Dinomorphia Game Guide

Dinomorphia Game Guide

Dinomorphia is a control deck with a self-paying gameplay to use effects as well as add resources very well.


Even though the pay LP is like that, the deck has cards that protect your LP from being touched by the opponent, especially when the match is long and you only have 1LP left.

Although the deck doesn't cost anything to use cards (except LP), that is also the deck's weakness. Spamming cards indiscriminately without calculation can lead to you being OTKed (battle damage or effect damage) by the enemy.

Sections covered in this guide:




CORE

 

Dinomorphia Therizia (x3)
UR rarity
Dinomorphia Therizia
UR rarity
Dinomorphia Therizia

Set Dinomorphia trap straight from deck (no Spring ) and also have Level 4 DARK body for Xyz.


In addition, when destroyed, it also has the ability to pull back 1 D inomorphia Level 4 or lower monster (except itself) to Xyz, Link, Fusion all types as well as add resources if the monster pulled up by this card activates the effect.

Dinomorphia Diplos (x2-3)
N rarity
Dinomorphia Diplos
N rarity
Dinomorphia Diplos

Send 1 Dinomorphia monster/spell/trap to the grave to use (banish without taking damage, pull from grave, use effect from grave,...) as well as have burn effect (although low but support you OTK 1 part). This card is also Level 4 DARK so Xyz is very good


This card, like the Therizia above, also pulls a level 4 or lower Dinomorphia monster from the graveyard when destroyed (except itself).

Dinomorphia Domain (x3)
UR rarity
Dinomorphia Domain
UR rarity
Dinomorphia Domain

Domain Expansion !!!


Pay half LP and combine materials from hand, Deck, or field

when LP 2000 or lower has the ability to self banish to not receive effect damage by opp

both pull the boss (conveniently mill monsters to the grave) and resist OTK with burn, too good for a trap

Dinomorphia Frenzy (x3)
SR rarity
Dinomorphia Frenzy
SR rarity
Dinomorphia Frenzy

also pay half LP and fuse but use 1 monster from Deck and Extra Deck,


*When your opponent activates a card or effect that reduces your LP to 2000 or less, you can banish this card from the Graveyard and you take no effect damage from your opponent's cards for THIS ENTIRE TURN*

Dinomorphia Intact (x3)
SR rarity
Dinomorphia Intact
SR rarity
Dinomorphia Intact

this leaf is so cool


counter trap negate monster effects and destroy (of course you still have to pay half LP)

Not only that, you also avoid battle damage by banishing this card from the grave when LP is 2000 or lower.


Dinomorphia Brute (x1-2)
N rarity
Dinomorphia Brute
N rarity
Dinomorphia Brute

pay half LP and shoot cards (1 enemy card and 1 of your Dinomorphia monsters), sounds like a loss but your monsters will trigger effects when destroyed so it's okay, sometimes you gain resources


This card has the ability to protect you from taking enemy effect damage when LP is 2000 or lower for the entire turn.

Dinomorphia Alert (x1-2)
R rarity
Dinomorphia Alert
R rarity
Dinomorphia Alert

Pay half LP and jump 1 to 2 Dinomorphia monsters from the grave so that the total Level is 8 and the special summoned monster cannot be attacked during the turn. Of course, you must have monsters in the grave first, so I only bring this card x1 because it is very tiring to pick it up in the first few turns.


also has effect to protect damage effect like other cards

Dinomorphia Sonic (x1)
R rarity
Dinomorphia Sonic
R rarity
Dinomorphia Sonic

like the Intact counter trap card mentioned above but negates spell/trap, but this card negates activation and destroys, in return it also shoots 1 of your Dinomorphia monsters :v. It seems silly but this helps you activate the Dinomorphia's effect to add more resources


This card has a battle damage protection effect, a very good effect for protecting your rank up match.

Dinomorphia Reversion and Dinomorphia Shell (use if you like)
SR rarity
Dinomorphia Reversion
SR rarity
Dinomorphia Reversion
R rarity
Dinomorphia Shell
R rarity
Dinomorphia Shell

It works in some cases, but removing them and stuffing in staples is the preferred option.

