Worm Stun
Deck Primer
This is my "Worm Stun" deck. Despite the fact that the "Worm" archetype came out during the early days of Duel Terminal, they are still a fairly solid deck in a more casual environment. While the archetype features 26 monsters, only a few of those are really worth playing, but those core monsters can pack quite a punch.
"Worm Cartaros" is your main searcher and will often be your first turn monster to set face-down for that fact. It obviously still searches if it does not survive an encounter with the opposing monsters, but with "Waboku" you can make sure that "Worm Cartaros" searches, lives to be used for Xyz and Link monsters, while your life points stay unharmed aswell. Swarming comes in form of "Worm Xex" and "Worm Yagan", the first one being the "Worm" version of a "Foolish Burial", while the other one can revive itself when "Worm Xex" is alone on the field. With "Worm Call", you can easily summon cards like "Worm King" and "Worm Victory", the first one being your main beater and a walking monster removal while the other one is a gimmick option that can nuke the opposing monster zones and potentially become the biggest beater you have access to. "Worm Zero" is an option to go into via "Future Fusion", but the card is nothing to rely on every game (even though it might push "Worm Victory" to new heights stat-wise). "Honest" is the well-known Light handtrap and allows you to fight (and surprise) opponents.
The backrow is filled with Stun options including "Lost Wind" to keep Special summons in check (also, it has the handy effect of being useable twice), "Solemns" to keep the opposition from doing anything stupid and "Waking the Dragon" to punish the opponent for destroying your backrow. "W Nebula Meteorite" is a seriously useful card in combination with some "Worms" and a "Waboku", triggering "Worm Cartaros'" search effect and "Worm Victory's" nuking, then flipping everything down for another round, summoning a "Worm King" for free and then drawing a truckload of cards. Finally, the added "Trap Trick" make the deck more versatile and quite a bit faster.
"Worms" are, despite my efforts to make them somewhat useable, still a rather weak archetype. However, I feel like this is a decent attempt on making them somewhat playable against other decks on the same power level. I also gave an entire archetype analysis a spin, which you can read on my blog here: https://cubiccreativity.wordpress.com/2020/05/09/archetype-analysis-worm/.
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