Dinomorphia

Master I from on January 24th, 2024
cp-ur 930 + cp-sr 510
40 cards

Notes & Combos

I hit a brick wall in Master 4, so I removed all the funny cards and added nothing but consistency. Even the "Ferret Flames" and Judgements needed to go. I still bricked so hard, I added 2 "Trap Trick" and Duality. With that we have 16 starter cards (if you count duality), wich should ensure you can at least try to play the game. Also playing less then 12 handtraps seems really brave to me.

Strike and Intact are obvisly the NVPs. My opponents had ash almost all the time, so maxx c and the 2 counter traps saved me a lot.

"Trap Trick" was ok. It helps you start or recover, or just sets an Imperm. You can also try to use your other Traps first, and after you stoped your opponent from playing, you use Trap trick to Fusion Summon.

As long as you can Fusion Summon, games should be winable against non-backrow decks or Mekanko.

SHS, Branded, Kashtira or combo decks like Manadium are very beatable of you resolve Frenzy.

Misc isolates your plays and outs Talents or bad Branded plays. I really like it, but misc and duality are the most cutable cards, if your good at the game and dont brick as hard, as I did. Good other cards would be either 2 "Ferret Flames" (since then trap trick could set them and out your opponents board), or another "Dinomorphia Alert", if you just replace 1 card.

All cards in the Extra Deck are standart and came up for me, but the card I use the least was PEP.

All in all, the deck is very punishing to play, since the card quality is pretty low, so you really need to know what you are doing, if your opponent palys a deck, that can deal with Rex.

I know this list is not very special, but very basic. Its just build to be as consistent as possible. Its just to help some players out, that struggle to hit Master 1 with dinomorphia.

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