Cyberse Desavewurm
Cyberse Desavewurm

Cyberse Desavewurm – #CYAC-EN034

1 Cyberse Ritual, Fusion, Synchro, Xyz, or Link Monster + 1 Cyberse monster
During your Main Phase: You can Special Summon 1 Cyberse monster from your hand, then you can make this card’s Level become the same as that monster. When your opponent activates a Spell/Trap Card or effect, while you control a Link-4 or higher Cyberse monster (Quick Effect): You can banish this card from your field or GY; negate that activation. You can only use each effect of “Cyberse Desavewurm” once per turn.

Date Reviewed:  June 21, 2023

Rating: 3.50

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Cyberse Desavewurm was referenced yesterday because it is a new weapon for Cyberse archetypes.

Requiring Cyberse throughout, including an Extra Deck Cyberse monster of any variety, Desavewurm sports respectable ATK/DEF for a Level 6. Level manipulation off the Special Summon of a Cyberse from your hand through this cards first effect paves the way for an immediate Xyz Summon. More importantly, Desavewurm is an extender to get off more effects from Cyberse monsters in your hand. Libromancer, @ Ignister, Cyberse, Marincess, Mathmech, and Salamangreat all get a bump with this card being easily Fusion Summoned within their archetypes.

A 1-for-1 trade while on the field or in the grave to negate a Spell/Trap card or effect is something good to have extra on an Extra Deck monster, however, Desavewurm needs to be paired with a Link-4 or higher Cyberse monster to have this ability. This is meant to act as protection for your Link-4 or higher Cyberse, but you are already using at the least three cards to get to Desavewurm, and I feel this effect could’ve stood to be without that restriction.

Easy to summon, good ATK, and meant as a protection layer for your all-in big boss Cyberse Link Monster, Desavewurm is a nice addition to Cyberse in general. Ability to extend and restart combos and make its level whatever the monster you Special Summoned using this card’s effect is great for Xyz strategies, but you want Desavewurm out there for that one-time negation to protect your Link-4 or higher Cyberse Link.

Advanced-3.5/5     Art-3/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Not only did we get a new Cyberse Ritual, but a new Fusion Monster came with it and it’s probably the best of the Cyberse Fusions: Cyberse Desavewurm.

Desavewurm is a Level 6 DARK Cyberse Fusion with 2300 ATK and 1500 DEF. Stats are fine for a Level 6, and we don’t seem to be getting rid of DARK and Cyberse any time soon. Anyways, Fusion Materials are any Cyberse Ritual, Fusion, Synchro, Xyz, or Link Monster alongside any Cyberse monster. Fairly easy for Cyberse since they got a plethora of Link-1s and Link-2s to go into that are worth using as Fusion Material for this. During your Main Phase, you can Special Summon a Cyberse monster from your hand and then make this card’s Level become that of the summoned monster. It’s another free monster on board for Link Summoning, but the Level matching also helps with Xyz Summoning, since we haven’t seen much to help with that yet this week. Still, a free monster from the hand is always useful to extend your plays. The second effect triggers in the graveyard as a Quick Effect when the opponent activates a Spell/Trap Card or effect while you control a Link-4 or higher Cyberse monster, letting you banish this card from the graveyard to negate the activation. You do lose the Cyberse Fusion in your graveyard for what that’s worth, but in exchange you get a nice Spell and Trap negate for Cyberse Decks just for having a Link-4 or higher on the field, which is easy to do in Cyberse Decks alongside having several other Link Monsters. Hard once per turn on each effect, as is tradition. Desavewurm is a pretty solid Fusion. It’s not that hard to summon since you could just use a Ritual in the hand or summon a Link-1 with great ease in Cyberse. In exchange, you get a monster out of your hand to assist with more plays and a Spell/Trap negate once this is in the graveyard and you have a Link-4 or higher Cyberse. Solid card and a worthy addition to Cyberse Decks.

Advanced Rating: 3.75/5

Art: 4/5 Is that a computer unicorn or something?


Mighty Vee
Mighty
Vee

Cyberse Desavewurm is next on the lineup, a level 6 DARK Cyberse Fusion monster. It’ll take any Ritual, Fusion, Synchro, Xyz, or Link Cyberse monster and any other Cyberse monster to Fusion Summon, so it’s pretty easy to summon with Clock Spartoi, itself a Cyberse Link monster that searches Cynet Fusion, and Proxy F Magician, which will take any other Cyberse monster to summon Desavewurm. For a level 6 monster, its 2300 attack leaves a little to be desired, and 1500 defense is quite low, though it’s not the worst in terms of raw stats.

Desavewurm’s first effect is a hard once per turn, letting you Special Summon a Cyberse monster from your hand during the Main Phase and optionally letting you make it the same level as said monster. This effect sounds like a generic extender effect, and it is, but its primary purpose is to help facilitate an Xyz or Synchro Summon, the reason becoming quite clear by the end of the week (much like Cyberse Sage). You can definitely weave some combos from the extension effect, though it’s not something to specifically make Desavewurm for. Desavewurm’s other effect is a hard once per turn Quick effect and is a curiously common effect among Cyberse combo pieces; while it’s on the field or in the Graveyard and you control a Link 4 or higher Cyberse monster, you can banish it in response to an opponent’s Spell or Trap card or effect and negate the activation. It’s basically a free Spell or Trap negate after you use it to Link climb into one of your Cyberse boss monsters, like Firewall Dragon Darkfluid. It’s clearly made with the Firewall family in mind, though I wish it worked with Link 3 monsters as well since you’ll frequently end on Decode Talker Heatsoul instead. Having to dedicate plays to a Fusion might dissuade you from running it, especially if you’re not going for a Firewall boss that requires multiple Extra Deck monsters. But, Desavewurm is great in the combos that utilize it, and it combos excellently with Cyberse Sage.

Advanced: 3.25/5

Art: 2.5/5 Whoa, what’s going on here? Is it like the top half of a Firewall mecha or something?


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