Dinomorphia Kentregina (my wife)
UR rarity
Dinomorphia Kentregina
UR rarity
Dinomorphia Kentregina

card always bring x3 (x2 if you have many staples or poor)


The condition is very easy, just need 2 Dinomorphia monsters with different names.

Can Pay Half LP and banish 1 Dinomorphia normal trap card to copy the effect of that Dinomorphia normal trap card in the graveyard (you can fuse 1 more time if you copy the trap card effect)

If this card is destroyed, it can pull 1 level 4 or lower Dinomorphia monster from the graveyard to gain additional resources.

Dinomorphia Stealthbergia (x2-3)
SR rarity
Dinomorphia Stealthbergia
SR rarity
Dinomorphia Stealthbergia

DEF is quite big, burning LP is very painful, creating the premise for OTK


easy to level up with just 1 Dinomorphia monster with a different name

has a very strong permanent effect (well, sometimes not because low LP is easy to OTK) - specifically: when your LP is 2000 or lower, you don't waste LP to use traps or Dinomorphia monster effects

This is a card that can create the premise for OTK opp, when opp activates a monster effect, you can damage them with the original ATK of that monster (but don't negate or destroy anything, just burn it)

If this card is destroyed, you can draw 1 level 4 or lower Dinomorphia monster from the graveyard to gain resources.

Dinomorphia Rexterm (hot dinosaur)
UR rarity
Dinomorphia Rexterm
UR rarity
Dinomorphia Rexterm

can bring x2-3


The summoning conditions are a bit harder than the others because you have to use a Dinomorphia Fusion monster, the other one just needs to be a Dinomorphia monster (but with Frenzy support, it's easy to get)

ATK 3000 like this will definitely support OTK, this card pays half LP and turns the ATK of the opp into your current LP (1 LP = 1 ATK) until the end of the turn. After you burn the opp by the bird, you can use your wife I mean Kentregina and this card to OTK the enemy

If this card is destroyed, it will pull back a Level 6 monster or lower than Dinomorphia, meaning you will pull back 1 of the 2 Fusion monsters in the grave or simply 2 Effect monsters of the deck. This is a very strong Effect, usually pulling Kentregina to banish the trap fusion card and go up to 1 more boss (or shoot cards of all kinds when banishing another trap card,... maybe)



Staple

 

Pot of Prosperity and Pot of Duality (+69 consistency)
SR rarity
Limited to 1 copy
Pot of Prosperity
SR rarity
Limited to 1 copy
Pot of Prosperity
SR rarity
Limited to 1 copy
Pot of Duality
SR rarity
Limited to 1 copy
Pot of Duality

The cost or restriction of these cards doesn't matter, it doesn't affect your slow deck, but in return it also lets you pick up the piece you want to combo or counter the enemy (excavate, add solemn cards to hand, set go brrrrrrrr)

Wannabee! (x0-3)
SR rarity
Wannabee!
SR rarity
Wannabee!

This card allows you to excavate the top of your deck based on an unused spell/trap slot in the spell/trap zone, and place 1 trap card from those excavated cards on the field. But this effect can only be used in the End Phase, which is okay because this deck is already slow, so what's the problem with being a little slower?

Ferret Flames (x3)
N rarity
Ferret Flames
N rarity
Ferret Flames

This trap card is perfect for this deck.


it affects enemies not monsters

when the ATK of all enemy monsters is higher than your LP (probably 1 or 2 LP), opp will have to shuffle the monsters into the deck, making sure the ATK of the total monsters they are controlling is lower than or equal to your LP

This card is not too overwhelming in the early stages, opp will still be struggling if there is a backup card. But when the deck is weak and your LP only has 1 or 2 digits, this card is almost end-game, clearing the enemy's field.

counter trap
SR rarity
Solemn Warning
SR rarity
Solemn Warning
UR rarity
Solemn Strike
UR rarity
Solemn Strike
UR rarity
Solemn Judgment
UR rarity
Solemn Judgment
UR rarity
Iron Thunder
UR rarity
Iron Thunder

They are both strong trap counters and pay LP to use, very convenient for Dinomorphia.

