Jump to content

Welcome to Wonderland! - A Tribute to "Alice in Wonderland"


Spoon

Recommended Posts

Yep, it's me again, with another set (I definitely have to much time).

 

Alice in Wonderland is classic. It doesn't matter if we talk about the book written by Lewis Carroll, the Disney adaptation (which most of us, including me, grew up with) or the new film by Tim Burton. It is one of my all-time favourite stories... mostly because it's goddamn crazy. And to be honest, I never thought the people back in the 19th century had that much imagination to spare on fantastic literature. It's just timeless, the story of a little girl, following a rabbit to it's hole and landing in a fantatsic world full of crazy people, crazy creatures and crazy behaviours.

 

I guess that this set (if you can call it that) was already attempted and maybe crafted better than mine, but I hope I try at least something original with the effects I'm going for. I'm not going for one specific artstyle with the pictures, I took whatever looked creepy and crazy enough to fit in, though I tried to avoid artworks which tend to much towards the newest movie (which, to be honest, I haven't even seen yet... waiting for the DVD).

 

Also, I tried to get the effects as crazy, yet as playable as possible. I don't know if I succeeded

with that, that's up to you to decide.

 

y5kfhy3m.jpg

 

Last updates:

Alice, the Pawn added!

Alice, the Queen added!

 

234848x.jpg234848k.jpg

[spoiler=Lore:]Welcome to Wonderland:

Increase the ATK and DEF of every "Wonderland" monster by 500. You cannot Summon "Wonderland" monsters without this card in play. During each of your Standby Phases, place 1 Too Late Counter on this card. When there are more than 50 Too Late Counters on this card, remove it from play, toss a coin and call it. If you call it right, you win the duel. If you call it wrong, you lose the duel.

 

Through the Looking Glass:

You can only activate this card if you control "Welcome to Wonderland" with 25 or less Too Late Counters on it. Place as many Checkmate Counters on this card as there were Too Late Counters on "Welcome to Wonderland". If a Too Late Counter would be placed on "Welcome to Wonderland", place 1 Checkmate Counter on this card instead. This card is also treated as "Welcome to Wonderland" towards the effects of Monster, Spell and Trap Cards you control. Monsters on the field can only attack while in face-up Defense Position (apply the DEF of that card for damage calculation). Monsters can be Set in face-down Attack Position. Cards that would be Set face-down (except monsters in face-down Attack Position) are played face-up, while still being treated as face-down. When there are 50 Checkmate Counters on this card, you win the Duel.

 

 

234848.jpg234848x.jpg

[spoiler=Lore:]Alice:

This card is also treated as a "Wonderland" monster as long as "Welcome to Wonderland" is in play. When this card is Summoned, search your Deck for 1 "Welcome to Wonderland" card and add it to your hand. When this card is used for a Synchro Summoning, discard your hand and draw 1 card.

 

Mad Alice:

"Alice" + 1 or more non-Tuner "Wonderland" monster(s)

This card is also treated as a "Wonderland" monster as long as "Welcome to Wonderland" is in play. This card cannot be Special Summoned or set except by Synchro Summoning and by its own effect. When this card is Synchro Summoned, destroy every other face-up monster on the field and place 1 Too Late Counter on "Welcome to Wonderland" for every destroyed monster. When this card inflicts battle damage to your opponent, place 1 Too Late Counter on "Welcome to Wonderland". When this card is sent from the field to the Graveyard, pay 1000 Life Points and place 3 Too Late Counters on "Welcome to Wonderland" to Special Summon this card to the field in face-up Attack Position.

 

 

234848w.jpg234848h.jpg

[spoiler=Lore:]Alice, the Pawn:

Once per turn, this card can move to an unoccupied Monster Card Zone on the other side of the field. When this effect is used, place 1 Step Counter on it. If this Zone is on your opponent's side of the field, the control of this card does not change. If this card is on your opponents side of the field, it cannot attack, be selected as an attack target, Tributed (except by it's own effect), used as a Synchro Material Monster or be targeted by the effects of Monster, Spell and Trap Cards. When there are 8 or more Step Counters on this card, in your turn, tribute it to Special Summon 1 "Alice, the Queen" from your Extra Deck.

