I know it seems absurd, but Ferret Flames is actually a solid tech choice in this deck, potentially better than something like IDP. Once your life points get bellow 2000, (which always happens first turn), it becomes a one-sided Torrential Tribute that shuffles the monsters into the deck and has no activation requirement. Might be worth trying if you ever play this deck again.
Ferret Flames also I wanna point out can win you grind games. I know this because in a Ranked Duel on Master Duel....it Resolved against me. TWICE. I lost to Star Seraphs, aka, a Bunch of goddamn *C H A I R S*
Fun fact about all the effect damage negation Traps: You can only activate their GY effects in response to an activation of a card or effect. The burn effects on Trickstars do not activate.
As a dinimorphia player I highly recommend running 3 of the heavenly prison, protects from removal and you can set domain to your side of the feild with it and 3k body
As a Dinomorphia player, this card has constantly underperformed for me and is honestly not great. If you're setting Domain that long after the start of the game because you drew Lord instead of a way to Therizia, you're not winning that game.
@@eduardobremen7452 i was specifically replying to the interaction mentioned with domain. Im well aware of it having protection, and ive literally never had it be relevant. Card is unfortunately not very good in a deck where you dont want to draw monsters outside of therizia, and if you do play any, more than 1 copy is asking to lose the game be ause you have no engine and will just lost to the adventure engine alone
@@Turtlehoop I agree. In a deck where you don't want to draw more than 1 monster, lord never really feels good to open. The card is good in generic trap decks, but most dinomorphia traps need an actual dinomorphia monster on field or in gy to be used, so there is no point in protecting your backrow if you weren't going to be able to use them in the first place.
The reason they are Dinosaurs is that basically evolved directly from Dinosaurs...that's right, they made an archetype out of the Super Mario Bros Movie (the old one)...I adore this deck.
I'm sorry to hear about your struggles Dinomorphia, MBT. Thankfully now that there's less stigma around treatment, you can get prescribed dino DNA to help you become what you feel yourself to truly be.
Dinorphia player here: Been managing to grind wins back to back with these Dino Weirdos. Albeit I only run 3 spells. Rexstrum & Frenzy ties the deck together (hope you’ll do a video of them once they hit the TCG!)
Intriguing, but I find the lack of Misc in the deck worrying. Even as a one of it's still crazy strong to use during either your or your opponent's turn if you can afford to fetch it off a Dig, and the Fusion Traps practically enable you to SS into more Dinorphias or a small Ovi -> UCT line. Trap Trick is also a card I'd recommend in some capacity, since it can be just about anything you want when you need it and is practically a secondary Diplos & Theriza for the archtype. As Hard Leg mentioned Ferret Flames is excellent to use over Ice Prision or Torrential, and Lord of Heavenly Prison is just great protection and an extra body + searcher for the archtype as a whole if you're will to find the main deck or side deck space for it. Side deck is pretty much combo hate: Triple Lightning, Triple Niburu, Harpie's Feather Duster, Triple Evenly Matched, and whatever you feel is most needed (I go for more backrow removal, but Crossouts with a bigger hand trap package main deck is a good choice too, as is Dark Ruler No More/Droplets). Probably could afford to run Appointer for further LP hurt and to pitch starters/backrow hate, now that I think of it. Lastly, run the new T-Rex boss and it's associated Fusion Trap when you can. It makes a night and day difference for the archtype. You probably would have to remove the IDP and one of the Counter Traps and/or the DPE Package to run it or go over the 40 card deck size, but believe you me it's worth it to have a one-sided Inspector Boarder that protects your entire board from battle.
Can you post your ideal list? I really liked your insight into the archetype and tech choices. I was thinking about how crossout ash/imperm could help this deck a lot.
