Jump to content

[Written] New Worm Support


dennisr3

Recommended Posts

Monsters

--------------------

Worm Yaxen

Reptile / Level 6 / LIGHT / Fusion / Effect

1800 / 1800

 

1 "Worm Yagan" + 1 "Worm Xex"

Must first be Fusion Summoned. When this card is Fusion Summoned you can Flip this card into Face-down Defense Position. Cannot be destroyed by battle. When this card is flipped face-up you can return all cards your opponent controls to the Hand. If you control a "Worm" Fusion monster you can Special Summon this card from your Graveyard in Face-down Defense Position but Banish it when it leaves the field.

 

 

-------------------

Worm Virus Spredder

Reptile / Level 8 / LIGHT / Fusion / Effect

2600 / 2400

 

2 "Worm" monsters

Must first be Fusion Summoned. When this card is Fusion Summoned you can send 2 "Worm" monsters from your Deck to your Graveyard. Once per turn: when a "Worm" monster is send from your Deck to your Graveyard you can make this card gain ATK equal to the number of "Worm" monsters in your Graveyard x200 until the end of the turn. When this card is destroyed (either by battle or card effect) you can Special Summon 1 "Worm" monster from your Deck in Face-up Attack Position or Face-Down Defense Position.

 

 

------------------

Worm Divinity

Reptile / Worm / Level 8 / LIGHT / Fusion / Effect

3500 / 3200

 

1 "Worm Queen" + 1 "Worm King"

Must first be Fusion Summoned and cannot be Special Summoned by any other ways. Cannot be targeted by card effects. You can Tribute 1 "Worm" monster you control then destroy all monsters your opponent controls. Once per turn: you can Tribute 1 "Worm" monster you control then Special Summon 1 "Worm" monster from your Hand or Deck. If this card is destroyed by battle or card effect you can target 1 of your Banished "Worm" monsters Add it to your Hand.

 

 

Spells

-----------------

Worm Fusion

Normal / Spell

 

Fusion Summon 1 "Worm" Fusion from your Extra Deck by banishing monster listed on that Fusion monster from your Hand, your side of the Field and/or Graveyard. You can banish this card from your graveyard then Add 1 "Worm" monster from your Deck to your Hand. You can only activate 1 "Worm Fusion" once per turn.

 

 

----------------

Worm Spawn

Normal / Spell

 

Banish 1 "Worm" monster from your Graveyard then Special Summon 1 "Worm" monster from your Deck with a Level equal or lower then the Banished monster. When a "Worm" monster in flipped face-up while this card is in your graveyard you can Banish this card from your Graveyard then your opponent discards 1 card from their Hand.

Link to comment
Share on other sites

Eeegh... I love Worms so it makes me happy to see support for them being made. Simultaneously it hurts to see how you've done it. Well, let's get on with it. By the way, there are only two efficient ways I've found to play Worms: if you aren't that serious, then making a turbo Worm King deck is great fun since you can usually get Worm King out turn 1 or 2 if you play your cards right; the other way is the Worm Engine which you use to Xyz for days with Kagetokage and Xex while also getting draw power from their Trap. Also you have BLS at your disposal. With those things in mind, that's how I'll be judging your work.

 

- - - - -

 

WYaxen- The reason I don't think Worms will ever get any support is because the underlying theme for them revolved around letters of the alphabet (A-Apocalypse, B-Barses, C-Cartaros). That being said, having Worm Yaxen would definitely be a boon. However, for such specific materials, giving him such horrible stats is unacceptable. I mean, sure the most basic of Worm plays is to open with Xex and get a free Yagan, but even still, for what Yaxen does (stat-wise/ability-wise) 18/18 is stupid. Also, his effect is also stupid. Like... return everything? Are you joking? Sure, it's just to the hand, but you can't even destroy this thing in battle. It's a completely thoughtlessly powerful ability that can be proc'd whenever you want with their infamous trap, W Nebula Meteorite. Oh, and this thing can bring itself back, even when you already have another copy on the field? Oh, and it's a Viper's Rebirth target? And Zero can also bring this guy back? Absolutely wonderful. This guy would constitute Pure Worms possibly having their own deck, rather than having to be used as an engine.

 

Overall- 1.5/5 all of its abilities are broken and its stats neither match its level nor its cost of summoning, either with Polymerization or Worm Fusion.

