"Worm" (ワーム Wāmu) is a large archetype of monsters, the first support for which was introduced in Hidden Arsenal. Unlike other archetypes, "Worm" is divided between two entirely distinct play styles, only one of which has archetype support. Additionally, several other unrelated cards, such as "Worm Drake" and "Dimensionhole" are in this archetype.
These Worms are a series of Insect-Type monsters, which focus on milling the opponent's Deck. Visually, they resemble caterpillars and centipedes.
List of Insect-Type Worms
Having Insect support cards like "Lair Wire" and "Insect Neglect" while also having "Doom Dozer" and "Aztekipede" in your Deck means you will rely heavily on having Insect-Type monsters in your Graveyard which you can remove from play. Therefore, it would be a good idea to use cards that mill both players to steadily replenish your Graveyard's stock of Insect-Type monsters. Cards like "D.D.R. - Different Dimension Reincarnation" can be used to bring back monsters like "Shield Worm" and "Warm Worm" in late game to force your opponent to send away even more cards.
Searchers like "Howling Insect" and "Gokipon" can be of great use as well by populating your Graveyard while getting more monsters to the field and your hand.
Since you need to send insect monsters to the Graveyard anyways, it maybe a good idea to use some that benefit you from being in the Graveyard, like "Skull-Mark Ladybug".
This Deck concentrates on using "Warm Worm", "Needle Worm" and "Shield Worm" to mill your opponent's Deck. "Chainsaw Insect" is used for a beatstick and to force your opponent to draw. "Doom Dozer" and "Aztekipede, the Worm Warrior" can be used with "Robbin' Zombie" to send more cards from the Deck to the Graveyard. "Assault on GHQ" can be used on the used up "Needle Worm" or on a "Warm Worm".
These Worms are a collection of LIGHT-Attribute Reptile-Type monsters which focus heavily on Flip effects. They were introduced in Duel Terminal - Synchro Awakening!! and even have their own set, Duel Terminal - Invasion of Worms!!.
The name of each Worm begins with a different letter of the alphabet, including all letters from A to Z. Their effects also seem to get more complicated as they progress in the alphabet. For example, "Worm Apocalypse" has an effect only a few words long. However, "Worm Yagan's" effect is 56 words long and much less straightforward. "Worm Zero", the "boss" monster of Worms features several powerful effects and is a Fusion Monster.
Reptile "Worms" are mostly composed of Flip monsters that generate hand advantage by allowing the player to draw extra cards or add extra cards to their hand or create field advantage by allowing the player to control the positions of cards and permitting cards on either side of the field to stay or not. The non-Flip monsters allow the player to control the position of monsters on the field and flip the player's own monsters face-down or have their effects activated when cards are Set face-down in general.
Duel Terminal Story
The storyline establishes that the "Ally of Justice" monsters were created specifically to combat the "Worms" (specifically the LIGHT Reptile-Type "Worms") through a joint effort of 4 Duel Terminal clans. This is apparent through several crossover cards within the "Ally of Justice" series.
Later on in the battle, captured Worms were converted into "Ally of Justice" monsters (i.e., "Ally of Justice Enemy Catcher"), which led to the "Mist Valley" clan falling out of favor with the other alliance members. They halted support for the "Ally of Justice" project and continued fighting the battle alone, though this decision was short-lived. The legendary "Dragunity" warriors returned to defend the Mist Valley, once their home, and joined forces with the clan taking up residence there. The greatest weapon of the "Worms" was "Worm Zero", which traded the threat of endless waves of "Worms" for the crushing presence of "Zero", whose arrival on the Duel Terminal world was enough to severely disturb time and space.
Visually, they resemble hideous alien creatures of a predominant single color, and often possess lipless toothy vertical mouths. However, they also incorporate biological features from real-world Worms, including transparent skin and external mucus.
Relation to Latin alphabet
The names of all LIGHT Reptile-Type "Worm" monsters begin with the word "Worm" followed by another word. The subsequent release of new cards are alphabetical. All LIGHT Reptile-Type Worm monsters were originally introduced in Duel Terminal.
|Worm Dimikles||Effect Monster
|1,700||1,400||4||FLIP: This card gains 300 ATK and DEF.|
|Worm Millidith||Effect Monster
|400||1,600||4||FLIP: You can equip this card to a monster your opponent controls as an Equip Card. Inflict 400 damage to the controller of the equipped monster during each Standby Phase.|
|Worm Noble||Effect Monster
|1,500||2,400||6||FLIP: If this card is flipped face-up by an opponent's monster's attack, inflict damage to your opponent equal to half the attacking monster's ATK.|
Worms are one of the largest archetypes (in terms of number of members), but they currently have only 2 non-monster support cards: "Worm Call" and "W Nebula Meteor". "W Nebula Meteor" can provide you with excellent draw power as well as the ability to use and recycle the Worm's effects. It is also the easiest method to Special Summon "Worm Victory", "Worm King", and "Worm Queen" from your Deck.
