October 11, 2012

Updated Trade Rules + Wants List

Hi everyone! To prevent YouTube from completely erasing everything again, we're going to post our official trade rules here on the blog. Under that will be LM's Wants List.

TRADE RULES:
1. If you come to me for a trade, I will expect that you send first. I don't send at the same time unless we've traded a lot.
2. PC ships trades internationally for free. You should too.
3. If you are buying a card or cards from us, however, you MUST pay shipping on it. You must pay $1.50 if you are in Canada, $2 from the USA, and $5 elsewhere.
4. All money must be paid in Canadian dollars, preferably. LM will also accept US dollars.
5. All cards, unless otherwise requested, should be near-mint or mint. I will always state the conditions of my cards when trading.
6. Once addresses are exchanged, the trade is FINAL. If you back out of a trade once addresses are exchanged, you will go onto our bad trader list. I don't appreciate time-wasters.
7. I ship with top loaders for Ultra Rares and Secret Rares and double sleeves for everything else. I would prefer that you do likewise.
8. I don't often throw in extras. So you can add extras if you want, but don't expect any back.
9. LM gives signature cards out to those who trade and buy from him. (Currently the cards are in 2nd Edition - out of 1st Edition!)
10. I only trade English cards for English cards and Japanese cards for Japanese cards.
11. Most importantly, have fun!


LUXRAYMOGUL'S WANT LIST - Updated with HeartGold SoulSilver

-Money
-Unopened packs from EX TEAM AQUA AND TEAM MAGMA, EX TEAM ROCKET RETURNS
-HeartGold SoulSilver Energy with the Pokémon Silhouettes  (HGSS115-122)

--Singles from HEARTGOLD SOULSILVER (Ultra rares and Secret Rares in gold)
Clefable (HGSS3)
Noctowl (HGSS8)
Quagsire (HGSS9)
Shuckle (HGSS11)
Wobbuffet (HGSS13)
Typhlosion (HGSS32)
Gyarados (HGSS123)
Alpha Lithograph (ONE)

---Singles from BW NEXT DESTINIES: (Ultra rares and Secret Rares in gold)
Shaymin EX (ND5)
Amoongus (ND9)
Moltres (ND14)
Chandelure (ND20)
Reshiram (ND21)
Lapras (ND25)
Lapras (ND26)
Kyurem EX (ND38)
Zebstrika (ND48)
Zekrom (ND50)
Zekrom EX (ND51)
Mewtwo EX (ND54)
Musharna (ND59)
Darmanitan (ND60)
Mienshao (ND68)
Weavile (ND70)
Jigglypuff (ND79)
Regigigas EX (ND82)
Cinccino (ND85)
Reshiram EX (ND95)
Kyurem EX (ND96)
Zekrom EX (ND97)
Mewtwo EX (ND98)
Regigigas EX (ND99)
Emboar (ND100)
Chandelure (ND101)
Zoroark (ND102)
Hydreigon (ND103)

---Singles from BW DRAGONS EXALTED: (Ultra Rares and Secret Rares in gold)
Rayquaza EX (DEX85)
Terrakion EX (DEX121)
Registeel EX (DEX122)
Rayquaza EX (DEX123)
Giratina EX (DEX124)
Krookodile (DEX127)
Rayquaza (DEX128)

Reverse:
Roselia (DEX12)
Roserade (DEX15)
Gyrados (DEX24)
Tympole (DEX34)
Gible (DEX87)
Garchomp (DEX90)
Garchomp (DEX91)
Swablu (DEX104)

---Singles from Japanese BW6 COLD FLARE: (Ultra Rares and Secret Rares in gold)

***All cards must be 1st Edition
Crystal Edge (59/59)
Celebi EX (60/59)
Keldeo EX (61/59)
White-Kyurem EX (62/59)
Bianca (63/59)
Altaria (65/59)

---Singles from Japanese BW6 FREEZE BOLT: (Ultra Rares and Secret Rares in gold)

***All cards must be 1st Edition
Charizard (12/59)
Piloswine (18/59)
Gliscor (35/59)
Landorus EX (40/59)
Cresselia EX (60/59)
Landorus EX (61/59)
Black-Kyurem EX (62/59)
Cheren (63/59)
Golurk (64/59)
Rocky Helmet (65/59)

July 25, 2012

Card of the Day Review - Rayquaza EX (Dragons Exalted 85)



Hey guys! It's LuxrayMogul here with another Card of the Day Review! Volcachu will be taking over after today as I am on vacation! So yeah. Today's card is Rayquaza EX, a pretty hyped up card that's coming out with the new Dragons Exalted set on August 15th. Let's take a look.

