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Worm Support!


BlackDeath14

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(First sorry for my bad english) Hiiii This is my first topic so.. hope you like my fake worm support : ) 

 

Spell Cards

 

End Of The World - Field Spell Card

 

(1)When this card is activated you can add 1 light reptile-type ''worm'' monster

(2)Once per turn you can activate this effect:
Change the battle position of 1 light reptile-monster to face-down defense
position or to face-up defense position.
(3)You can send this card to the graveyard and if you do fusion summon 1 ''worm'' monster from your
extra deck using '' worm'' monsters from your hand or field for the fusion summon also you can choose to banish monsters from your graveyard for the fusion summon.The summoned monster is unnafected by the effects of your opponent spell/trap cards until the next end phase of your oponent's turn.
 
W Nebula Fusion Fusion - Normal Spell Card
 
(1) Fusion summon 1 ''worm'' fusion monster from your extra deck using monsters from your field or hand,
if you use at least 1 face-down monster for the fusion summon activate this effect:draw 1 card.
(2)Once per turn you can banish this card then target 1 light reptile-type ''Worm'' monster in your graveyard,add that target to you hand.
 
W Nebula Meteor Shard - Normal Spell Card
 
(1)Add 1 light reptile-type ''worm'' Monster from your deck or graveyard to your hand. And if you control ''End Of The World'' you can also special summon 1 light reptile ''worm'' monster from your graveyard.
(2)During your opponent's turn,If your opponent special summons a monster you can banish this card and if you do change it to face-down position
 
W Nebula Meteor Secret Power - Quick-Play Spell Card
 
(1)Change all face-up light reptile-type ''worm'' monsters to face-down defense position and if you do draw 1 card.If you control
''End Of The World'' add 1 W Nebula Meteor Spell/Trap Card from your Deck or Graveyard.
(2)If exactly 1 ''Worm'' Monster would be destroyed you can banish this card instead.
 
W Nebula Meteor Protection - Quick-Play Spell Card
 
(1)Discard 1 card,all Light reptile-type ''worm'' monsters that are currently on the field are unnafected by your opponent card effects until the end of this phase.If you activated this card in your oponent battle phase activate this effect:end the battle phase.
 
Trap Cards
 
Worm Sacrifice - Normal Trap Card
 
(This card is treated like  a w-nebula meteor card when it is in the graveyard)
 
(1)Destroy up to 2 face-down light reptile-type ''worm'' monsters then draw 1 card for each,If you control ''End Of The World'' you can also destroy monsters on the opponent field equal to the destroyed monsters.
 
Worm Evolution - Normal Trap Card
 
(This card is treated like  a w-nebula meteor card when it is in the graveyard)
 
(1)Change 1 face-down defense position ''worm'' monster to face-up defense position and if you do tribute it,then special summon
1 reptile-type ''worm'' monster from your deck or graveyard with equal or higher level than the tributed monster ignoring his summoning conditions.
 
Worm Cycle - Normal Trap Card
 
(This card is treated like  a w-nebula meteor card when it is in the graveyard)
 
(1)Target 3 light reptile-type ''worm'' monsters in your graveyard,shuffle all 3 monster into the deck and if you do draw 1 card,If you control ''End Of The World'' you can draw an extra card.
 
Effect Monsters
 
Worm Illusion Level 4 Light Reptile Monster 1400ATK/1900DEF
 
(1)Once per turn.when this card is normal or special summoned you can activate 1 of this effects:
1-You can normal summon/set 1 light reptile-type ''worm'' monster in addition to your normal summon/set
2-Add 1 ''End Of The World'' from your deck to your hand.
(2)If you control a reptile-type ''Worm'' monster (even if it is face-down) you can change this card to face-down position.
 
Fusion Monsters
 
Worm Searcher Level 6 Light Reptile-Type Monster 2400ATK/2000DEF
 
2 Reptile-type ''Worm'' Monsters
 
This card can only be special summoned by fusion summon and cannot be special summoned by other ways.
(1)When this card is sent to the graveyard you can add to your hand 1 ''W nebula meteor'' spell/trap card from your deck or graveyard.
(2)Once per turn you can discard 1 card to destroy 2 spell/trap cards that your opponent controls.
(3)You can tribute this card to special summon one of the monsters used for the fusion summon of this monster in face-down defense position
 
Worm Stealer Level 7 Light Reptile-type Monster 0ATK/2700DEF
 
3 Reptile-Type ''Worm'' Monsters
 
This card can only be special summoned by fusion summon and cannot be special summoned by other ways.
(1)You can target 1 monster on the field,destroy it and if you do this card gains the original attack and effect of the destroyed monster.This effect can only be used once while this card is face-up on the field.
(2)During the end phase you can change this card to face-down defense position.
(3)If this card is flipped face-up you can target 1 card in your opponent field or graveyard then banish it.
 
