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The Fan Fic contest! FINISHED!!!


Womi

Which set should be taken?  

1 member has voted

  1. 1. Which set should be taken?

    • Elegancy of the Mansion (Exa Raiun)
      9
    • Let it Snow (wanderley)
      5
    • The Bullet Monsters (X-L PRIME!!!)
      3
    • Hellspawns (SaTuRnPaLaDiN)
      1
    • Cute Crusaders Expansion (SaTuRnPaLaDiN)
      4
    • Draconians (SaTuRnPaLaDiN)
      3
    • Shadows of Rivalry (SaTuRnPaLaDiN)
      1
    • Sailor Moon (SaTuRnPaLaDiN)
      3
    • Command and Conquer (SaTuRnPaLaDiN)
      0
    • Fantasia Cards (Master Red)
      2
    • Beast-Warriors (Killey)
      4
    • The Arcane Ovelords (ChronosCrowler)
      10
    • 2 Ritual Cards (Soul Legacy)
      1
    • Elementals (matymanimow)
      5
    • Wonderland (sonicfan31)
      1


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I've used this guy in Kale's contest before and I don't have a picture, I hope it's OK:

 

Name: Malcom Sax

[spoiler= Characteristics] Physical Appearance: Malcom is a young 17 year old man with pacey peach skin ad bright Green eyes. He has Dark spiky Blue her done with blue color wax, it usually suites his strange actions. He is a fit guy with absolute strength but in the inside he is slightly tangy. He wears a purple vest that has a picture of a DJ in front of it, Dark Black jeans, Orange Nike shoes, and he always keeps his Orange wrist bands on. Who could forget his Dark Blue Duel Runner and helmet that his father bought him for his 16th birthday, at least he was slightly old enough to have one. Oh and on his Duel Runner was his duel disk containing his mighty deck of creatures.

 

Personality: Malcom is a professional duelist with skills that can lead to victory. He is a serious guy but he usually likes to have fun with his duel runner. He is aiming to be the king of turbo duels if that is possible. Malcom has many interesting things in his life like talking to the monster spirits of his deck because they are like his best friends to him. Malcom usually gets caught by the DPF because he rides his duel runner In the streets in front of hundreds of people but he gets away with his speed, his witness’s love him but he does not relies that. He feels like a baby with his non-fiction story Deck, but now he knows that they are more than awesome. Malcom is mainly a cool guy and likes to die his hair Dark Blue, as that is his personality, cool and a bit kiddy at the same time. Malcom always feels that his parents are still around that is why he feels happy. Malcom will always be a good hearted person no matter what happens, what, when or wear.

 

History: Malcom’s family were members of the Turbo Society, people who helped Pegasus to create the Turbo Duels and the Duel Runners, so actually most of his family loved to duel and have fun, but Malcom’s father was the most amazing because he was Pegasus’s best friend and together they created newer cards like Malcom’s Deck, the “Wonderland” monsters. Malcom’s mother was a great engineer, 1 of the best lady engineers so she made Duel Runners but did not want to try them on because she didn’t like to drive. Other members of Malcom’s family loved dueling so much that they were nick named, “The family of pro duelists” so that made Malcom’s family famous.

When it was Malcom’s 16th birthday, his gave him his new invention, the “Wonderland” monsters, Malcom felt really happy as this was the first time he had been given a Deck, Malcom felt a little unhappy because his Deck Present was based on a kid’s story, but he remembered that Pegasus had the “Toon” Monsters, a man having kiddy card’s he thought, so he didn’t care much. But the present his mother gave him was the best, it was a Duel Runner that came with a helmet, his mother made it herself that’s why he was so happy. His father felt that Melcom should not keep the Duel Runner because he was not old enough, but finally he got over it.

In the next 2 days, the police told him that his parents died in the Turbo Company because a poisonous gas had spread there. Malcom was sad so he had to remember what his dad said when he was a kid “Go, catch your destiny” so Malcom took his Deck and Duel runner to head off to find his destiny, he had faced many foes. The secret he had was that he could talk to his cards. He was the chosen 1 to guard “The Land of Wonder” and would not let his card spirits down.

 

 

 

 

 

 

 

 

 

Deck: “Wonderland” Deck

 

 

[spoiler= Deck List] Deck Count: 40

Monsters: 20

 

X3 Wonderland - Mystic Trader

X2 Wonderland - Greedy Follower

X2 Wonderland - Natural Archer

X2 Wonderland - Night Catcher

X1 Wonderland - Guardian of the Forest

X3 Wonderland – Sky Sight

X3 Wonderland - Plant Princess

X2 Wonderland - Guard Forestrian

 

 

 

Spells: 12

 

X2 Trunk to Another Dimension

X3 The Land of Wonder

X2 Harmenation Play

X1 Degeneration

X3 Amazement Staff

X1 Deceived Explosion

 

 

Traps: 8

 

X2 Source of Wisdom

X2 Maniacal Law

X3 Bond of the Fierce

X1 Magic Jammer

 

 

Extra Deck: 2

 

Wonderland – City Golem

 

 

 

 

Cards-

 

Monsters:

 

Wonderland – Mystic Trader

Level 3

EARTH

Spellcaster-Type/Effect

ATK 300 / DEF 2000

As long as this card remains face-up on your side of the field, every "Wonderland" monster you control gains 200 ATK. Once per trun, you can discard 1 "Wonderland" monster from your hand to add 1 "Wonderland" monster with a Level equal to the Level of the discarded monster from your Deck to your hand. When this card is destroyed, you gain 100 Life Points for every monster in your Graveyard.

