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Worm Fusion


Ultimagamer

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Worm Fusion 

 

Spell - Normal 

 

You can fusion summon 1 "Worm" fusion monster by sending LIGHT Reptile-type Worm monsters from your deck, hand, or field to the graveyard. You cannot summon other monsters during the turn you activate this effect, except for LIGHT reptile type Worm monsters. During your main phase you can banish this card from your graveyard; special summon 1 LIGHT reptile type worm monster from your hand or graveyard in facedown defense position. You can only activate each effect of "Worm Fusion" once per turn. 

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Hm... A solid 3000-ATK Worm at worst whose glory has barely been appreciated in its early days. Surely, you can only Summon monsters from the archetype, but who cares at this point? A decent (kinda) removal, simple draw power and at least 1 granted additional Special Summon, without wasting any resources. :)

 

Personally, I think a different secondary effect would be better, but I can roll with the current one. There are two problems with it:

1) You can never activate Spell Cards' effects from the Graveyard during the opponent's turn, also they can't be activated as Quick Effects. (I had the same problem much time ago.) Exception given to a handful of Spells that can be used  but because of the way they are used and these don't count as activations, e.g. Return of the Dragon Lords.

 

2) A Special Summoned monster is always common knowledge. The anime is the only exception where not showing cards is possible. Also, Question is one card that doesn't allow the opponent to check your Graveyard, but this (correct me if I'm wrong) happens only because they have to guess what you intend to Special Summon + it happens beforehand.

Also, it's fine if you let the card Special Summon from the Deck, but it may be better to control no monsters to use this effect. At least design-wise, imo.

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Hm... A solid 3000-ATK Worm at worst whose glory has barely been appreciated in its early days. Surely, you can only Summon monsters from the archetype, but who cares at this point? A decent (kinda) removal, simple draw power and at least 1 granted additional Special Summon, without wasting any resources. :)

 

Personally, I think a different secondary effect would be better, but I can roll with the current one. There are two problems with it:

1) You can never activate Spell Cards' effects from the Graveyard during the opponent's turn, also they can't be activated as Quick Effects. (I had the same problem much time ago.) Exception given to a handful of Spells that can be used  but because of the way they are used and these don't count as activations, e.g. Return of the Dragon Lords.

 

2) A Special Summoned monster is always common knowledge. The anime is the only exception where not showing cards is possible. Also, Question is one card that doesn't allow the opponent to check your Graveyard, but this (correct me if I'm wrong) happens only because they have to guess what you intend to Special Summon + it happens beforehand.

Also, it's fine if you let the card Special Summon from the Deck (besides Worms, there's barely any significant LIGHT Reptile monster to Special Summon), but it may be better to control no monsters to use this effect. At least design-wise, imo.

 

that is true, I had blaze accelerator reload in mind when I wrote the card. Maybe a only during your main phase effect could go there. I was thinking about the monster being summoned without the opponent's knowledge, mainly so you could drop something like worm victory on your opponent without them seeing it coming, but it could definitely be changed though

 

would you say that this newer version looks better? 

also, what secondary effect would you add if you could?

 

+ bump for changes

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would you say that this newer version looks better? 

also, what secondary effect would you add if you could?

Yeah, it definitely looks better. However, the secondary effect can create some cool scenarios (if your opponent doesn't disrupt your play): For example, Fusion Summon, then use the other effect right away to Special Summon Victory, then summon or activate something that will flip Victory, then use the Fusion's effect to start clearing whatever is left to the opponent, go for game.

Even if Worms in general can't do much nowadays, this (any maybe other) scenario look -let's say- "cheap". So imo either make the effect activate when you control no monsters or if you don't activate the first effect and the spell card is in the graveyard. (But that's just me.)

 

The effect you chose is good - there is no real need to change it. Alternatively, it could do something about the field or the monster(s) you already control or even use effects like Return of the Dragon Lords.

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