|Worm King, the Boss monster|
Worm is an archetype of LIGHT-attribute Reptile monsters, first introduced in Duel Terminal - Synchro Awakening!!, and given their own lore throughout the first Duel Terminal. Their artwork depicts alien creatures, often with disfigured bodies and and several insect-like features. This appears to depict typical horror-movie alien creatures. The name of each Worm Monster begins with a different letter of the alphabet, ranging from A to Z, with each progression showing a more complicated monster with more detailed artwork, as if depicting an "Evolution" as the worms slowly adapt.
In the Duel Terminal lore, Worm monsters are an invader from space who invade the first Storyline's world, causing all four Duel Terminal clans to unite to form the "Ally of Justice" archetype. This is further enforced by the appearance of several crossover cards between the various archetypes.
The effects of most Worm monsters are primarily Flip Effects, with most of the archetype's spell and trap support consisting of cards which control the Battle Position of the monsters. Additionally, worms have one of the greatest amount of members as an archetype.
 Worm Control
In the competitive scene, the most common Worm build is Worm Control, which, as its name suggests, is based on controlling your opponent. This is achieved through the flip effects of Worm Yagan, while being supported by an extremely heavy Trap lineup, intended to "Stun" and "Control" the opponent.
Being a control deck, Worm Control plays defensively, with a similar playstyle to Stun decks. However, the majority of the monsters used in Worm Control have low attack and defensive stats, causing the deck to be heavily reliant on a large array of Traps to sustain the deck. Due to this defensive nature, there are no aggressive plays. As such, the mindset behind this deck is to negate any offensive push your opponent does, slowly stripping away their resources with one-for-one exchanges in the form of negation. Meanwhile, the worm monsters steadily gain Card Advantage for the deck through effects such as Worm Linx and Worm Cartaros. This causes the deck to use a form of the Gadget Theory, as the various Worm monsters gain advantage while being supplemented by one-for-one exchanges which control the opponent.
However, due to its passive playstyle, Worm Control suffers from a number of issues.The primary issue of the deck is its lack of aggressiveness, forcing it to have to slow the opponent down to the same slow pace as the deck. As such, really aggressive decks which can plow through the large amount of traps will cause problems for the deck. Additionally, the heavy reliance on its traps causes the deck to be shut down if a card such as Royal Decree is used. This reliance on traps also causes mass-destruction cards such as Heavy Storm to cost the player the game.
 The Core
When this card is Normal Summoned, you can send 1 Reptile-type "Worm" monster from your Deck to the Graveyard. If you control a face-up "Worm Yagan", this card cannot be destroyed by battle.
The target to send to the graveyard by the effect of Worm Xex will always be Worm Yagan. There are no other cards worth sending through the effect of Xex. The most solid, and usually the only opening play of the deck is to normal summon Xex, to send Worm Yagan to the graveyard.
If the only monster you control is "Worm Xex", you can Special Summon this card from your Graveyard in face-down Defense Position. If you do, remove it from play when it is removed from the field. When this card is flipped face-up, select 1 face-up monster your opponent controls, and return it to it's owner's hand.
Worm Yagan is the primary Monster used for controlling the opponent. It is easily summoned through the effect of Xex, which is a solid turn 1 play, as well as technically being a +1. Furthermore, it can be comboed with W Nebula Meteorite to effectively be a Compulsory Evacuation Device.
FLIP: Add 1 Level 4 or lower Reptile-Type "Worm" monster from your Deck to your hand.
A searcher for the deck. Additional advantage through this card can be gained through W Nebula Meteorite.
This card can be Tribute Summoned in face-up Attack Position by Tributing 1 Reptile-Type "Worm" monster. You can Tribute 1 Reptile-Type "Worm" monster to select 1 card your opponent controls, and destroy it.
Generally, this card is only used as a target for W Nebula Meteorite's effect. However, it can be tribute summoned if necessary. It is the largest monster used in Worm Control, and is usually used to for offensive pushes.
Change all face-down monsters on the field to face-up Defense Position. During the End Phase this turn, change all face-up LIGHT Reptile-Type monsters you control to face-down Defense Position, then draw 1 card for each. After that, you can Special Summon 1 Level 7 or higher LIGHT Reptile-Type monster from your Deck.
Nebula Meteorite ends games. Is effect gives the player a massive amount of plusses, as well activating every set Worm's effect, as well as giving the player an additional draw for each worm. Its last effect is usually the method in which Worm King is summoned, allowing for Worm King to push for game. Because of its game-ending effect, as well as having the potential to +9, Nebula Meteorite should be maxed out in this deck. Always.
