Hi can someone explain the welcome lab package? Video was going to fast. I know the butler can set from hand then activate trap. But what about the welcome trap and big girl lab monster thanks
The Package gives better chance in grind games. Lady Labrynth (the big Labrynth monster) allows you to set any normal trap from your deck when a trap card is activated. This help Dinomorphia in grind games, as well giving more versatility as it gives access to your non-archetype traps such as Daruma, Ferret, and Soul. She is also tanky (have built-in protection) and have a considerable 3000 ATK. Her level being 8 means you can use her and Ash to go into Psychic End as well, if you are running that. Big Welcome Labrynth allows you to Special Summon Lady straight from the deck, then bouncing one of your monster to the Hand (it can bait Ash before activating your Dinomorphia starter). If your field is empty, you can just bounce the summoned Lady and immediately use her effect to summon herself again. If you control Therizia/Diplos, you can just bounce them so you get to normal summon them again later (it can also saves them from being attacked lethally by TY-PHON or other monsters). Big Welcome also offer a disruption on the following turns, allowing you to banish them in the GY to bounce one of your opponent's card (as long as you control Lady). In conclusion, while the Big Welcome + Lady package may not give immediate disruption the turn it resolved, it helps secure your grind games, which Dinomorphia often struggled with.
A nit Pick but in the duel against kash you did not need to activate the trap in the grave since you played it that turn. (It makes it all the battle dmg u take always half ur LP) does really matter but I wanna yap
That Dino/Lab is a great combination. Lab cards help the Dino and other tech traps to come often. It's resilient and can do many things. I've considered Lab for a deck similar to yours since long ago, but... Man, I don't want to use Lab. 😩 I don't want to fall prey of the meta. So, I'm trying to build something different. So far, nothing has come by to keep with the meta.
Don't feel bad! There's nothing inherently wrong with playing the meta. I do understand the annoyance, especially due to Konami's constant power creeping with newer cards being 1 card combos that lead into a full end board of insane boss monsters. It's not a bad thing if a card is good, but when a card is too good because it allows for the ability to bring out a lot of boss monsters with negates than it's a problem. It's like Snake Eye for example. If they were in just a vacuum with their own cards, they're not really that bad. It's the various powerful boss monsters and generic Links that the deck has access to that make it crazy. Engines like that exist mostly to turbo out as much stuff as possible.
It is a rough match, although maybe not as bad as Mikanko. Their monsters have 0 ATK, which can't be prevented by Rex. They main Super Poly, the Silver Bullet for Dinomorphia. Not to mention their Nightmare Pain can make a short work for us via its reflection damage. I still have to experiment against them in Master. So far my strategy is to not let them place Yubel on the field, by preventing Samsara Lotus from resolving. I might bump Alert to two as a countermeasure to Super Poly if it turned out to be prevalent in Master.
I started using the Labrynth package recently after I saw you did it, and the sheer amount of insanity it brings is a whole different level of insanity to Dinomorphia. I even managed to shut down multiple Snake-Eyes Fire King decks, one preventing their combo on their own turn thanks to a lucky draw of Arias and Frenzy. The strategy also gives me a chance to show off my royal rare Big Welcome and Z-ARC 😂
I like it. It has never backfired so far and it feels like a flexible Solemn that can become Strike or Judgment (although it can't negate summons or non-field effects), depending of the situation.
@@ItsumiRivary , for me it has been mostly good. Sometimes I'm forced to activate it due to not having the Solemns, the Sonic and the Intact on the field, resulting in destroying one of my own trap cards. But so far, mostly good.
Ay the new counter trap that will be released on July 11th "Iron Thunder" looks promising as replacement for solemn strike in Dinomorphia, don't you think? And it destroys any other card in it's column!
Could you explain the general combo/flow a little? I'm braindead lol. I played a Z-ARC deck previously that was a lot simpler and pretty much only got z-arc out sometimes and nothing else with astrograph or chronograph & all the types in the GY/Field/Hand.
