Notes & Combos
M5 was actually obtained 5/25, but forgot to post here. Standard Unchained build with Dinomorphia tech built in. Dino traps really help avoid Maxx C, and add a last min tech option as starters.
Going first This deck is consistent enough that you can still get your two card combo with Unchained or (one) with Tour guide. If you get ashed, you can set your frenzy/Domain, which will be active on opponents turn. Most combos are nib-safe and end on a very decent board.
Going Second Unchained can put in a lot of work going second, and the dinomorphia techs force opponent interruption early. Once Shayama is in the grave, you can utilize it's destruction to grab more Dinomorphia cards (Normally to resummon Threzia as an extender for T3) or extend into Little Knight.
Preforms really well against Lab, as the recursion really helps out against their grind game. Snake Eyes is a toss up, and for dinomorphia to shine you really want your LP as low as possible, which is tough with the little cards here. Cesear and Little Knight are eessential in the matchup.
Some further tech options I played around with were adding Arias and slightly more trap heavy (replacing Machinex and stone king with Chaos Angel and another Kent), but ultimately depensd on if you want to main deck Dinomorphia + traps or have unchained with dino as tech options.