 Common Tech
FLIP: During each End Phase, if this card is face-up, draw 1 card.
Worm Linx draws a card during each End Phase, including your opponent's. Therefore, if left face-up, it will continuously plus. As the deck should use a heavy amount of traps, Worm Linx can be defended for several turns to continuously plus, while pressuring the opponent as your hand size grows exponentionally.
FLIP: Select and destroy 1 Spell or Trap Card.
Unfortunately, the current Metagame generally uses decks with a minimal amount of Spell and Trap cards. As such, this card has fallen out of favor for this format, but was often previously used in formats where decks were trap-heavy.
You can return 1 face-up monster you control to the hand to Special Summon this card from your hand, and this card gains 500 ATK if it was a WIND monster you returned. If this card is Special Summoned with this effect, remove it from play when it is removed from the field.
This card allows for the deck to gain some Synchro options, giving it other opportunities to push aggressively through means other than W Nebula Meteorite. Additionally, Birdman combos well with Worm Xex and/or Worm Yagan, allowing for the recycle of either card to set up additional Xex-Yagan plays.
1 "Genex" Tuner + 1 or more non-Tuner monsters This card's effect depends on the Attribute(s) of its non-Tuner Synchro Material Monsters. ● EARTH: If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. ● FIRE: If this card destroys a monster by battle, inflict damage to your opponent equal to the ATK of the destroyed monster. ● LIGHT: Once per turn, you can select 1 LIGHT monster in your Graveyard and Special Summon it in face-down Defense Position.
As well as being easily summoned through the effect of Genex Ally Birdman, Triforce's effects synergize well with Worms, with several targets to be special summoned in face-down Defense position.
Neither player can Special Summon monsters. When this card is flipped face-up: Destroy all Special Summoned monsters on the field.
Synergizing well with Worms being most flip effects, Fossil Dyna also contributes to controlling the opponent, shutting down a majority of their plays unless they can destroy it.
Any monster that is Normal Summoned, Flip Summoned or Special Summoned is changed to Defense Position.
This allows for the protection of various worm monsters, as well as allowing for the flip summoning of monsters without having to worry about taking battle damage from attacks.
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play all Reptile-Type monsters from your side of the field and Graveyard. This card's ATK and DEF are each equal to the number of Reptile-Type monsters you removed x 600. During each of your End Phases, destroy 1 card on the field.
Evil Dragon Ananta is another win condition of the deck, often used as a final push for game. If the push is unsuccessful, it also destroys a card each turn, making it also used as an out to various problem cards that manage to slip past the plethora of negation within the deck.
Target 1 face-up Reptile-Type monster you control and 2 cards your opponent controls; destroy all three targets.
Unfortunately, due to its wording, it is possible for Offering to the Snake Diety to "fizzle" if the targetted card(s) are removed from the field before Offering can resolve. Additionally, many of the Worm monsters are usually set, lowering the chances for this card to be used. Nonetheless, it can be a solid tech as a two-for-two removal.
- 0-2 Evil Dragon Ananta
- 0-1 Genex Ally Birdman
- 2-3 Worm Cartaros
- 2 Worm King
- 3 Worm Xex
- 3 Worm Yagan
- 0-2 Worm Linx
- 0-1 Worm Apocalypse
 Robert Boyajian (Top 16 of YCS Orlando)
- 3 Worm Cartaros
- 3 Worm Xex
- 3 Worm Yagan
- 2 Worm King
- 2 Evil Dragon Ananta
- 1 Genex Ally Birdman
- 1 Honest
- 3 Dimensional Prison
- 3 W Nebula Meteorite
- 2 Solemn Warning
- 2 Bottomless Trap Hole
- 2 Seven Tools of the Bandit
- 2 Offering to the Snake Deity
- 1 Royal Oppression
- 1 Mirror Force
- 1 Solemn Judgment
Extra Deck: 15
- 2 Chimeratech Fortress Dragon
- 1 Elemental Hero Absolute Zero
- 1 Elemental HERO The Shining
- 1 Elemental Hero Gaia
- 1 Worm Zero
- 1 Gaia Knight, the Force of Earth
- 1 Colossal Fighter
- 1 Scrap Dragon
- 1 Stardust Dragon
- 1 Black Rose Dragon
- 1 Ancient Fairy Dragon
- 1 Genex Ally Triforce
- 1 Scrap Archfiend
- 1 Brionac, Dragon of the Ice Barrier
Side Deck: 15
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