I took a break from the site for a while to focus on my IRL life, but here I am buckos. You can't escape me, I am always watching, I am always haunting your life. But now, before I mercilessly stalk you in your dreams, I present to you: a crappy Evilswarm XYZ deck. It's bad. Why did I make this.
Deck guide
3x Salamandra- Salamandra is, basically a vanilla in most situations. All he really is is archetypal XYZ fodder, although late game while you have more XYZ out, you can summon him, use his effect and then push for game. That's the only situation in which he's really of use.
3x O'lantern- O'Lantern reminds me of a specific Ben Ten alien i can't remember the name of, but that's not important. O'Lantern, like Salamandra, is basically a vanilla on the field. O'Lantern's effect is pretty useless, although at times it can be used to remove problem monsters from the field. This removal is subpar compared to Bahamut's though, so it's only really usable in an emergency situation.
3x Castor- Castor is basically a double summon on legs in the deck, which is very valuable, as the Evilswarm archetype struggles to summon a good amount of monsters. That's all Castor really does, although that single effect is great and allows you to go into a lot of XYZ.
3x Ketos- Most of the time, Ketos is basically a vanilla, as his spell/trap removal is much worse than what you'll have in the side deck. Ketos can out a Mystic Mine or a problem card if it's an emergency and if you have more monsters to go into an XYZ with, though, so that's a plus.
3x Kekyoin- I can't spell his name so this is the best you're getting, an unfunny JoJo reference. Kekyoin's first effect is useless, although his on field effect is great. At the cost of getting rid of useless mosnters, you can recur valuable resources like Castor, and get an additional normal summon.
3x Mandagora- Mandagora serves as a great card for the archetype, as going second, you can easily special summon it and go into more XYZ. Mandagora is mostly a dead card going first though, although it's too good to side out.
3x Goblindberch- Goblindberch serves to help special summon out more Evilswarms, which is great for such a slow archetype. The only bad part is that it's not actually archetypal.
3x Ash Blossom- the obligatory hand trap, Ash serves to cripple tons of combos and is a obligatory 3 of in every deck. I may or may not own a mat of her.
2x Ghost Ogre- Ghost Ogre serves as valuable monster removal, which is great in this deck, as it can struggle to get over some monsters.
3x Infestation Pandemic- Pandemic serves as monster protection for a turn, which is best when you're first doing all your plays and such to avoid things like Imperm.
3x Double Summon- Double Summon serves to allow you to normal summon twice, going into XYZ much easier. It's another one of those cards valuable for how it allows you to summon more than the Evilswarms are built to.
3x Xyz Unit- Xyz Unit serves to buff up your XYZ to nice levels of attack and serves as extra detach fodder. I've found it can brick sometimes, so it might be better to run at 2, depending on your adjustments.
3x Terminus- Terminus serves as late to mid game removal, which can cripple your opponetn's chances at a comeback by bouncing various important things that they can't or struggle to re-use back, although at a cost of banishing your own main deck Evilswarm you have to leave on the field for this, as you don't want to use a valuable XYZ.
3x Infection- Infection allows you to unbrick hands by basically tossing out useless cards to add things that are much better like Castor. The problem is that Infection is basically a slower, archetypal trade in, so you mgiht choose to run at 2 due to how slow it is.
The extra deck
2x Bahamut is, in my opinion, the best Iswarm XYZ. He's basically a snatch steal on legs with no reprucussions, aside from a discard cost which isn't all that bad. (Some variants of this play a Danger! engine, so if you do, you can turn Bahamut's discard cost for this into a plus with Dangers.)
2x Ophion- Ophion is basically a floodgate on legs, which you can summon if you have excess monsters to make 2 XYZ in order to completely halt the opponent, as this deck doesn't summon anything above 4. It also searches Infestation spells/traps, although this isn't as great or notable as the floodgate.
2x Ourboros- Ourboros has a steep cost of 3 monsters, which makes it very situational, but it is quite good when you do manage to summon it. It can pop cards, disrupt the grave, and tear cards from your opponent's hand. The hand effect isn't as good because that can just give graveyard setup to some decks, so be wary when using it. The other 2 effects, though, are great.
1x Thanatos- Thanatos is basically a monster with protection, except he needs to detach to have said temporary protection. He's not great, he's just here cuz he's archetypal.
1x Nightmare- Nightmare is basically a book of moon on legs, which isn't as great as the effect of Ophion or Ourboros,which both do much better as interruption. Again, just here cuz it's archetypal.
1x Exciton Knight- Exciton is basically just a worse, but also archetypal Evenly Matched. Against some decks though this can tear through boards, so a well timed Exciton can be quite good. Not that good anymore though, as a Evenly Matched is just better.
3x Nyarla- summon NYarla and win lol
3x Zeus- Zeus is a fantastic rank up option if you manage to attack, as it can clear the entire field and is a nice 3k beater.
Playing guide
The deck is, fairly simple. You want to get out at least 2 monsters, using cards like Castor, Goblindberch, and Double Summon to get out a good amount of monsters. Then you go into your XYZ, equip it with XYZ unit and do whatever you can. Personally, if you're going second I like going into Bahamut and stealing the opponent's boss monster to interrupt them heavily. If going first, you want to go into Ophion to set up a floodgate to shut down the opponent. As long as you're going second, you can then hit for a bit of damage and go into a Zeus. After that, the game is more so a grind game of slowly setting up more XYZ and then blowing up the board with Zeus. You can also use Nyarla as a fantastic card in general, and you have Ourboros in case you manage to get out 3 monsters.
Things to note: This is more so geared towards going second, but it can do stuff going first. A tech idea I like a lot is running Mystic Mine with Terra and Demise of the Land, as it can slow down the gamestate a lot to better fit the tempo of Evilswarms.
Any feedback is appreciated, like always. Have a good day!