Card:Shadow Worm is a Fourth EraShadow affinity Worm. Like other worms, it has a nice ranged attack and the Earth Dive ability, both of which make medium and small-sized creatures a non-issue. The unique feature of this worm is that it has the ability to Disintegrate multiple units, making it very close to being a highly mobile Church of Negation.
Since this requires four Shadow orbs to be played, it is mostly relegated to PvE decks, but is quite rewarding for players willing to restrict themselves to playing a Shadow-only deck. Some PvE maps give a solo player access to more than four Monuments; in the case of Raven's End, many more, allowing colors other than black while still summoning a Shadow Worm. And of course there is always the options of Amii Monument or Orb Switching: destroying a current orb or orbs to make new ones of different affinities.
Additionally, players with a Nature deck can use Enlightenment to summon cards of any orb requirement, including Shadow Worm. The strong heals of nature decks, for example Timeshifter Spirit, combine well with the disintegration ability of the worm.
Every 3 seconds, unit hurls a bolt of Nether that deals 400 damage to enemies in a 10m radius around its target, up to 600 in total. Knocks back small and medium units.
Disintegrates up to 5 targets simultaneously over time. Target units will be paralyzed during disintegration and cannot be attacked by other units. If the spell is interrupted prematurely the targets will be released unharmed. Spell turns caster immobile and applies increasing damage the more targets it affects. Lasts until deactivated.
While moving around unit takes 50% less damage and knocks back small and medium units dealing additionally 250 damage to enemy units in target area, up to 1000 in total. Affects ground targets only.
Orb Switching: Destroy current orbs as necessary to build four Shadow ones for 100 power each. Switch again as needed (the Power tied up in destroyed orbs is utterly lost; none of it goes into the Void Pool).
Moon and in particular, Viridya have, of course, many disadvantages, but two advantages with Shadow Worm. One, they can fit into a full Shadow deck no problem, which allows the use of Shadow Worm's three-orb sidekick / better half, Church of Negation. The other is, they are considerably cheaper than the alternative, which is using a two-Nature-orb deck and Enlightenment.