 

Alice, the Queen:

This card can only be Special Summoned from your Extra Deck by the effect of "Alice, the Pawn". Each time your opponent has to pay a cost, this cost is doubled if possible. Once per turn, you can tribute 1 "Wonderland" monster you control to destroy 1 monster your opponent controls, then inflict damage to your opponent equal to the destroyed monsters Level x400 and place Too Late Counters on "Welcome to Wonderland" equal to the tributed monsters Level x2. If this card attacks, toss a coin for each "Wonderland" monster in your Graveyard. If heads, remove that monster from play and increase this cards ATK by the removed monsters ATK/4 until the End Phase. During your Standby Phase, you can select not to attack with this card in this turn to return all "Wonderland" monsters in your Removed from Play Zone to your Graveyard.

 

 

 

 

[spoiler=[b]Wonderland Monsters[/b]]

[spoiler=[b]Cheshire Cat[/b]]

234848.jpg

[spoiler=Lore:]This card cannot be destroyed by battle (damage calculation is applied normally). When this card would inflict battle damage to your opponent, toss a coin and call it. If you call it wrong, you take the damage instead.

 

 

[spoiler=[b]Hookah-Smoking Caterpillar[/b]]

234848l.jpg

[spoiler=Lore:]When this card is succesfully Summoned, call "Monster", "Trap" or "Spell" and draw 5 cards. Keep all cards from the type you called and discard the rest. For every card you've kept that way, place 1 Too Late Counter on "Welcome to Wonderland".

 

 

[spoiler=[b]Card Soldier[/b]]

234848o.jpg

[spoiler=Lore:]When this card is Summoned, you can Special Summon every "Wonderland - Card Soldier" monster in your hand. If this card is Special Summoned by the effect of another "Wonderland - Card Soldier", place 1 Too Late Counter on "Welcome to Wonderland".

 

 

[spoiler=[b]Heartless Card Soldier[/b]]

234848.jpg

[spoiler=Lore:]"Wonderland - Card Soldier" + "Wonderland - Card Soldier"

When there are more than 20 Too Late Counter on "Welcome to Wonderland", this card gains 700 ATK. If this card is destroyed by battle while there are more than 10 Too Late Counter on "Welcome to Wonderland", destroy the attacking monster and place 3 Too Late Counter on "Welcome to Wonderland".

 

 

[spoiler=[b]Mad Hatter[/b]]

234848.jpg

[spoiler=Lore:]As long as this card remains face-up on the field, there is no turn progression (after turn 1 of player 1 and turn 1 of player 2 it starts again at turn 1 of player 1). If this card is sent from the field to the Graveyard, send it to the bottom of your deck instead. Your deck is then shuffled.

 

 

[spoiler=[b]March Hare[/b]]

234848v.jpg

[spoiler=Lore:]When a single Phase or a whole turn of either player is skipped, place 1 Too Late Counter on "Welcome to Wonderland". In your opponents Battle Phase, you can pay 1000 Life Points and tribute this card to skip his/her remaining turn including the Battle Phase.

 

 

[spoiler=[b]Queen of Hearts[/b]]

234848a.jpg

[spoiler=Lore:]When this card is Summoned, you can Special Summon 1 level 4 or lower "Wonderland" monster from your hand. If a "Wonderland" monster you control is destroyed while this card remains face-up on the field, you can Special Summon another "Wonderland" monster with less ATK than the destroyed one from your hand to the field. Each time this effect is used, place 1 Too Late Counter on "Welcome to Wonderland".