Trap Trick (x0-3)
SR rarity
Trap Trick
SR rarity
Trap Trick

Set the trap card you need straight from your deck and use it that turn, but you can only use exactly 1 trap card the entire turn

Fossil Dig (x0-3)
UR rarity
Fossil Dig
UR rarity
Fossil Dig

Remove all monsters from the deck to hand, search is not once per turn but currently rarely used because inserting other staples is more suitable for the gameplay

Z-ARC and the homies
UR rarity
Supreme King Z-ARC
UR rarity
Supreme King Z-ARC
R rarity
Brave-Eyes Pendulum Dragon
R rarity
Brave-Eyes Pendulum Dragon
UR rarity
Odd-Eyes Arcray Dragon
UR rarity
Odd-Eyes Arcray Dragon
UR rarity
Soul of the Supreme King
UR rarity
Soul of the Supreme King
UR rarity
Crystal Clear Wing Synchro Dragon
UR rarity
Crystal Clear Wing Synchro Dragon

With just the trap card you will get to Z-ARC , then you can tribute to get to Arcray or jump on other bodies that you bring to the field, mainly get a bunch of boss bodies to overwhelm in terms of resources


usually use:

Brave-Eyes : blocks a lot of Yubel's gameplay

CCW Synchro Dragon : extremely large body, negate spells/traps

Evolzar Laggia and Evolzar Dolkka (Evolzar)
UR rarity
Evolzar Laggia
UR rarity
Evolzar Laggia
UR rarity
Evolzar Dolkka
UR rarity
Evolzar Dolkka

Because these are Dinosaurs, they can also Xyz, and will usually go to Laggia because they negate summons and spells/traps. At the same time, sending 2 Xyz materials to the grave also adds resources to these guys, such as jumping from the grave.

Divine Arsenal AA-ZEUS - Sky Thunder and Super Starslayer TY-PHON - Sky Crisis (Everywhere)
UR rarity
Divine Arsenal AA-ZEUS - Sky Thunder
UR rarity
Divine Arsenal AA-ZEUS - Sky Thunder
UR rarity
Super Starslayer TY-PHON - Sky Crisis
UR rarity
Super Starslayer TY-PHON - Sky Crisis

Zeus : wherever there is Xyz there is this guy, send all cards except it, no once per turn and body to


Ty-Phon : is an easy to pick up floodgay, can punch and push cards

Lord of the Heavenly Prison (x0-3)
UR rarity
Lord of the Heavenly Prison
UR rarity
Lord of the Heavenly Prison

Helps your spell/trap not be destroyed by effects, can jump by itself with a 3000 ATK/DEF body as well as cast spell/trap straight from the deck.

S:P Little Knight (S:P "Little" Knight)
UR rarity
S:P Little Knight
UR rarity
S:P Little Knight

super staple, in decks that mainly use the second banish effect, you can totally use Fusion monsters to link to this banish card, but remember that you can't hit the original point directly if you use this effect

Ash Blossom & Joyous Spring and Psychic End Punisher (greasy)
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Psychic End Punisher
UR rarity
Psychic End Punisher

4 + 4 + 3 = 11


is a sigma, big body increases ATK permanently, unaffected has banish, because ATK increases based on the difference between you and opp, this card is very strong for you to continuously split your LP in half

Chaos Angel (x1)
UR rarity
Chaos Angel
UR rarity
Chaos Angel

DARK or LIGHT monsters that are the material for this card can be considered Tuner, because you have Level 4 monsters from your main deck and Level 6 Fusion monsters, so you can get this card.


has banishment, big body and protects all monsters you control from being destroyed by combat (uses DARK monsters only)

Anti-Spell Fragrance (oh my)
SR rarity
Limited to 2 copies
Anti-Spell Fragrance
SR rarity
Limited to 2 copies
Anti-Spell Fragrance

all beings are equal, pendulum is inferior

Aleister the Invoker (Through Heaven And Earth I Alone Am Honored)
SR rarity
Aleister the Invoker
SR rarity
Aleister the Invoker

Nah I'd Win




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