For sure! One of the possible opener is: Lightwurm + Gate Magician + Any Pendulum 1. Set Gate Magician as scale, activate it to destroy itself and place Gate Zero as scale 2. Normal summon Lightwurm, use its effect to add back Gate Magician to hand. 3. Gate Magician effect, SS itself by sending an Xyz Dragon from the Extra Deck to the GY 4. Gate Magician effect, search Pendulum Evolution 5. Activate Pendulum Evolution, use its effect to trade a Pendulum Monster in your hand to Astrograph Sorcerer 6. Link summon Electrumite, use its effect to add Odd-Eyes Revolution to the Extra Deck 7. Electrumite effect, destroy Gate Zero, add Odd-Eyes Revolution in Extra deck to the hand 8. CL1 Electrumite draw, CL2 Astrograph SS itself and add 2nd Gate Zero 9. Discard Odd-Eyes Revolution to search Odd-Eyes ARC 10. Link summon Beyond the Pendulum, search for Performapal Odd-Eyes Seer 11. Place Odd-Eyes Seer and Odd-Eyes ARC in scale, pendulum summon Gate Magician and the first Gate Zero from the Extra Deck, and the second Gate Zero from the hand 12. Use the first Gate Zero effect to destroy itself and Performapal Odd-Eyes Seer, SS a Synchro Dragon. 13. CL1 Odd-Eyes ARC, special summoning Valet, CL2 Lightwurm, return itself to the hand, CL3 the first Gate Zero, place itself as scale 14. Valet effect, dump Pendulum Sorcerer 15. Use the second Gate Zero effect, destroy itself and the first Gate Zero in scale, SS a Fusion Dragon 16. Gate Zero effect, place itself as scale 17. Link summon Exceed The Pendulum using Beyond and Valet, on summon effect, return Astrograph in Extra deck to the hand 18. Exceed effect, revive Pendulum Sorcerer in GY 19. Pendulum sorcerer effect, destroy both scales, add Diffuser and Butler 20. Astrograph Trigger, SS itself and add the second Odd-Eyes ARC 21. Use Gate Magician, a Fusion Dragon, a Synchro Dragon, and Pendulum Sorcerer to Link summon Apollousa 22. Set Diffuser as scale, use its effect to Fusion summon Vortex using Butler and the second Odd-Eyes ARC in hand as material 23. Astrograph Effect, banish itself, and all of the corresponding dragons from the grave. SS Z-ARC 24. CL1 Z-ARC, CL2 Vortex, negating and destroying Z-ARC by shuffling anything from the Extra deck to the deck 25. Set Z-ARC as scale 26. Butler effect in Grave, destroy Diffuser to reborn itself. 27. Set Lightwurm as scale 28. Use Pendulum Evolution other effect to Pendulum Summon once more. Pendulum summon Performapal Odd-Eyes Seer from the Extra deck in defense position 29. Lightwurm trigger, SS itself, make its level the same as Butler 30. Synchro Summon Baronne using Lightwurm and Butler 31. Use Performapal Odd-Eyes Seer effect to dump Persona to grave. It ends with 4 monster negates (Apollousa), two Omni-Negates (Vortex and Baronne), a Floodgate (Z-ARC) and some follow-ups (Exceed and Seer). If you still have a high scale at the end of the combo, you can set it so your Exceed can revive Persona during the opponent's turn. Adding 1 more negate for Extra deck monster.
Awesome replays! Although I wanted to ask what is the point keeping the new Z-ARC card in the extra deck if you ended up cutting 5 Rainbow? Surely the Z-ARC card is not needed at that point? Unless you value tributing O.G Z-ARC for a 4k beater that will stick around I suppose?
I recommend to go for the DARK one first, as it can be switched to the LIGHT one should it stay on the following turn. If you go for Souls + Daruma combo, then definitely go for the DARK one.
Mmm i like your stuff RF What are your thoughts on Mixing dinomorph with Rda,you think its possible? I'm A pure Rda player made it to masters before but struggling this season. So im looking at Dinomorph as a engine/hybrid I seen it used before but i want a opinion from a professional.
That's impressive! I did not play RDA too much myself, but Dinomorphia can (somewhat) be splashed as an engine to other decks, consisting of 3x Therizia, 3x Frenzy, 2x Stealth, 1x Regina, and 1x Rex. It offers a Regina and a Rexterm with 2000 LP with single Frenzy activation. The package has some flaws, however. When you draw a starter (Therizia/Frenzy), the additional copies will become bricks. Worse if you draw double Therizia, because you can only fusion once. Triple Tactic Thrust might be good with the engine, as you can search Frenzy with it if you got handtrapped on your first turn, effectively offering a mitigation.
@@ItsumiRivary k cool Thanks ill look into it mess around with it. Oh an thanks if ya like i have replays up that you can watch on a friends channel. "Fafnir master duel" We just made a 3 part vid of me reaching masters last season, Rda road to Master's