 

 

[spoiler=[b]White Rabbit[/b]]

234848.jpg

[spoiler=Lore:]At the beginning of your turn, you can pay 500 Life Points and select 1 or more Phase(s) of this turn. Skip those Phase(s). For every Phase skipped that way, place 2 Too Late Counter on "Welcome to Wonderland".

 

 

[spoiler=[b]Tweedledee and Tweedledum[/b]]

234848g.jpg

[spoiler=Lore:]If this card is Special Summoned by the effect of a monster you control, double it's original ATK and DEF. If this card declares a battle and your opponent activates a Spell or Trap Card in response, negate the activation of that card and the attack of this card.

 

 

[spoiler=[b]Jabberwocky[/b]]

234848lc.jpg

[spoiler=Lore:]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 5 "Wonderland" monsters in your Graveyard from play. Additionally, remove every Too Late Counter from "Welcome to Wonderland". In your End Phase, if this card did not attack this turn, you can destroy 1 card you control to place 10 Too Late Counter on "Welcome to Wonderland".

 

 

[spoiler=[b]The Dodo[/b]]

234848.jpg

[spoiler=Lore:]When this card is Summoned, randomly select 1 card from your opponents hand and add it to yours. You cannot activate, Summon or Set that card. In your next Standby Phase, if that card is still in your hand, return it to your opponents hand and increase your Life Points by 1000.

 

 

[spoiler=[b]The Invisible Grin[/b]]

234848zv.jpg

[spoiler=Lore:]You can Special Summon this card from your hand by Tributing 1 "Wonderland - The Cheshire Cat" you control. If this card is Special Summoned, place 3 Too Late Counter on "Welcome to Wonderland". Increase this card's ATK and DEF by 200 for every Too Late Counter on "Welcome to Wonderland". This card cannot be destroyed by battle (damage calculation is applied normally). As long as this card remains face-up on the field, both players draw cards from their opponents Deck instead.

 

 

[spoiler=[b]Dormouse[/b]]

234848s.jpg

[spoiler=Lore:]You can Special Summon this card from your hand or Graveyard if you control "Neverending Tea Party". If this card is Special Summoned by its own effect, place 2 Too Late Counter on "Welcome to Wonderland" and remove this card from play when it is removed from the field.

 

 

[spoiler=[b]Duchess[/b]]

234848.jpg

[spoiler=Lore:]If this card is succesfully Summoned, your opponent takes control of this card. Once per turn, the controller of this card can tribute 1 monster he/she controls except this one to give control of this card to the other player. Each time the controller of this card changes, place 1 Too Late Counter on "Welcome to Wonderland. In the End Phase of either players turn, inflict 500 damage to the controller of this card.

 

 

[spoiler=[b]Bill the Lizard[/b]]

234848y.jpg

[spoiler=Lore:]If this card is selected as a target for an attack or the effect of a Monster, Spell or Trap Card, return it to your hand. Once per turn, you can pay 500 Life Points to Special Summon 1 "Ladder" Token (Machine-Type/EARTH/Level 1/ATK 0/DEF 0) to the field in face-up Defense Position. As long as that Token remains on the field, increase the Level of all other "Wonderland" monsters you control by 1.

 

 

[spoiler=[b]King of Hearts[/b]]

234848n.jpg

[spoiler=Lore:]You can Special Summon this card from your hand or Deck if you control "The Not-So-Fair Trial". As long as this card and "The Not-So-Fair Trial" remain face-up on the field, every Level 5 or higher attacking monster is removed from play after Damage Step. Everytime a card is removed from play, place 3 Too Late Counter on "Welcome to Wonderland".

 

 

[spoiler=[b]Gryphon[/b]]

234848.jpg

[spoiler=Lore:]You can Normal Summon this card without a Tribute if you control a face-up "Alice". As long as this card remains face-up on the field, your opponent cannot select any other "Wonderland" monster with an ATK of 2000 or lower you control as an attack target. You can tribute this card to Special Summon 1 Level 4 or lower "Wonderland" monster from your Graveyard to the field.

