MetaversityTCG

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            What’s going o Casters and Cryptids! Welcome back to another Deck Tech with Doom. I’m Meta_Doom from the Smoke Squad Collective, and the deck tech today is about Worms! Beastie Worms are new to Seance and I sure hope there are more to come because they are MEAN! From Tribal Boost to Aura Lock. Let’s dive into this deck and show you how to bully your friends!

TTS Deck Link

The Idea

            Though I was not the first to build this deck, I thought this was worth showing off. It’s a straightforward, Beastie-oriented deck centered around Ice Worm and Cement Worm. Each worm is 4 per spellbook, and the goal is to get all of them out in the arena. They all have the Burrow Trait as well, so you can keep them all safe and hidden underneath the arena! There are a couple of other things in this deck that will help you along the way and help you squeak out those wins. Let’s break it down!

How it Wins

            Let’s start by digging deeper into the details of the worms! Ice worm is a 2 drop costing 1 Frost and 1 Neutral. It has 30LP, the Burrow Trait, and some awesome Contract and Arena effects. Its Contract effect allows you to search your Spellbook for a Beastie Worm with 3 or less Aura Cost and place it into your Chapter. This allows you to search for both Ice Worm and Cement Worm! Its Arena effect says If there are 4 or more Beastie Worms in the Arena, Beastie Worms you control have “Tribal Boost: Beastie Worm”. This Tribal Boost gives your beastie +10LP/+10 Attack Damage for every other Beastie Worm in the arena! If you can get all 8 worms in the arena, the Ice Worm will have 100LP and attack for 90, along with Frozen 2!

 Cement Worm is really a key player here to bully your friends! It’s also a 2 drop costing 2 Earth Aura. It has 30LP, the Traits Burrow, Stone Skin, and some great card text. Its Arena effect says Beasties with the Fleet Trait enter the arena Fatigued. Very helpful in keeping your opponent at bay. It also has the Power: Crumble – Target Page loses the Trait Stone Skin. But the real sauce is in the Attack Effect. Even though the attack damage is 5 less than Ice Worm at 15 damage, it does an additional 20 damage to water pages. And if you deal damage to a Caster with this attack, the target Aura Page does not Awaken until the end of the next turn. Meaning if you hit Caster with Cement Worm and they have a fatigued Aura Page, you can choose that Page to not Awaken, and they cannot use it on their turn! These 2 worms combined can be deadly! Hopefully, Native brings more worms into the arena.

The Details

            Besides the worms, there are a few other Beasties in this deck. 1 Slide-Rock Bolter and 2 Kodiak Dinosaurs. Slide-Rock is expensive but great if you can get it out early to use its Power to destroy the opponent’s aura. Or even late game as a meat shield to soak up damage with the Defender Trait. Slide-Rock can cripple an opponent, especially if you can play a lot of crystals turn 1 or draw the Cryptid Nation Spell for a turn 2 Slide-Rock Bolter! Hopefully, your opponent doesn’t have a Stone…

            Kodiak Dinosaur is also slightly expensive but with great upsides. When Contracted, you may Destroy a Terra Page in the Arena. The beasties will also gain the Trait Invisible until the end of your next turn! Combine that with 90LP and, an Attack that does 60 damage, and Frozen 5. Kodiak is a great card to help keep the board state in your favor!

            Finally, we will discuss the spells and Artifacts that tie the deck together and allow you to wait until the last possible second to come back and win! With all of your Beasties safe from most things while burrowed, you are left very vulnerable to attacks. Icy Path helps us a bit in that department! You may have up to 4 per Spellbook, and it reads, “This Spell may be Contracted when any Beastie declares an Attack, even if it is not your turn. You may select a new target for the Attack (you may select a Page controlled by the attacking Caster or the attacking Caster as the target)”. Use your opponent’s attacks against themselves or their own beasties! Then if they have a very big Beastie or one that is hard to target, you can Contract Alaskan Vortex!

Alaskan Vortex says Destroy up to 1 Beastie controlled by each opposing caster. This DOES get around the Trait Magiproof because it does not say “target.” Then you may take up to 2 Frost Spells from your Cemetery whose combined Aura Costs are 3 or less and place them into your hand. Pull one of those Icy Paths back to hand to deflect another attack!

Lastly, the small but final piece to this puzzle. Costing 1 Frost Aura, having 50LP and having the Convert Trait. Frost Ring is a great addition to this deck! At 3 per Spellbook, these rings can give Aura to work with but also deal out damage and Frozen status indicators with its Power Hail Blast. Reading “Target Beastie or Artifact is dealt 10X Damage, where X is the number of Frost Rings in the Arena. That Beastie or Artifact is also inflicted with Frozen (X)”. Get all 3 out, and you can dish out 90 total damage per turn and stop Beasties and Artifacts from waking up the next turn!

Worms…Am I Right?

            This deck can be fun and really aggressive to your opponent, from locking them out or destroying their Aura to dealing massive damage with untouchable Tribal Worms. You can really come back from a losing battle if you play these cards right! I hope you enjoyed this Deck Tech. If you do and want to check out more, you can check out this awesome Santa Deck I made! If you have any ideas for future Deck Techs, leave a comment below or contact me directly @Meta_Doom on Instagram. Good luck out there, Casters, and I will see you in the Arena!