Worm Abomination Level 8 Light Reptile-type monster 2800ATK/1600DEF
 
2 or more Reptile-type ''Worm'' Monsters
 
(1)When this card is special summoned select 1 card on the field,Destroy it
(2)For each fusion material monster with a different name this card gains these effects:
2+:This card cannot be destroyed by battle
3+Once per turn you can flip in face-down defense position other reptile-type ''Worm'' monster on the field and if you do this card gains 500 Atk for each monster flipped in face-down defense position.
4+:Once per turn you can fusion summon 1 Reptile-type ''Worm'' monster banishing monsters from your field or graveyard for the 
summon.
 
If you didn't liked my fake support don't be rude! Tell me your opinion :D Thanks for reading and please correct me if you see something wrong. Goodbye 
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  Hi and welcome to the forum!

 

  I see that you are fan of Worms - a very old archetype, but you know... being a fan is only half important; the other half is knowing what a deck needs without overdoing it. ;)

  Your cards definitely need correction to their wording (due to PSCT, for which you can read here: http://yugioh.wikia.com/wiki/Problem-Solving_Card_Text ),but I didn't provide it, because it's better to see the final products first (whether you make changes or not).

 

  Let's get started! :)

 

 

[spoiler=End Of The World - Field Spell Card]
(1)When this card is activated you can add 1 light reptile ''worm'' monster
(2)Once per turn you can activate this effect:
Change the battle position of 1 light reptile-monster to face-down defense
position and if you do,draw 1 card.
(3)You can send this card to the graveyard and if you do fusion summon 1 ''worm'' monster from your
extra deck using '' worm'' monsters from your deck or hand for the fusion summon but no more than 6 and if you do
is unnafected by the effects of your opponent spell/trap cards.

[spoiler=My view]
a) The 1st effect has become very common among the Field Spell Cards. However, the archetype needs it, also it complements the 3rd effect perfectly and makes the card a better Polymerization.
b) Using monsters from your Deck as Materials makes the card unecessarily too good. Just keep it standard (use monsters only from your side of the field and your hand). If you want to "spice" things up, you can choose to banish "Worm" monsters from your Graveyard (but I'd suggest that you limit the duration of the immunity if you choose this). While the benefits are the same, emptying your Graveyard doesn't allow you overdo it with Zero's effects.
c) The 2nd effect is ok, but I think that slapping in the draw part is not as appealing. Instead, I suggest that you remove this part and add a second effect that's the opposite of the first, so once per turn you get to choose which one to activate (I mean, either Set 1 face-up "Worm" monster or flip a Set "Worm" monster to face-up Attack Position).

- - - - - - - - - - - 

[spoiler=W Nebula Fusion Fusion - Normal Spell Card]
(1) Fusion summon 1 ''worm'' fusion monster from your extra deck using monsters from your field or hand,
if you use at least 1 face-down monster for the fusion summon activate this effect:draw 1 card.
(2)If your opponent special summons a monster you can shuffle this card with your deck and if you do change it to face-down position

[spoiler=My view]
So a Worm Poly with a draw bonus. Simple and nice, but definitely not too good against many Decks. The 2nd effect makes up fot it but, the problem is, you can't activate the effect of a Spell Card in your Graveyard WHEN something happens. As a result, you need to adapt the effect accordingly, in a way that you can activate it only during your turn (and preferably with a very simple cost or condition that has to do with Worms).

- - - - - - - - - - - 
[spoiler=W Nebula Meteor Shard - Normal Spell Card]
(1)Add 1 light reptile-type ''worm'' Monster from your deck or graveyard to your hand. And if you control ''End Of The World'' you can also special summon 1 light reptile ''worm'' monster from your hand or graveyard.
(2)You can banish this card from your graveyard to target 1 face-up monster on the field change it to face-down defense position
and if you do treat it like a ''worm'' monster while it is in face-down position.

