Dinomorphia Deck #730347 — Yu-Gi-Oh! OCG

46 Main, 15 Extra, incl. Dinomorphia Therizia x3, Fossil Dig x3, Annihilate Retroglight x3. Created Jul 6, 2026 by YGO Mod.

Deck Dinomorphia OCG

Created by: YGO Mod (20517634)

Created On: 07/06/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Jul 6, 2026
55± 5/ 100
Power Score
Structural 61
Reliability 55
Going First 70
Going Second 45

Dinomorphia — Deck Power Evaluation

Final Contextual Deck Power: 55/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 61
Going First 70
Going Second 45
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Control
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 46 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Lock opponent with negation traps and fusion bosses at low LP; Board control via trap negation and removal
  • Turn 1 (going first): Set Dinomorphia traps, pay LP to fusion summon Kentregina/Rexterm and negate opponent actions
  • Turn 2 (going second): Use board wipes (Daruma, Ferret Flames) and traps to break, but weaker
  • Recovery: Alert special summons from GY, Trap Trick recycle, banish traps for effects
  • After siding: None (no side deck)

Why it scores here

The deck is a Dinomorphia trap-control system that relies on a high density of negation and removal traps backed by fusion bosses; it does not average card scores but evaluates the connected trap engine. Consistency is moderate because the 46-card list has only six monsters, but archetype-core opening probability is high via traps that can fuse from deck. The median output is a single fusion boss with layered traps, while ceiling includes multiple bosses copying trap effects. Going-second is weak due to lack of hand traps and reliance on set traps, and there is no side deck for best-of-3 adaptation. Popularity of Dinomorphia archetype did not earn points; score reflects system cohesion and interaction quality.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 Archetype-core open probability ~0.94 from 19 copies group; monster-only open ~0.52 (Inferred)
D2 Opening-Hand Quality & Brick Management 60 46-card main with 37 traps yields few dead draws but situational traps like Ferret Flames can brick (Inferred)
D3 Combo Conversion & Ceiling 70 Domain/Frenzy can fuse Kentregina/Rexterm copying trap effects for high ceiling (Inferred)
D4 Combo Floor & Median Output 55 Median line likely one fusion boss plus 2-3 set traps, modest (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Multiple negation traps and GY revival from Alert provide route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 75 Trap recycling via Trap Holic/Trap Trick and LP-free acts at low LP enable grind (Inferred)
D7 End-Board & Interaction Quality 80 16 negation/removal trap texts plus boss quick effects yield high interaction density (Inferred)
D8 Going-Second & Board-Breaking Power 40 No hand traps and only situational board wipes make going second poor (Inferred)
D9 Offensive Pressure & Closing Power 50 Fusion bosses 3000-4000 ATK (scaled by LP) provide moderate closing power (Inferred)
D10 Main Deck Efficiency & Flexibility 65 46-card compact trap engine with generic staples shows fair efficiency (Inferred)
D11 Extra Deck Efficiency & Coverage 60 Extra deck 15 slots: 10 fusion bosses + generic XYZ/Synchro coverage (Verified)
D12 Side Deck Adaptability 0 Side deck count 0, no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No dated metagame sample; format fit provisional neutral (Provisional)
D14 Pilotability & Error Tolerance 60 LP management and trap sequencing require moderate pilot skill (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 61, Going First ≈ 70, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: No side deck (-3); Weak going-second (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · key two-card combo ≈ — · full-brick estimate ≈ 0.06 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High density of negation traps
  • Fusion bosses copy trap effects
  • Good grind via LP mechanics

Weaknesses

  • Few monsters leads to inconsistent starts
  • No side deck
  • Poor going-second board-breaking

Critical choke points

  • Need LP at 2000 or less for full trap/boss effects
  • Opening without Dinomorphia monster or fusion trap
Priority Remove Add Reason
1 Ferret Flames Dinomorphia Sonic Sonic is core missing extra interaction
2 Destructive Daruma Karma Cannon More Dinomorphia monsters Increase monster consistency

Evidence & confidence

  • Verified: Legality status Legal; Side count 0; Extra deck breakdown
  • Inferred: Consistency probabilities; Combo ceiling from card text; Interaction density
  • Provisional: Matchup format fit
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Dinomorphia

Dinomorphia Breakdown

 
 

 

 

 

 

 

 
 

 

 
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