 

 

[spoiler=[b]Mock Turtle[/b]]

234848w.jpg

[spoiler=Lore:]If this card would be destroyed by battle, negate the attack and destroy it, then end the current Battle Phase. If this card is in your Graveyard, you can remove it from play to negate the effect of an opponents Spell or Trap Card. Both players cannot activate any Spell or Trap Cards until the End Phase of the turn this effect was activated.

 

 

[spoiler=[b]Walrus[/b]]

234848.jpg

[spoiler=Lore:]When this card is succesfully Normal Summoned, Special Summon up to 3 "Oyster" Tokens (Aqua-Type/WATER/Level 1/0 ATK/500 DEF) on your opponents side of the field in face-up Defense Position. Those Tokens cannot be Tributed for a Tribute Summon or used for a Synchro Summon. When a monster destroys an "Oyster" Token, it gains 500 ATK. If all "Oyster" Tokens are removed from the field, destroy this card and increase your Life Points by 800 for each "Oyster" Token that has been destroyed by battle with a monster you control.

 

 

 

 

 

[spoiler=[b]Supporting Spells and Traps[/b]]

 

[spoiler=[b]Roses in Wonderland have Knives[/b]]

234848nd.jpg

[spoiler=Lore:]This card can only be activated if a "Wonderland" monster you control is destroyed by battle. Equip the destroyed monster to the attacking monster. As long as that card is equipped, in your opponents Standby Phase, inflict 500 damage to him/her. Each time this effect activates, place 1 Too Late Counter on "Welcome to Wonderland".

 

 

[spoiler=[b]Croquet with the Queen[/b]]

234848g.jpg

[spoiler=Lore:]You can only activate this card if you control a face-up "Alice", "Mad Alice" or "Wonderland - Queen of Hearts". If a coin is tossed or a die is rolled, pay 1000 Life Points to select the outcome of the coin toss/die roll (if you/your opponent had to call the outcome, select it afterwards).

 

 

[spoiler=[b]Watch the Time![/b]]

234848.jpg

[spoiler=Lore:]This card can only be activated if you control a face-up "Welcome to Wonderland". Place 3 Too Late Counter on "Welcome to Wonderland". You and your opponent draw 3 cards and skip the next 3 turns.

 

 

[spoiler=[b]A Not-So-Well-Meant Advice[/b]]

234848f.jpg

[spoiler=Lore:]Randomly select 1 card from your opponents hand. He/She has to Summon/Activate that card immediately, ignoring every condition stated on the card. Place 5 Too Late Counter on "Welcome to Wonderland".

 

 

[spoiler=[b]The Not-So-Fair Trial[/b]]

234848n.jpg

[spoiler=Lore:]This card can only be activated if there are at least 15 Too Late Counters on "Welcome to Wonderland" and if a "Wonderland" monster you control is selected as an attack target. The attacking monsters level is changed to 12. Each attacking monster your opponent controls with a level of 9 or higher is removed from play after Damage Step. If "Welcome to Wonderland" is destroyed, destroy this card.

 

 

[spoiler=[b]Neverending Tea Party[/b]]

234848z.jpg

[spoiler=Lore:]You can only activate this card if there are at least 20 Too Late Counters on "Welcome to Wonderland". If "Welcome to Wonderland" is destroyed, destroy this card. Cards are drawn from the bottom of the Deck. Every card that would be sent to the Graveyard is sent to the top of its owners Deck instead. Decks are not shuffled while this card remains on the field. Once per turn, a player can pay 2000 Life Points to search his/her Deck for 1 card and add it to his/her hand.

 

 

[spoiler=[b]The grinning Moon[/b]]

234848.jpg

[spoiler=Lore:]If this card is destroyed by the effect of an opponents Monster, Spell or Trap Card, inflict 1000 damage to him/her. Search your hand or Deck for 1 "Wonderland - The Cheshire Cat" and Special Summon it in face-down Attack Position (that card cannot attack while in said Position).