"Worm Zero" potentially boasts the highest ATK of all "Worms" (with "Worm Victory"), gaining 500 ATK for every Reptile-Type Worm used for its fusion, and gains powerful effects determined by how many Fusion Materials were used.
"Worm Queen", "Worm Cartaros", "Worm Xex" and "Worm Prince" have powerful Deck thinning and monster searching effects. The effect of "Worm Queen" is a toolbox effect, similar to that of "Lonefire Blossom". The Deck thinning effect of "Worm Xex" is similar to that of "Armageddon Knight".
The Deck revolves around abusing the effects of "W Nebula Meteorite". Opening with with "Worm Xex" or "Worm Cartaros" along with this card can yield huge card advantage early on to make up for the Deck's relatively slow play. If you Summon "Worm Yagan" along with "Xex", you can activate "Nebula" on your opponent's turn, using "Yagan" to return one of their monsters to their hand. During the End Phase, you get to draw 1 card for each Reptile monster flipped face down by "Nebula" and can Special Summon a Level 7 or higher LIGHT Monster (notably "Worm King", "Worm Queen", or "Worm Victory").
In order to get the most out of a Worm-based Deck, cards that protect your weak monsters from destruction during battle are handy. "Hieracosphinx" and "A Feint Plan" will protect your face-down Worms from your opponent's attacks.
Since all of these "Worms" are Reptiles, "Offering to the Snake Deity" is an excellent card which can be used to destroy two of your opponent's cards by destroying one of your "Worms". "Solidarity" and "Viper's Rebirth" are also useful, although you won't be able to use non-Reptile Monster Cards (such as "Honest") for support. "Alien Brain" allows you to take control of an opponent's monster that destroyed one of your "Worms" by battle and change its type to Reptile, thereby making "Solidarity" even more valuable. "Evil Dragon Ananta" is another great card, and in the Traditional Format can be combined with "Return from the Different Dimension" for an OTK. "Viper's Rebirth" is a great card in a "Worm" Deck due to its ability to Special Summon any powerful Reptile-Type monster from your Graveyard; "Worm King" can Tribute itself to destroy any card on the field, and "Worm Queen" can Tribute itself to Special Summon another Level 8 or lower Reptile-Type "Worm" from your Deck, bypassing the negative effect of "Viper's Rebirth".
Cards that control the position of other cards on the field, such as "Book of Moon", "Curse of Fiend", "Book of Taiyou", "Book of Eclipse", "Desertapir", and "Desert Sunlight", are excellent for manipulating the opponent as well as early-triggering or re-using your own Flip effects. You can use "Book of Eclipse" to change all monsters to face-down Defense Position (including a "Worm Victory"), then use the effect of "Curse of Fiend" during your Standby Phase to flip them all face-up (preventing the second effect of "Book of Eclipse" from applying), then the effect of "Worm Victory" activates and destroys all monsters on your opponent's side on the field. Using "Shifting Shadows" when your Worms are flipped face-down after being flipped face up is a great way to confuse your opponent. The "The Shallow Grave" allows you to Special Summon Flip monsters in face-down Defense Position from the Graveyard.
"All-Out Attacks" is a good card to use when you're focusing on Special Summoning your "Worms" face-down. They will have to attack, but if you use the effect of "Worm Zero" or "Worm Call" to set "Worm Victory", you can greatly speed up his or any Worm's Flip effects.
"Genex Ally Birdman" is very useful, allowing the player to face-up "Worms" to their hand for re-use. More importantly, you can Synchro Summon with this card and any Level 4 "Worm" to make "Genex Ally Triforce". Once per turn, "Triforce" can Special Summon any LIGHT monster from your Graveyard in face-down Defense Position, making the Deck significantly stronger and faster by having access to the right "Worm" in the Graveyard for the current situation, like "Worm Apocalypse" or "Worm Victory". "Worm Xex" can send any of these monsters to the Graveyard and couples brilliantly with "Birdman".
"Tour Guide From the Underworld" is a very versatile card in a "Worm" Deck. You can Xyz Summon "Leviair the Sea Dragon" to bring back your banished "Worm Yagan" or "Genex Ally Birdman". Also, because "Tour Guide" is DARK, you can use monsters like "Black Luster Soldier - Envoy of the Beginning".
In the Traditional Format, "Future Fusion" is ideal for use with "Worm Zero", due to allowing the player to send large numbers of "Worms" from the Deck to the Graveyard for its Fusion Summon. It is also useful to include "Gold Sarcophagus" to search for "Future Fusion".