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 Worms, the new annoying archtype

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coolchemist2001
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PostSubject: Worms, the new annoying archtype   Sun May 29, 2011 11:21 am

Recently in YCS orlando, there was a worm deck in the top 16 of the list. That was only recent, but it was still about the time i was battling my loyalty to KCVDS which prevented me from being on DN full-time (now i am).
I had read this article on KC forums: http://www.kaibacorporation.com/viewtopic.php?id=32751
and from my limited knowledge of the worms flip effects, all i could think was wow, this W Nebular Meteorite is broken as hell. Now despite the fact that i realized that flip effects of worms aren't that great, "W Nebula Meteorite" is the card that carries them from a tier ?? deck to a tier 2 or even close to being tier 1 deck (pending someone winning a YCS with them or getting to the final; remember my fish? XD).

Now, after i saw YCS orlando results, i thought i'll make me a worm deck and see for myself. Man, the deck is hella fun. It's broken as hell, all thanks to W Nebula Meteorite. However, it's a deck that can win even without drawing that card.

Now, to describe quickly how a worm deck works (the link i posted also helps explaining): a worm deck is basically made out of light attribute, reptile type, monsters many of which have flip effects. The deck runs 3 PoDs to maximize the chance of getting the winning condition (which can be at the very beginning of a duel sometimes): 1 Xex summoned on an empty field gets a Yagan face down. Set a W Nebula Meteorite, and enjoy the ride from there.
Main monsters include:
Cartaros: The deck's searcher
Worm King: Used to be an ok monster, became the archtypes real king with Nebula's release.
Worm Linx: Draw power, and trust me, it works despite the low attack and defense.

Now, in case you face a Worm deck, what should you side against it? Unfortunately for those earth crawlers, they're easy to side against (and being easy to side against doesn't mean they're easy to beat, ask the gravekeeper's)
For example, many flip effects = hello nobleman of crossout. All light monsters = light imprisoning mirror. A trap reliant deck = Lockdown with Royal Decree. Rely on searching quite a bit (3 PoD and 3 Worm Cartaros) = Thunder king. A Special summon oriented deck = Dyna fossil disabling it.

Six sams are a top tier deck no doubt, but the ease of siding against them has limited their recent success in YCS tourneys. Will that be a problem with Worms? Will their dependence on 1 card for success be also their downfall? Only time will answer that. For now, if you are a fan, enjoy the ride of dueling with Worms, and if you are a hater, you can start screaming that Nebula should be semi limited (i don't think it will be, not soon anyways lol).

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Shade Weapon: Jump Sword lvl 3

Weapon Description:
Grants the user the ability to perform an extra normal summon or set without tribute once per turn. This weapon can be achieved by defeating this shade keeper three times in a row


Last edited by coolchemist2001 on Sun May 29, 2011 7:07 pm; edited 3 times in total
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Skyozuro
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PostSubject: Re: Worms, the new annoying archtype   Sun May 29, 2011 6:01 pm

Well tks for the hint to beat you and Itachi XD
Great archtype introduction right there Cool Razz
Keep up the good finds Razz
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