Dinomorphia

Master I from on October 18th, 2024
cp-ur 960 + cp-sr 390
42 cards

Notes & Combos

Behold, 0 handtrap list!

I figured handtraps are relatively weak in this format unless you play those 1-card combo kinda deck that can open 4 handtraps and 1 starter. All t1 deck can play through 2-3 handtraps easily. So I decided to drop all hand traps from my list, and run board breaker counter-trap instead. So far it's been a success, and I've had 10 win streaks and a couple of 5 win streaks in Master.

A game against Tenpai is funny because we do not even have to put out Rexterm to win against them. Any removal to their monster, or solumn their Kaimen is often enough to skip their turn.

I wanted to have an option to play good backrow removal that work both turns so I play cosmic cyclone. It's great against Tenpai, Centurion, Yubel, SEFK, 60 piles, etc. and it's been winning games. I have yet to regret have them in my deck.

z-arc come in handy in multiple scenarios agains Tenpai as you can draw phase trap and respond to their spell in main phase. However, I do prefer to activate them during main-phase so I can chain my fusion trap if they maxx c'd. This is because you can respond to them when they play field spell anyway.

Our weakness is simlar to before, combo piles that open insane, or deck that can pop backrow on our turn like Kali Yuga.

Extra deck space is pretty tight but I've used all monsters so far, Chaos Angel being the least so perhaps you can replace it with something else.

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