 

Wonderland – Greedy Follower

Level 4

DARK

Fiend-Type/Effect

ATK 1600 / DEF 1400

This card cannot be destroyed by battle with a monster that has 1900 or more ATK. When this card destroys a monster with a DEF of 1000 or lower by battle, inflict damage to your opponent for every monster in your Graveyard x100. When this card is destroyed and you have 2 or more "Wonderland" monsters in your hand, pay 400 Life Points to draw 1 card.

 

Wonderland – Natural Archer

Level 4

EARTH

Warrior-Type/Effect

ATK 1800 / DEF 1300

When this card is summoned, draw 1 card from your Deck. If the card drawn is a "Wonderland" monster, Special Summon it to your side of the field. When this card destroys a monster by battle, increase your Life Points by 200. When this card is destroyed, pay 500 Life Points to add 1 Level 3 "Wonderland" monster from your Deck to your hand.

 

Wonderland – Night Catcher

Level 3

DARK

Warrior-Type/Effect

ATK 1700 / DEF 200

This card cannot attack during the Battle Phase. Once per turn, you can pay 400 Life Points to Special Summon 1 "Scent Token" (Plant-Type/LIGHT/Level 1/ATK 100/DEF 100). You can tribute 2 "Scent Tokens" you control to increase your Life Points by 800. This effect can only be activated two times during the duel. When this card is destroyed, discard 1 card from your opponent's hand.

 

Wonderland – Guardian of the Forest

Level 6

EARTH

Beast-Type/Effect

ATK 100 / DEF 2400

When a face-up "Wonderland" monster you control is selected as an attack target, you can change the target to this card. When this card is destroyed by card a effect, choose and activate 1 of the following effects:

- Remove from play 1 card on the field and increase your Life Points by 400.

- Special Summon 2 "Scent Tokens" (Plant-Type/LIGHT/Level 1/ATK 100/DEF 100).

 

Wonderland – Sky Sight

Level 3

LIGHT

Winged Beast/Tuner

ATK 600 / DEF 500

This card can attack your opponent directly. If this card is sent to the Graveyard for a Synchro Summon, you can add it to your hand.

 

Wonderland – Plant Princess

Level 4

EARTH

Fairy/Effect

ATK 1800 / DEF 900

As long as this card remains face-up on your side of the field, all face-up "Wonderland" monsters you control gain 300 DEF. As long as this card remains in your Graveyard, you can remove it from play to Special Summon 1 "Scent Token" (Plant-Type/LIGHT/Level 1/ATK 100/DEF 100).

 

 

Wonderland - Guard Forestrian

Level 4

EARTH

Beast Warrior/Effect

ATK 1700 / DEF 1000

You can pay 400 Life Points to have this card attack twice during your next Battle Phase. When this card destroys a FIRE monster by battle, increase your Life Points equal to half the original ATK of the monster destroyed by battle.

 

 

 

Spells:

 

Trunk to Another Dimension

Normal Spell Card

Discard 1 card from your hand. Choose and activate 1 of the following effects:

- Increase your Life Points by 400 for every "Wonderland" monster you control.

- Destroy 2 Spell or Trap Cards on the field.

 

The Land of Wonder

Field Spell Card

All face-up "Wonderland" monsters you control gain 200 ATK and DEF. During each of your Stand-By Phases, you can pay 400 Life Points to Special Summon 1 "Scent Token" (Plant-Type/LIGHT/Level 1/ATK 100/DEF 100). When this card is removed from the field, Special Summon 1 Level 3 "Wonderland" Monster from your Deck.

 

Harmenation Play

Continuous Spell Card

When a "Scent Token" is Special Summoned, draw 1 card from your Deck. When a "Scent Token" you control is destroyed, inflict 400 points of damage to your opponent.

 

Degeneration

Continuous Spell Card

This card can only be activated when you control 1 Level 4 "Wonderland" monster. As long as this card remains face-up on your side of the field, "Wonderland" monsters on your side of the field connot be destroyed by your opponent's Spell Card effects.

 

Deceived Explosion

Quick-Play Spell Card

This card can only be activated when you control 1 or more face-up "Wonderland" monster(s). Remove from play 1 card on the field.

 

Amazement Staff

Equip Spell Card

This card can only be equipped to a "Wonderland" monster. The monster equipped with this card gains 200 ATK and DEF for every "Wonderland" monster you control. When this monster equipped with this card is destroyed, draw 1 card from your Deck.

 

 

 

Traps:

 

Source of Wisdom

Normal Trap

This card can only be activated when your opponent summons 1 Level 5 or higher monster. Special Summon 1 Level 3 monster from your hand and increase your Life Points equal to half the original ATK of the monster Special Summoned.

 

Maniacal Law

Normal Trap

Draw 1 card from your Deck. If it is a monster, increase your Life Points by 800 and discard 1 card from your hand.

 

Bond of the Fierce

Counter Trap

You can only activate this card when your opponent activates a Trap Card during the Battle Phase. Discard 1 card from your hand to negate the activation of the Trap Card and destroy it, and inflict 400 points of damage to your opponent.

 

Majic Jammer…………..

…………………………….

 

Extra Deck:

 

Wonderland - City Golem

Level 6

EARTH

Rock/Synchro/Effect

1 Tuner + 1 or more non-Tuner monsters

This card gains 200 ATK for every "Wonderland" monster in your Graveyard. Once per turn, you can remove from play 1 "Wonderland" monster in your Graveyard to increase you Life Points by 200 for every card in your hand.

 

 

 

 

 

 

Created Cards:

 

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