Rayquaza EX is a Dragon-Type Basic Pokémon (Dragon type - so thrilled!) with a solid 170 HP. Like in the games, its weakness is its own type. It has no resistance and a retreat cost of 1 (which, with Skyarrow Bridge [ND91], reduces to zero, which is useful!) Because it's an EX, the regular prize card rule applies: two prize cards is drawn if this majestic Pokémon is knocked out. Anyways, let's look at its attacks.

Celestial Roar lets you discard the top 3 cards of your deck and attach all energy you discard to Rayquaza EX. This is particularly useful for its second attack, Dragon Burst. I'll get into that later. All of this costs a Colourless energy. Which is decent, but it wastes a turn that could be spent doing damage.

Dragon Burst requires a Fire and a Lightning (no Dragon energy yet, so all dragon types have assorted attack costs) and requires you to choose either fire or lightning. You must then discard all the energy cards of that type attached to Rayquaza EX and it does 60 damage for every energy you discard. Which is a super awesome attack! But you'll need to average 2-3 energy discarding a turn, assuming you need to deal 70-180 damage, which is the average HP of Pokémon nowadays and also assuming you don't run PlusPower.

Energy acceleration is still a big part of the metagame, but luckily for Rayquaza EX the format's slowed down quite a bit after Pokémon Collector and Junk Arm are now gone, for example. A good method I've been seeing is running Rayquaza EX with Eelektrik (Noble Victories 40) whose Ability Dynamotor lets you attach Lightning energy from your discard to your Benched Pokémon. Combine this with Skyarrow and Rayquaza can retreat to recharge while another Rayquaza EX can do the attacking. This can allow a steady stream of damage assuming you have enough Eelektrik. Using Level Ball (ND89) and Ultra Ball (DE102) to get the Eelektrik out (and also to send Lightning to the discard with Ultra Ball) and then even having a few Super Rod (NV95) to ensure the fire energies are returning to the deck is a good strategy. So, discarding Lightning energy is more preferable than discarding Fire, which should remain on the card as energy requirement because of the lack of fire energy acceleration. (Well, Emboar is always an option but let's not talk about that).

Another good tech is to run Pokédex (BLW98) so you can at least attempt to move energies to the front of the deck for Celestial Roar. But again, I've already warned against using that attack unless it's near the beginning of the game. After that, it's too risky to not damage your opponent with your EX becoming a target.

The art work is stunning. I simply can't wait for this card to come out and me to get my hands on one! I am actually thrilled about this artwork out of all the EXes that are being released in Dragons Exalted, to be honest. (Whoa... Dragons Exalted as the same initials as Dark Explorers... I think I'll refer to Dragons Exalted as DEX then.)

I'm going to go ahead and give 5/5 for Rayquaza EX for being a fast attacker, large damage output, good HP, great retreat cost, being playable (of course!) and of course for simply being a Dragon. Thank you every one for tuning in and have a wonderful day!

July 11, 2012

Card of the Day Review - Luxray (Next Destinies 46)


Hey everyone! It's LuxrayMogul here with your daily card review! Today we discuss my favourite Pokémon that just got a card in a (relatively) recent set! Yes, it's Luxray, card number 46 from Next Destinies. Let's just get right to it!

Luxray is a Stage 2 Lightning-type Pokémon with a decent 140 HP. It has a weakness to Fighting types, which is not a surprise given that it's a common Lightning-type weakness. It has no resistance and a pretty good retreat cost of one. Considering that it's a Stage 2 Pokémon, a one retreat cost is pretty decent considering the twos and threes that other Stage 2s get!

Let's take a look at the attacks. The first attack, Flash Impact does a decent 60 damage with a the single drawback that it does 20 damage to one of your own Benched Pokémon. Still, one for sixty is pretty decent, and we should be expecting such things from a Stage 2. The extra damage is undesirable, but it comes as a price to such a big attack!
Crunch costs two Lightning and a Colorless, and does a measly 80 with a chance of discarding an Energy attached to the Defending Pokémon. It's decent... but compared to Zekrom (BLW114) who does 120 with the same energy requirements, taking the time to evolve up two stages to a Luxray to do a measly 80 damage and an effect that Crushing Hammer (Emerging Powers 92) or Enhanced Hammer (Dark Explorers 94) can do is... not that great to say the least. If Luxray was a Basic then it would have been much better.

