Notes & Combos
Very very fun deck, almost as good going second as going first, since we have a lot of space for Hand Traps. Had a nice 8 win streak with it between Master IV and Master II.
Going first you basically wants to set at least one of your 2 engines, and we basically have "13 starters" for that.
- Generaider: 3 Boss Stage, 3 Loptr (plus all 2 card combos involving Vala)
- Dinomorphia: 3x Frenzy, 1 Domain, 3 Therizia
If you're able to set both engines, great, if not, you're probably still have some hand traps/backrow to help you. Dinomorphia sometimes wins by itself with Rex.
Your biggest fear is probably Ash, that's why we play 5 ways to stop it with the 2 Solemn Strikes.
Maxx C generally is not a big problem, since you're only special summoning a lot if you want/can extend your Generaider plays.
You can also change some of the Hand traps for other tech cards that suits you better.
Dinomorphia Intact can also be a plausible option, since it can turn into an extra negate if you open one of the Dino traps + Therizia/Diplos. However a lot of times it can be an extra brick as well, so that's why I'm not using it anymore.
On the extra deck, keep in mind that Laevatein is really strong in the SE matchup. Also, you can run 2 Laevatain and 2 Jormungandr if you want to, like many Generaider decks, but I never actually needed it, that's why I play only 1 of both, since our extra deck is tight due to Dinomorphia engine. You would probably leave SP Little Knight and Hyperyton behind.
Another option to consider is Dolkka or Laggia, since you can make it with Dinomorphia, but it's kinda rare that you will be in a position to do it with this deck.
That's it, have fun!