Secluded Ethereal Wyrmfall ———————————————— Activate 1 of these effects. ● Add 1 Wyrm-Type monster from your Deck to your hand. ● Send any number of Wyrm-Type monsters from your hand and/or face-up on your field to the Graveyard; draw cards equal to the number of monsters you sent to the Graveyard +1. ———————————————— Can Be Found In: Maximum Crisis (MACR-JP078)
The Wyrm Type is often seen as a replacement for Dragons, as the latter is so heavy in support that adding more options might power creep their builds further. Regardless of that being true or not, Wyrms have a lot of liberties to work with despite being quite new in the game. With scarce archetypes to work arround specific gamestyles and not having very concrete mechanics compared to other Types, Wyrms offer both small and big monsters to play along easy to achieve objectives.
"Secluded Ethereal Wyrmfall" is a reliable Trap Card as offers two effects often beloved by all sorts of builds to rush their setups with. When activated, "Secluded Ethereal Wyrmfall" let us to either look for any Wyrm in our Deck to add in our hand, or send any number of Wyrms in our hand and field to draw a card for each one. Is a quite flexible Trap Card with the main purpose of improving our hand, as either allow us to look for a key Wyrm in our Deck or replace Wyrms we can dispose of for new cards.
The first effect of "Wyrmfall" is pretty straightforward, and most likely become the most used among the two. By letting us look for literally any Wyrm available in the Main Deck, we can go from monsters assisting bigger summons such as "Unmasked Dragon" or "Chiwen, Light of the Yang Zing", to monsters able to keep the pressure like "Mystery Shell Dragon" and "Night Dragolich" among many others. While this searching effect has a very simple and open use, its drawing effect might need some timing and even tools to get the best outcomes. Obviously we can simply dispose of Wyrms in our hand to draw new cards, specially if we have effects like "Call of the Haunted" and "Soul Charge" to retrieve them afterwards which we can also use to draw even more cards with "Wyrmfall". In some circumstances "Wyrmfall" can be quite helpful to face disruptive effects, so if the opponent tries to get rid of our Wyrm(s) we can chain "Wyrmfall" to get rid of them and draw cards in return. And interesting enough copies of "Wyrmfall" can assist each other, looking for Wyrms to add to the hand to afterwards use as cost for their second effect. Keep on mind that we cannot use Pendulum Monsters on the field to draw cards as they go to the Extra Deck, so try to keep them in the hand to use "Wyrmfall" drawing effect.
Even due the slow activation as being a Trap Card, "Secluded Ethereal Wyrmfall" possibilities makes it a reliable card regardless. With two effects to choose from, "Wyrmfall" can go from one of the most effective searching effects in the game, to allow us refresh or even increment our hand with its drawing effect. The latter might have some complications depending of when is used, as unless we want to use it to dump Wyrms in our hand for a latter use from the Graveyard it will have some restricted uses with Wyrms on the field. Overall, "Wyrmfall" has some small hiccups to be aware of but the results that provides easily compensates them.
Personal Rating: A
+ Allow us to add any Wyrm from our Deck to the hand + Trades Wyrms in our hand or field to draw a card for each one in return + Flexible usability
- Might seem slow due being a Trap Card - Drawing effect might have some complications depending of some circumstances and timing