 

 

[spoiler=[b]Alice's Revenge[/b]]

234848.jpg

[spoiler=Lore:]You can only activate this card when there are at least 10 Too Late Counters on "Welcome to Wonderland" and if you control a "Alice" or "Mad Alice". Inflict damage to your opponent equal to the number of "Wonderland" monsters in your Graveyard multiplied with 200. If this cards effect would be negated by any means, double the inflicted damage.

 

 

[spoiler=[b]Take it to the Real World[/b]]

234848c.jpg

[spoiler=Lore:]You can only activate this card if there are at least 25 Too Late Counters on "Welcome to Wonderland". Destroy "Welcome to Wonderland" and every "Wonderland" monster on the field, except those with "Alice" in their names. Monsters with "Alice" in their names have their ATK and DEF increased by 1000. In your 5th Standby Phase after activating this card, destroy it and return 1 "Welcome to Wonderland" from your Graveyard to the field. Place 49 Too Late Counter on "Welcome to Wonderland".

 

 

[spoiler=[b]The Caucus Race[/b]]

234848a.jpg

[spoiler=Lore:]You can only activate this card when there are at least 10 Too Late Counter on "Welcome to Wonderland". When either player conducts their Standby Phase or End Phase, all monsters on the field are moved to the adjacent Monster Card Zone on their right side. If there is no Monster Card Zone to their right, the other player takes control of that card and places it on their field in the same column. If "Welcome to Wonderland" is destroyed, destroy this card.

 

 

[spoiler=[b]Sea of Tears[/b]]

234848.jpg

[spoiler=Lore:]You can only activate this card if there are at least 5 Too Late Counters on "Welcome to Wonderland". Send every Level 4 or lower face-up monster on the field to its owner's hand. For every card added to a player's hand that way, he/she gains 600 Life Points.

 

 

[spoiler=[b]Card Assault[/b]]

234848o.jpg

[spoiler=Lore:]You can only activate this card if you control 2 or more "Wonderland" monsters. Destroy 1 card your opponent controls. Both players cannot draw cards in their next turn except in their Draw Phase.

 

 

[spoiler=[b]Rutledge Asylum[/b]]

234848n.jpg

[spoiler=Lore:]You can only activate this card if you control a face-up "Alice" and at least 2 other "Wonderland" monsters and if a "Mad Alice" is in your Extra Deck. Destroy every "Wonderland" monster you control, except "Alice", and pay 2000 Life Points. Negate the effect of a Synchro Monster with "Alice" in it's name, Special Summon it to the field in face-up Attack Position and equip this card to it. If this card is destroyed, destroy the monster this card is equipped to. If the monster is destroyed, destroy this card. As long as "Alice" and "Mad Alice" are on the field at the same time, double the amount of Too Late Counters that are placed on "Welcome to Wonderland".

 

 

 

 

 

Do you like it? Please comment and rate :)

 

So long, yours truly,

 

Spoon

 

Disclaimer: All images shown in the cards in this thread belong to their respective owners. I don't own anything (except my ideas).

Link to comment
Share on other sites

  • Replies 104
  • Created
  • Last Reply

That card is the unfulfillable (how the hell this I spelled that!?!?!) gamble. I love it!!!! :D

Really nice! I believe it's "During each of your Standby Phases,..."

Other than that, it's great. I want to see more. I can find quite the potential in this idea (although I've seen it before) ^^

Link to comment
Share on other sites

to be fair if a duel lasts 50 of YOUR standby phases (most people only run about 40 cards remember) then tossing a coin to call the game does not sound like not a bad thing to me

 

original, wonder what support will be like

Link to comment
Share on other sites

That card is the unfulfillable (how the hell this I spelled that!?!?!) gamble. I love it!!!! :D

 

I'm glad you like. I myself like gambling a lot (though I lose most of the time)' date=' but, promised, there will be cards that change this mechanic just a bit ;)

 

Really nice! I believe it's "During each of your Standby Phases,..."