In summary, in a format where Electric-types dominate, Luxray may have a difficult time being played because of all the other hard hitting Electric-types that are dominating right now, like the mentioned Zekrom and Zekrom EX (Next Destinies 51, 97).

Luxray's artwork is awesome. Maybe that's just because I love Luxray, and that it's a holo. But Luxray is actually an artwork I like a lot from Next Destinies... compared to some of the newer Pokémon whose artworks seem overly simple. (Understandable because they just came out a year ago).

Overall I'll give Luxray 3.5/5 for awesome artwork, low retreat cost, decent attacks, and for simply being my favourite Pokémon. It loses points for its relatively low damage output for a Stage 2 and lack of playability in this format as an Electric type. It's decent, but I won't expect to see it a lot in tournaments this upcoming season (or this current season for that matter).

LuxrayMogul signing out. Until next time!

July 10, 2012

Card of the Day Review - Entei EX (Dark Explorers 13, 103)


Hey everyone! LuxrayMogul here with your daily card of the day review! To push the button first, our One Year Anniversary Raffle and Show will take place on July 19th. To find out how you can enter, check out our YouTube video. Anyways, back to the review!

Today we're going to discuss one of the newer EXes, Entei EX from Dark Explorers (DE13, full art DE103). Let's just get started.

Entei EX is a Basic Fire type Pokémon EX, with 180HP, which means, like all EXes, that your opponent draws two prize cards when Entei EX is knocked out. Like Reshiram EX, it has a x2 Water-type weakness, which is predictable but again, not preferable. Luckily there aren't too many water-types that are in the metagame right now. It has no resistance and the same fat retreat cost of three as Reshiram EX, which again, sucks.

Entei EX has been receiving a little bit of hype recently, and let's look at the attacks and try to figure out why. Fire Fang, which requires a Fire and a Colorless, does 30 damage and burns the Defending Pokémon. This is decent attack, and the guaranteed burn makes it better. But because Burn itself doesn't guarantee damage, it isn't the best special condition there is out there. But, at least Burning the Defending Pokémon will prevent if from using most Abilities.
Its second attack, Grand Flame, needs to two Fire energy and a colourless energy. It does a decent 90 damage, but compared to Reshiram (BLW113) which deals 120 with the same costs, is meh. But its effect allows you to attach a fire energy card from your discard to one of your Benched Pokémon, so that completely makes up for the damage shortage. And plus, there is no need to discard an energy to use the attack so dealing 90 every turn is solid. It just means that most Pokémon will have to be hit with Grand Flame twice before it gets knocked out.

Interestingly though, this may present one of the new ways of energy acceleration. Technically, you are attaching two fire energies a turn once Entei attacks, although one is done after attacking so it's not really useful. But other than Emboar (BLW20), Entei EX may actually be one of the only available Fire energy acceleration methods in this format now as Fire's presence in the metagame is slowly fading away after Typhlosion Prime (HGSS110) leaves. Entei can rescue energies from the discard just like Typhlosion can, without the 10 damage penalty (which makes it useful for charging up other Entei EX or just other fire-types on the bench) even though it can only be done once a turn, after attacking. It's not much of an acceleration, but it's still better than nothing.

I enjoy the artwork on both the regular and full art. I mean, Entei is one of my favourite Pokémon so it's hard not to enjoy the artwork. It's splendidly done, so full marks for that!

Overall, I'll give Entei EX 4/5 for playability, energy acceleration possibility, high HP, and being a consistent attacker. It loses points for again, being a "fat" Pokémon (at least it's not flippy - refer to Reshiram EX) and having a low damage output that can be out-competed in this fast format. But overall, Entei EX is a very interesting card and I think it should be seeing a decent amount of play as we enter this new Black and White-on season.

Until next time, I'm LuxrayMogul signing out. Peace!