 

WVirus Spreader- That name needs to change, since not a single one of the Worm Monster cards have a two part name. Besides that, it's good to see its stats match its level, and the fact it's generic (for the archetype) is nice too, as it makes it a viable monster to run. Now, would I actually WANT to potentially waste two Worms on this thing? I mean... yeah. It's a double Foolish Burial, which is amazing in just about any variant of Worms. (Send 2 Worm Queens, 2 Worm Yagans, or a mix of the both, and you could be set.) Also, it gains 400 ATK right off the bat, which is really, really nice. Though maybe a bit overpowered, since it's super generic. Maybe make it so that its effect only procs if another card sends, and not another copy of itself. Also, its last effect is GODSEND. If this thing ever leaves the field, you can essentially get a monster wipe if you bring out Worm Victory, or you could have the big boy himself, Worm King, step up to bat. And the best part is, it's not OP since the archetype already has cards that do that. (W Nebula Meteorite and Worm Queen, anyone?)

 

Overall- 4/5 if it didn't proc its own effect, I'd have given it a 5, since it does so much good for the archetype as a whole, and it can be used in any variant of Worms.

 

WDivinity- King should come first on the materials list. Both because "K" comes before "Q", and because Worm King is the relevant Worm, not Worm Queen. Also, I'd get rid of the "Must be Fusion Summoned ONLY" clause, since not even Zero has that clause. If you're going to have a "Destroy all monsters your opponent controls" clause, I'd give it the clause that it can't attack for the turn, or that only it can attack for the turn, and no other card can. (Or, better yet, give it a clause that says only Worms can attack for the rest of the turn in which that effect is activated. It'd be relevant, since Worm Decks don't function well w/o King of the Feral Imps.) If you're going to give it the Tribute -> Special Summon eff, at least give it the same restriction as Worm Queen, so that way people aren't getting out 3 Worm Kings in one turn with no consequences. Also, its last effect is irrelevant since Worms don't like to be banished, and if you're banishing Worms (besides for Zero's effect), you're probably doing something wrong (or running the BLS variant, which wouldn't even run this card in the first place.)

 

Overall- 3.5/5 has some power issues and its last effect is really irrelevant; only supports Pure Worms, even though BLS variant is much more relevant.

 

WFusion- Ugh, no. Don't banish from the Graveyard AND from the field. Worms don't function when they're banished since they don't have room for recovery. Plus, Worms are NOT an OTK deck- they can be a control deck, they can be a draw power engine, but they are NOT OTK. (Even when you run Turbo Worm King variant.) If anything, give it a clause, a certain condition, in which it'll be allowed to banish. For example, if your opponent controls a monster special summoned from the Extra Deck, and you control no monsters or all monsters you control are face-down, then: you can banish Worm monsters from your Graveyard instead. Otherwise, you can just make it a regular poly, and maybe give it a relevant Graveyard effect (i.e. banish to add W Nebula Meteorite, ever thought of that?). The deck doesn't need this card to search when it already has Cartaros and Queen to do what they need to do.

 

Overall- 3/5 you seemed very misguided when making this card, since Worms don't like banishment; its effect is counterproductive, and the search -> a Worm is pointless when, instead, you could search the power card, W Nebula Meteorite.

 

WSpawn- Okay, now I can see why banishing Worms wouldn't be that bad an idea. You could banish a Queen to get a King or Victory (or anything, for that matter), which would work great in Pure Worms/Turbo Worm King. Its second effect is weak. Why would I ever want to use that. Discarding 1 card isn't that bad, and since they choose what they want to discard, they could put themselves at a major advantage. Give it an effect to add W Nebula Meteorite or even Worm Fusion from your Deck to your hand, and don't make it reliant on flipping.

 

Overall 2.5/5 its first effect is actually pretty good, but still limited, plus it banishes Worms (counterproductive); the other effect is downright useless and actually detrimental.

 

- - - - -

 

Overall, I'd give this support a maximum of a 2.5/5, simply because it goes against what Worms like to do so hard that it isn't even funny. You banish to the point of no return, you ignore the basic naming principles and on top of that some of the effect choices are absurd. You had no way to search out the card that LITERALLY made them into an Engine (W Nebula Meteorite) and you made the deck lose its only shining touch by giving only a sole card you created a flip mechanic (a pseudo-flip one, at that). You could've done much, much better.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...