 

Fixed that.

 

Other than that, it's great. I want to see more. I can find quite the potential in this idea (although I've seen it before) ^^

 

Thank you very much :)

 

to be fair if a duel lasts 50 of YOUR standby phases (most people only run about 40 cards remember) then tossing a coin to call the game does not sound like not a bad thing to me

 

As I said' date=' you won't have to wait for your 50th turn ;) I don't know how fast you could make it, but with incredible drawing luck (and with the cards created (not shown) so far) I guess it's possible to achieve a ~8 - 10th turn toss.

 

original, wonder what support will be like

 

Well, you can see one of them in the starting post now :D

 

Alice and her evil sister added!

 

So long, yours truly,

 

Spoon

 

Edit: Btw.: Does anybody know what they call those phrases they're shouting in the Anime before Synchro Summoning something? I read about that a while ago, but can't find it anymore...

Link to comment
Share on other sites

*bump*

 

Forum's working now? However, I added some cards (at the bottomg of the first post) and need your thoughts on it. Do you like the direction the sets going to take? Any questions, advices, thoughts?

 

So long,

 

Spoon

Link to comment
Share on other sites

Im diggin the pic styles. I really like the cheshire cats set up. 2100 attack but a pull back effect. I wasnt a believer at first' date=' but the new cards are cool. 9/10 All together. Nice job.[/quote']

 

Thank you very much, I'm glad you like them :)

 

I like them I would like to se more I don't like giving perfect scores to people so I will give you a 9/10 for what you have done. It is probably because of my favoritism towards alice in wonderland. In all it's forms.

 

Which it honestly deserves (in most cases at least). Again' date=' thank you very much :D

 

Btw., I just saw the "Alice in Wonderland" interpretation of Tim Burton on Blue-Ray. And I didn't like it. Don't get me wrong, I'm a huge Tim Burton fan, Corpse Bride being one of my all-time favourite movies. And it has indeed stunning visuals and an imaginative screenplay. But for a film with "Alice in Wonderland" in it's name, it just was too... mainstreamish. I missed the crazyness I knew from the Disney movie and the books. I missed the crazy dialogue, which shined through only at a couple of scenes. I liked Miss Carter in her role as the Red Queen though, but Alice just wasn't believable at all to me, and Johnny Depp... you can play crazy people, we all know that, but the Mad Hatter is just one step too crazy for you. They should've animated him, like the rest.

 

Ehm... why am I writing a movie review here? However, I added two new cards, being our favourite Pot-... eh... Meth-... no that wasn't it either... I mean Hookah-Smoking Caterpillar and a Spell Card inspired by that creature.

 

I don't know if I can make it tomorrow, but I guess I won't. [b']No updates for the next 3 days, because I've (finally!) got some work to do![/b]

 

So long, yours truly,

 

Spoon

Link to comment
Share on other sites

Another 2 cards, another *bump*

 

The Mad Hatter and his crazy companion, the March Hare return for another crazy Tea-Party. I hope you like them :)

 

So long,

 

Spoon

 

If a Mod should read this: Please remove the "(9/??)" from the title of this thread since I can't change it anymore -.-

Link to comment
Share on other sites

A Not-So-Well-Meant Advice should be capitalized. All the new cards are awesome. Sorry for repeating myself but I really dig your idea :D

Nice job, keep it going, man!!! ^^

 

Thank you very much, fixed that, and I'll keep it up, promised :D

 

 

They're pretty cool

 

Well, thank you ;)

 

Added another Trap Card, hope you like it and all... you know what I mean.