July 9, 2012

Card of the Day Review - Reshiram EX (Next Destinies 22, 95)


Hello everyone! It's LuxrayMogul here again for your daily Card of the Day review! Today I'm covering the only EX card I've played with in this format, Reshiram EX (Next Destinies 22, full art ND  95). It's part of the first wave of EXes that were released in this new format. So, let's cut the chase and start talking about it!

Reshiram EX comes in a normal card and a full art card, with the full art (obviously) relatively rarer and more expensive. It is a Basic Fire type Pokémon with 180 HP. Because it's an EX, the EX rule applies, which states that if it gets knocked out, your opponent is permitted to draw two prize cards. It has a Water-type weakness (not preferable, but expected), no resistance, and a fat retreat cost of three. Slap in Skyarrow Bridge (Next Destinies 91) and that's two, which is better. Considering that more powerful EXes like Mewtwo EX only has two retreat cost (one with Skyarrow), Reshiram EX is already considered to have a relatively "fat" retreat cost. So... eh.

Let's look at its attacks. Glinting Claw, its first attack, requires a Fire energy and two colourless energy. With the rotation of Lost Remover (Call of Legends 80) in a month or so, I think Double Colourless Energy will be much more playable, so that definitely benefits Reshiram EX. A Fire and a DCE and Reshiram is ready to attack on its second turn. It does a decent 50 damage, possibly 80 on a coin flip.
It's second attack, Brave Fire, does an impressive 150 damage with the cost of two Fires and a DCE. However, a coin flip determines if Reshiram EX does 50 to itself. Considering it has 180 HP and also considering that EXes become targets the second they enter the field, you can afford flipping two, maybe three, tails before two prizes go bye-bye. So I mean, the 50 self-damage isn't that decent, and I don't care how lucky you are with coins. (I usually flip tails, much to my annoyance!)

Overall impressions now. Because Typhlosion Prime (HGSS110) is being rotated in a month or so along with the entire HeartGold SoulSilver series cards (NOOO TYPHLO...), a big part of Fire energy acceleration is lost; with the only real acceleration coming from Emboar (BLW20), which is a fat Pokémon itself (figuratively and literally) and hard to get out. Luckily, only two fire energies are really needed and there is no discarding, but in a format that is as fast as the one that we're in currently, three turns (maybe even four, if you don't draw the DCE) is just too long for a Pokémon to start using its most powerful attack. And again, because Reshiram EX is an EX, it becomes a target once it comes on and probably won't even last that long.
Another annoying thing about Reshiram is the amount of coin flipping there it is. Most Basic Pokémon nowadays have more than 50HP, and if Glinting Claw doesn't get a heads, you're just dealing 50, and most likely, not knocking out anyone, thus, wasting a turn. All these factors add to its relatively unplayability in this format. I personally think that the loss of Typhlosion Prime personally adds to the unplayability of this card. On the contrary, Reshiram EX's brother card, Zekrom EX (ND51 and 97) is a much better card in the format because of Electric energy acceleration by Mr. Eelektrik (Noble Victories 40).

The artwork... the regular artwork is stunning, but the full art is... meh. It looks intense alright, but it just doesn't seem like my cup of tea.

Overall, I'll give Reshiram EX a 3/5 for relative playability and awesome artwork on the regular card. It loses points for lack of energy acceleration and being a "fat" and "flippy" card. So, I mean if there was decent fire energy acceleration it may have been a better card. But it simply won't be that good in this format. Of course, sound out your opinion in the comments below!

Until tomorrow, LuxrayMogul signing out. Peace!

July 8, 2012

Card of the Day Review - Random Receiver (Dark Explorers 99)


Hey everyone! It's LuxrayMogul here with a brand new Card Review (I know we haven't done one in a while) and it's Random Receiver (99/108) from the recent Dark Explorers set. Let's take a look.

Random Receiver is quite similar to Xtransceiver (Noble Victories 96) but without the coin flip. However, Random Receiver forces you to take the first Supporter you reveal, whereas if you get a Heads on a coin flip, Xtransceiver lets you search your deck for any Supporter. So, both have their own risks attached to them: Random Receiver adds the risk that you may not get the Supporter you need, but Xtransceiver adds the risk that you might not get heads.

Wait: let's backtrack. Random Receiver's effect allows the player to reveal cards from the top of their deck until a Supporter is revealed. Because Random Receiver is a regular Trainer card, many copies of the card can be used during a turn if the Supporter desired isn't found. It's quite a useful card and quite fun too, talking from personal experience. Sometimes almost half the deck is revealed until a Supporter is found!