[spoiler=My view]
a) While not OP, the 1st effect looks a bit too convenient. Personally, I'd either search a Worm monster from the Deck but I'd get to Special Summon only from the Graveyard OR I'd add a Worm monster from the Graveyard and Special Summon a monster from either place.
b) Again, a very simple condition or cost would fit here. Moreover, instead of flipping monsters again, you can try something different. As for the "treat it like a Worm monster", it's up to you if you keep it or not.

- - - - - - - - - - - 

[spoiler= W Nebula Meteor Secret Power - Quick-Play Spell Card]
(1)Change all face-up light reptile-type ''worm'' monsters to face-down defense position then draw 1 card and if you control
''End Of The World'' add 1 W Nebula Meteor Spell/Trap Card from your Deck or Graveyard.
(2)If exactly 1 ''Worm'' Monster would leave the field you can banish this card instead.

[spoiler=My view]
I think the 1st effect may be just fine, but (personally) I'd try to make it a little simpler (don't forget that it's a Quick-Play Spell Card). W Nebula Meteorite is a card that worries me a bit, because it can put you in big advantage (but it requires a good field setup). I leave it up to you.
As for the 2nd effect, it's understandable but a bit off because of conventionality. Activating effects from the Graveyard is very good, so protecting a monster from anything that could remove it from the field is too much. Simply make it to protect the monster from destruction (no need to specify if it's by battle or a card effect).

- - - - - - - - - - - 

[spoiler= W Nebula Meteor Protection - Quick-Play Spell Card](1)All Light reptile-type ''worm'' monsters that are currently on the field are unnafected by your opponent card effects until the end of this phase.If you activated this card in your oponent battle phase activate this effect:end the battle phase.

[spoiler=My view]
It looks fine. The only thing you need to add is a condition or cost for the second effect (but not simply to control a Worm monster).

- - - - - - - - - - - 
[spoiler= Worm Sacrifice - Normal Trap Card](This card is treated like  a w-nebula meteor card when it is in the graveyard)
 
(1)Destroy all face-down light reptile-type ''worm'' monsters then draw 1 card for each, if you control ''End Of The World'' you can also destroy monsters on the opponent field equal to the destroyed monsters.

[spoiler=My view]
It's basically like a mediocre Dark Hole, so the draw effect makes it worth it. However, drawing more than 2 cards is generally a bad tactic, so you can leave the card as is BUT add a limitation to draw up to 2 cards.

- - - - - - - - - - - 

[spoiler= Worm Evolution - Normal Trap Card](This card is treated like  a w-nebula meteor card when it is in the graveyard)
 
(1)Change 1 face-down defense position ''worm'' monster to face-up defense position and if you do tribute it,then special summon
1 reptile-type ''worm'' monster from your deck or graveyard with equal or higher level than the tributed monster ignoring his summoning conditions.

[spoiler=My view]
Worms aren't an archetype where you need to specify what Level does a monster need to have to Special Summon it. 
As for the card in general: I'm literally 50/50 (but leaning more to the danger of the card). I can't be detailed, though.

- - - - - - - - - - - 

[spoiler=Worm Cycle - Normal Trap Card](This card is treated like  a w-nebula meteor card when it is in the graveyard)
 
(1)Target 3 light reptile-type ''worm'' monsters from your graveyard,shuffle them into the deck and if you do draw 2 cards,if you control ''End Of The World'' you can also special summon 1 of the shuffled monsters.

[spoiler=My view]
In order for the card to work the way you want it to, it definitely needs careful wording. Effect-wise, you should drop the cards to draw to 1, because there's the chance to Special Summon 1 of the monsters you want to shuffle back. It's dumb because "Yang Zing Path" makes you draw 2 cards (and Yang Zings are better anyway), but they don't Special Summon anything.
It's mostly about balance, but Worms need some love. However, you can't overdo it with the effects just because of that, so I insist to the change.

- - - - - - - - - - - 

[spoiler=Worm Illusion]Level 4 Light Reptile Monster 1400ATK/1900DEF
 
(1)Flip:Add 1 ''End Of The World'' from your deck or graveyard.
(2)When you normal summon or special summon this card you can normal summon/set 1 light reptile-type ''worm'' monster in addition to your normal summon/set,you can only use this effect of Worm Illusion once per turn.
(3)If you control a reptile-type ''Worm'' monster (even if it is face-down) you can change this card to face-down position.