 

So long,

 

Spoon

Link to comment
Share on other sites

i say its a super powerful set becouse you need 50 to late counters when alot of the cards add to late counters

 

It is, indeed, powerful, but has one devastating weekness as far as I can see it: the key card. Imagine you have 49 counters on "Welcome to Wonderland", a set "Croquet with the Queen" and over 1000 Life Points. A guaranteed win you'd say. You've gathered these counters for the last 10 turns, kept your enemy buzy. In the next turn the 50 would be complete, you activate your Trap and the duel is won.

 

But your enemy says "Screw you!" and plays 1 "Mystical Space Typhoon". End of the line! The effort of 10 rounds down the toilet. And without that card you won't be able to summon anything or play most of the Spell or Trap Cards (if you're solely relying on Wonderland-Cards), leaving you at your opponents mercy.

 

Which reminds me: I should create some kind of Spell or Trap Breaker :P

 

And imagine further if you don't even get the card? I have only one searcher in this set (Alice)... if you're not incredibly lucky, you're pretty much screwed. Which proves (more or less) that this deck needs to be supported to be effective... like every deck that has a strategy.

 

...

 

Anyways: I revamped the "Roses in Wonderland have Knives" card, because it sounded kind of dull to me. Also, I added our beloved Queen of Hearts... and I'm sorry that I couldn't find any other picture than the one used in the Disney film. If you can provide me with another one, I'd be glad to take it :)

 

So long,

 

Spoon

Link to comment
Share on other sites

Hi Spoon, awesome "Wonderland" Set. ^^ It's like I'm in Wonderland all over again. By the way, I watched Tim Burton's "Alice in Wonderland". It was MEGA AWESOME!!!!!!!!!!!

 

10/10 for the set.

 

Glad you like it :) In fact, the Tim Burton film is a really nice film... but it just doesn't fit the title very well. But that's just my opinion.

 

And I keep 'em coming! Alice, the March Hare, the Mad Hatter and the cute little Dormouse finally meat to have some tea! In this case, that means we bring out a Continous Spell Card that requires 20(!) Counters on "Welcome to Wonderland", but changes everything, from drawing machanisms to skipping the Graveyard! Just like a real Tea Party should be, completely out of control ;)

 

So long,

 

Spoon

Link to comment
Share on other sites

They're not bad! 9/10

 

Thaaaaaank you! :)

 

 

Its funny how they got that cool pic theme but then the queen of hearts is the original haha. Still likin em man.

 

Yeah, I know. Same problem with the Dormouse btw., I had only the decision between the Disney Movie and the Burton Movie... I chose the Disney Movie once more.

 

 

Amazing! I love them; you should make a Duchess card too. 10/10

 

I should! Thanks dor reminding me :D And I'm glad you like them ;)

 

So long,

 

Spoon

Link to comment
Share on other sites

*tick... tock... tick... tock*

 

We're too late, way too late. That's why I bring to you, without even the glimpse of hesitation... tadadadaaaaa... the White Rabbit. "March Hare" + "White Rabbit" + 5 of 6 Phases skipped (because of the mechanism of the March Hare (eh... I invented this card, there is no real mechanism), you would add only 1 Counter if you skip the entire turn, but 5 individual phases = 5 Counter. Also you can keep the Standby Phase, resulting in 1 more Counter from "Welcome to Wonderland") = up to 16 Counters in one round :blink:

 

I'm awesome. Just say it... :mellow:

 

Eh... however... I saw that when I invented that card... I don't think it's unbalanced (you lose 1 full turn afterall, and you need to have both (relatively weak) monsters out), but what I think doesn't matter much. Your opinion please :)

 

Other than that, we have Tweedledee and Tweedledum, fake hitting each other, and, in this case, even the opponent!

 

Hope you like it, so long,

 

Spoon

Link to comment
Share on other sites

We do the *bump* move once more :unsure: Something like that.

 

This time we activate 2 Trap Cards. They're pretty generic, but both have a neat little twist to them. I'm still not sure what counts as a "Counter" Trap Card and what not... if somebody could clarify this, I would be grateful :)

 

So long,

 

Spoon

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...