Strategy wise, I think it can potentially be a very useful card in the soon to be Black and White-on format and is a much better card than Xtranceiver. Luckily, because they are both Trainers, more than one can be played a turn if the Supporter you want is unavailable. Then, combining with Junk Arm (Triumphant 87) you can recycle those Trainers as much as you want Sorry, Junk Arm's getting rotated :(

Aaaaanyways, it's a very useful addition to any deck because Supporters will always need to be used in competitive gaming for faster results. And if you're like me, who has NO luck with starting with the cards I need, drawing a Random Receiver in your first hand or in your first couple turns will definitely assist your game and your deck in performing well. And if you already have a Supporter - Random Receiver will give you some choice on which one is the best to use first too.

The artwork's pretty decent. I mean, most of the Trainer artworks from the Black and White sets are pretty decent anyways. They aren't as exciting or old-school feel as the HGSS trainers, but still good nevertheless.

Let's give Random Receiver full marks, 5/5, for its playability, its ability to assist players, as well as its artwork. In conclusion, Random Receiver is a pretty good card released with Dark Explorers and it is sure to assist Pokémon players on their road to victory.

June 30, 2012

PikaCirculator's One Year Anniversary Raffle!



Yes, PikaCirculator is celebrating it's one year anniversary! To find out how you can celebrate with us, please head over to our YouTube video to find out!

Cheers!

--LM

September 11, 2011

Card of the Week Review - Beartic (Emerging Powers 30)


Hey everyone! LuxrayMogul here for another Card of the Week Review! This week, I'll be reviewing another card from Emerging Powers: Beartic. No, not card #31 Beartic, but the one that everyone's been really excited about - Beartic, card #30.

Let's start with some stats. Beartic is a Stage-1 Water-type Pokémon that evolves from Cubchoo (the Pokémon with like the huge snot coming out of its nose...). It has 130 HP, which is incredibly high considering it's a Stage 1 Pokémon. This is also great for Beartic as big attacks like Reshiram's Blue Flare, Zekrom's Bolt Strike, and Typhlosion's Fire Spin will leave it with 10 HP, (as no attack does exactly 130 damage), which forces the opponent to use a Plus Power or two to finish Beartic off, if they wish, in one turn. (I think you would want to; refer to next section for reasons why). It has a x2 Metal weakness which is great; you don't see too many metal-type decks nowadays, and Beartic isn't weak to the usual Electric type for Water-types, so it's a great card to be played now. It has no resistance, which isn't too much of a surprise. However, a drawback would be its three colourless energy retreat cost. In J-Wittz' words, that's FAT! That's really fat! You have to watch out for Pokémon Catcher and other cards that can possibly endanger Beartic before it's set-up and ready to attack.

Now its attacks - it's first attack, Sheer Cold, needs WCC to use; so I think it's safe to say that Beartic is Double Colourless Energy compatible. ;D It does a measly 50 damage, but prevents the defending Pokémon from attacking the next turn. Personally, that's great! They will be forced to retreat, evolve, or devolve in order to even touch Beartic the next turn. Now; evolving and devolving are pretty rare, so that means retreat. If you can combine Beartic with Catcher, you can slaughter a "fat" Benched Pokémon (such as Beartic) before it's ready to attack itself, and it can't retreat. ('Fat' means large retreat cost, not trying to offend anyone with this term.) So, Sheer Cold is a great attack!

Its second attack, Icicle Crash, needs WWCC, so once again, DCE can be used. It does a measly 80 damage (well, measly considering how much energy is required for this attack). However, it isn't affected by Resistance, so no... grass..? Pokémon are safe from this attack either. It provides a OHKO to Donphan Prime which is weak to water-types, therefore, being a great counter to a very, very popular card in the format right now.

The artwork is OK. It pales compared to Beartic (Emerging Powers 31), but I guess it's OK since it's holo. It's a little over-simplistic though.

Overall, I give 4.5/5 to Beartic. I hate Donphan Prime so since it can kill it in one hit it's a great counter. (I know that is biased... but it's true.) It loses 0.5 point because of its "fat-ness" - carefully when Catcher pulls this out when it's not ready. Overall, I think it's a great card in this format and should be considered in many decks. (Its weakness is different, which helps it a lot as well!)

