Worm Call
Spell Continuous

Worm Call

  • Archetype:
  • Worm

  • View:
  • 2956




Once per turn, if your opponent controls a monster and you control no monsters, you can Special Summon 1 Reptile-Type "Worm" monster from your hand in face-down Defense Position.




 
 
AI Power Analysis
StarterConfidence: LowEvaluated Oct 7, 2026
35± 10/ 100
Power Score
Intrinsic 37

Worm Call — Power Evaluation

Final Score: 35 ± 10 · Confidence: Low

  • Intrinsic: 37 · Deck: — · Meta: provisional
  • Primary role: Starter · Secondary: Combo enabler

Why it scores here

Worm Call's only output is one face-down Defense Position Reptile "Worm" monster Special Summoned from hand, gated by three conditions: once per turn, the opponent controls a monster, and you control no monsters. Its score rests on text inference alone because no deck, combo, guide or usage-statistics evidence was supplied. The card earns nothing for its view count (2886), format breadth or Worm archetype label, since none of these are power drivers.

Axis scores

Axis Score Evidence
Accessibility 35 The summon comes from hand, but the three-part board condition and once-per-turn limit make it situational; no searcher or deck-frequency data was supplied (inferred).
Combo & Conversion 35 It converts into a single defensive body with no stated follow-up, and no combo boards were supplied to show a larger outcome (inferred).
Resource Economy 40 It is a free Special Summon from hand, so it trades one card for one body with no card advantage or refuel (verified).
Effect & Interaction 10 The card has no negation, removal or hand-trap effect against the opponent (verified).
Material Utility 30 The summoned Reptile Worm body could be a material, but the Worm monster pool was not supplied, so its value cannot be confirmed (inferred).
Resilience & Flexibility 30 The card is a Continuous Spell that can be removed, and its condition can be broken by the opponent's monster-control play (inferred).
Deck-Building Efficiency 45 It is cheap to run as a single copy and carries no garnet, but it commits the deck to the Worm archetype (verified).

Calculation

Weight profile: Starter / Combo enabler row; the secondary Combo enabler shares this profile, so no blend was needed. Intrinsic ≈ 37, Deck ≈ —, Meta = provisional. Modifiers: Self-restriction (-2). Final formula: Final = Intrinsic (provisional; Deck = null, no decks or combos) + modifiers

Strengths

  • Free Special Summon from hand, so it is card-neutral on resources
  • Summons a Worm-archetype body without spending a normal summon
  • Single-copy card with no garnet cost

Weaknesses

  • Three-part board condition makes it situational
  • Once per turn limit
  • Only outputs one defensive face-down body
  • No deck, combo or guide evidence of real use

Counters / choke points

  • The opponent can break the condition by controlling no monsters or by keeping monsters on their side of the board (inferred)
  • Removing the Continuous Spell from the field turns off any ongoing use (inferred)

Best use

Conditional Worm body from hand (Starter).

Evidence & gaps

  • Verified: Continuous Spell with archetype Worm and formats TCG, OCG, MasterDuel and DuelLinks; Once per turn, requires the opponent to control a monster and you to control no monsters; Special Summons 1 Reptile Worm monster from hand in face-down Defense Position; No negation, removal or hand-trap effect in the card text
  • Inferred: Summoned body is a weak defensive blocker with no stated follow-up; The three-part condition makes the card situational in practice; Single-copy use is low cost to the deck
  • Data gaps: no decks supplied, so deck and synergy signals are unavailable no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies (unlimited) were assumed no usage statistics (StatisticsCard) for archetype inclusion legal copies is empty for every format no Worm Reptile monster pool supplied, so material and searcher routes are unverified











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