy valley. I remember when I was a teenager I had a very vivid image in my head involving a young Ms. Davis, brunette Madonna (aka Like a Prayer or League of Their Own Madonna), and Lori Petty from Tank Girl.  Sadly, that image was shattered by things I can’t unsee (see my Tank Girl post)…moving on…
Also, if you haven’t seen Earth Girls are Easy, you really, really should.

2. Lucy Lawless from Everything…

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Ok, so there’s a third thing that I have undying love for, and that’s our Lucy. (See Lucy post…) The second largest gals on the list, they nicely fill out anything you put them in. Love the moundful cleavage. It was one of the greatest moments of my life the first time she shed her robe on Spartacus….aaaaaannd moving on…

1. Katy Perry

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I have no words…except…oh the roundness and plumpness…not to mention her pinup photoshoots…oh my. I’ll spare the readers the joy/horror (depending on your inclination) of the many KP jiggle GIFs that are out there. There’s actually an entire website devoted to just them.

You might not agree with everything on this list, but these all-time fave celebratitties all have a special place in my heart. Here are two that almost made the list…

Renee O’ Connor: Runner-Up

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3 Teets (from Total Recall): Honorable Mention

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C’Mon everyone, I had to include her in there somewhere…you all know she was your favorite part about the movie…well that and the midget hooker with the machine gun…

-BB