[spoiler=My view]
It looks fine. However, what bugs me a little is the last effect. It's like you try to use both effects. If that's the reason, there is a different way to word the card: You can omit the 3rd effect and unite the first two, by making the monster activate any of the two effects when it is Normal, Special Summoned or flipped face-up. The choice is up to you.

- - - - - - - - - - - 
[spoiler=Worm Searcher]Level 6 Light Reptile-Type Monster ???ATK/???DEF (Fusion)
 
2 Reptile-type ''Worm'' Monsters
 
This card can only be special summoned by fusion summon and cannot be special summoned by other ways.
(1)This card gains attack and defense equal to the attack and defense of the monsters used for its summon.
(2)Once per turn you can target 1 ''Worm'' or ''W Nebula Meteor'' Card in your graveyard add it to your hand.
(3)Once per turn you can discard 1 card to destroy 2 spell/trap cards that your opponent controls.
(4)You can tribute this card to special summon the monsters used for the fusion summon of this monster in face-down defense position

 

[spoiler=My view]

For a Fusion Monster that has potential to have very high ATK (2600+), the effects are a bit much.

a) It doesn't really need to destroy 2 Spell/Trap Cards; reduce the number to only 1. If you do want to keep the effect intact, at least add that it needs to target the cards you want to destroy.
b) So retrieve a card of your choice, destroy 2 Spell/Trap Cards and then, since you guaranteed the safety of your plays, return both Fusion Materials and keep going. While the moster itself isn't too OP, if you think of the support you gave to Worms, some nerfing won't hurt. You can make the card return only one of the Materials instead.
c) Since it's not hard to lose the chance to activate any of the effects (I mean, if your monster leaves the field before you make use of it), make one of the two effects ("1" or "2")  activate on Summon and the other one to activate OPT (Once Per Turn).

- - - - - - - - - - - 

[spoiler=Worm Stealer]Level 7 Light Reptile-type Monster 1500ATK/1500DEF (Fusion)
 
3 Reptile-Type ''Worm'' Monsters
 
This card can only be special summoned by fusion summon and cannot be special summoned by other ways.
(1)Once per turn you can target 1 monster on the field,destroy it and if you do this card gains the original attack and effect of the destroyed monster while this card is in face-up position.
(2)During the end phase change this card to face-down defense position.
(3)If this card is flipped face-up you can target up to 2 cards in your opponent Field or graveyard then banish them.

 

[spoiler=My view]

It already has 1500 ATK by default. Its ATK can rise tremendously if it destroys any powerful monster. I suggest that it take only half of the original ATK instead.

Also, you can make it flip itself face-down optional. It won't do much been face-up, but it's not bad to control it yourself.
Finally, copying the opponent's monster's effects & banishing up to 2 cards (with a self-flipping efect) doesn't stand right. Either remove the effect  copying or make it banish only 1 card.

- - - - - - - - - - - 

[spoiler=Worm Abomination]Level 8 Light Reptile-type monster 2800ATK/1600DEF
 
2 or more Reptile-type ''Worm'' Monsters
 
(1)When this card is special summoned target 1 card on the field,Destroy it
(2)For each fusion material monster with a different name this card gains these effects:
2+:This card cannot be destroyed by battle
3+:Once per turn you can fusion summon 1 Reptile-type ''Worm'' monster banishing monsters from your field or graveyard for the 
summon.
4+:Once per turn you can flip in face-down defense position every reptile-type ''Worm'' monster on the field and if you do this card gains 1000 Atk for each monster flipped in face-down defense position

[spoiler=My view]
So, a big beatstick that can't be destroyed by battle and destroys a card on Summon. Not bad at all. What I find bad, though, if that you didn't place the last two effects in a sensible order.
What I mean is: Why would you place an effect that's based on monsters on your side of the field as last, if you use more monsters to Fusion Summon this card? Change the order of the last two effects and all good.
Al you need to edit after the change above is to decrease the amount of ATK the card will gain. It can already surpass 3000 points by having at least 1 Worm monster to Set. Also, a tiny detail: Add "other" before "every reptile..." You don't want to Set this cardif you want to make it more powerful, do you?

 

 

  Some views may be good, others far-streched. It will be better if more people review your cards too, but this is a good starting step to help keep going.

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