September 4, 2011

Card of the Week Review - Gothitelle (Emerging Powers 47)


Hey everyone! It is Volcachu back for a card review; but since school has started, we will be doing card reviews weekly instead of daily. For the time being, we will try to focus our reviews on Pokémon from the new set. This week's Pokémon will be Gothitelle and it has been getting a lot of hype since the release of the set.

This Pokémon is a Stage 2 Psychic-Type with 130 HP which is average. It has an ability called Magic Room which I will get more in depth later. Gothitelle has only one attack and it is called Madkinesis. This attack costs 3 energy of any type and it does 30 base damage. This attack does 20 extra damage on top of the 30 base damage for each Psychic Energy attached to Gothitelle. This means that the more Psychic Energies, the more powerful the attack is. Like most Psychic-Types, Gothitelle has a weakness to other Psychic-Types. It has a retreat cost of two which is not very good.

The reason why this Pokémon is liked is because of the ability, Magic Room. This ability is only activated when Gothitelle is the active Pokémon. The ability locks most of the important trainer cards of the opponent as they are not allowed to play any item cards. This will shut down key cards like Pokémon Catcher, Switch, Pokémon Communications and others. Gothitelle is usually teamed up with a Reuniclus to continually lock the opponent while keeping Gothitelle alive as long as possible. This may be a very combo soon as many people are starting to pick this up.

All these factors allow me to give Gothitelle a 4.5/5. Even with all the potential to lock your opponent, she is very slow to set up. This slowness calls for more Twins in your deck since you will probably fall behind early with this deck. Gothitelle will become an alternate Vileplume and it will be a hot card in the market. Grab them all before others do!

August 31, 2011

Emerging Powers Review


Hey guys! It's LuxrayMogul here to more or less rant about the new expansion that was released today - Black & White - Emerging Powers. Yes, the name sounds pretty cool, but I guess this expansion is more of a... collector's expansion than a competitive one. Most of the cards are not too appealing to competitive players. The full art Thundorus and Tornadus is great for collectors, but their attacks definitely aren't that good compared to cards from previous expansions.

The main hype? Well, I think there are mostly two cards from this expansion that is pretty much the only "hype" you would say; and probably one of the only reasons why someone would buy boosters from this expansion in the first place. The first one is Pokémon Catcher (Emerging Powers 95). This has the same effect as a pretty old card, Gust of Wind (Base Set 93), a similar effect to the more recent reprinted card, Pokémon Reversal (HGSS 99) [without the coin flip], and a similar effect to Pokémon Circulator (Unleashed 81) [opponent's choice, not yours]. This gives you the power to switch your opponent's Active Pokémon with a Benched, which can quickly give you a victory - perhaps this aspect adds to its popularity and demand. Definitely watch out for Catchers in the upcoming tournaments.

The second card hype, Beartic (Emerging Powers 30), is also a big hype, and also a nightmare to play against. I'm not going to do a review here, because that'll be saved for PikaCirculator's later reviews ;D But its staggering 130 HP for a Stage 1 and its deadly attack Sheer Cold builds to its popularity - although it only does a mere 50 damage, its additional effect prevents the defending Pokémon from attacking - which forces them to wait out a turn, or retreat to another Pokémon to do the attack. Definitely expect to see this Beartic in upcoming tournaments for sure.

Another new change in this expansion is the feature of energy symbols in the holographic design of the reverse holos - reverse holos in this set feature a holo design that includes a repeating pattern of that Pokémon's energy symbol on the card. If it's a Trainer, Supporter or (yet to be released) Stadium, the reverse holo features a background of Pokéballs instead. This is also great collector items and will definitely add to the popularity of this expansion.

But overall, the cards are not too great; the expansion only features a few good cards. The holographic treatment adds to its grading. I'll grade this expansion a probably-too-generous rating of 2.5/5.

Let's all look forward to Noble Victories coming out November! It will feature Japan's Red Collection cards, which should be more appealing in regards to competitiveness. So, this is LuxrayMogul signing off this first expansion review. Regular card reviews will be coming back this Sunday - however, because of the upcoming school workload, the Card of the Day Review will now, unfortunately be a Card of the Week Review. But nevertheless, stay tuned, and don't forget to check out our latest video on YouTube!

http://www.youtube.com/watch?v=F9ONLR1zgdg