@@Direwarlord213 It's essentially MBT's deck, but with 1x Misc, 1x Ovi, 1x UT, instead of the DPE Package 1x, Dinorphia Sonic, Double Trap Trick, 2x Ferret Flame over Ice Prison, 3x Ash Blossom, and 3x Pot of Duality. Yes, it's a 44 card deck, but the Pots make that irrelevant and a lot of your deck either gets you to the bosses or is disruption, so drawing into them instead of your starters is fine. Side deck is as I said, with the rest being 2x Twin Twisters and 1x Called and 2x Crossout. Extra Deck is 3x Kentregina, 3x Rexstrum, 2x Stealthbergia, and the rest is up to preference. I like going with the Evolzars, Zeus, Abyss, and Castel with a Knightmare Phoenix and Accesscode Talker for removal, but you can add in Dharc by shaving off 1 of the Dinomorphias or XYZs. Another tech option for the deck is the latest Lair of Darkness Support Monster, since it can recycle traps super easily, but finding space for it can be rough like with Lord of Heavenly Prison. The DPE package can be added too, but it's up to you as to want you want to remove from my given deck to accomodate it..
Dinomorphia really is the end result of the question: How do we embrace #DINODNA and become stronger than the average Joe? I am not sure that we needed to know that but I am personally glad that we do. -Kentregina is ACTUALLY based. Fight me.-
They actually have dino dna. They're decedents of a race of dinosaur-like creatures that evolved physically and mentally similar to that of humans, although clearly they are stronger, faster, and still have some dinosaur features. If you look closely to Dinomorphia Reversion, you can see that Kentregina's tail is an actual flesh and blood tail, not simply a mechanical part of her outfit.
@@sirernest546 this. Not only were they never waifu material for me because of it, but their apeal on ALL fronts diminished because of it as well. If Tri wasn't great with it, I wouldn't have bothered with the deck. And that archtype is old by now.
Rexstrum and the trap that allows you to fusion summon using the extra deck are going to make this great. And while it might not be a better choice than what MBT built, I always like using Soul-Eating and Ties of the Brethren. Leads to some set up plus you could go into one of the Evolzar.
Wait until Frenzy and Rextrum come out this deck will be great. With Frenzy you can play less Diplos and Rextrum is just an Empen but with pretty much every monster.
i am CHOMPING AT THE BIT for dimension force to come out stateside so i can play this deck with rexsturm. the version i've been jamming online is a 60-card monstrosity that also plays the adventure engine (the synergy between adventure and lost world is hilarious every time) and it's one of the most fun decks i've ever played
6:26 So I went to Cozumel, Mexico recently on vacation and I saw someone with a “Let’s Go Brandon’ shirt and I genuinely wondered if he knew he wasn’t in the US anymore and is instead in Mexico, you know that area that our previous president despised.
Cons to being a White ranger- No longer having the ability to eat spice and having to talk to car insurance people. Pros to being a white ranger- Drinking pure mayo and not getting Shot by Blue Rangers
This was such a great video. I've been hyped for this deck since it was revealed. A way that I found to counter Ash Blossom is with Gravedigger's Trap Hole. It can stop the Ash, burn your opponent for 2000 and can even stop DPE from reviving. This deck utilizes a bunch of good traps that don't usually see play because they're traps and it's so nice and refreshing
There are 3 counters in the deck Lord of the heavenly prison The dinomorphia sonic trap aka s/t negate And solemn judgment because you want to lower your LP as much as possible
Funny enough, me and my friends in elementary school thought of an archetype that payed half of your life points by each effect similar to this one Who knew this was gonna exist 6 years later
I've been playing dinomorphia online a fair bit and I gotta say personally I would've waited with the video until the new fusion is out. Rexsturm wins games on his own shame to not see him in here
I have to say, this looks very promising. Could we finally have a dinosaur meta deck that isn't just "dino good stuff"? Could we have found a home for Laggia and Dolkka? Find out on the next episode of Dino Ball Z.
Why aren't you using the new support that is already released in the OCG like Rexsturm and Frenzy? Is it because you want the TMT strictly focused on using the TCG cardpool?
One thing I messed with on announcement of this deck, is the lvl 4 phantom knight trap, to make Raphlesia and then Sera. Just so that I could plus harder off the traps.
I can see this deck becoming really wonderfully stupid when we get the new fusion trap and fusion monster, which just stops monsters from activating effects at all of they have more than 62 attack given that's probably gonna be your LP total after about 5 seconds of playing the deck
At first I didn’t get a white guy turning into another white guy, then I realized it’s because MBT is the next level of white. White out shaped into human form and programmed to play the Yu-Gi-Ohs.
She is an actual dinosaur. It's just like the Mario movie: she's the descendant of dinosaurs that survived the extinction and became a lot more humanoid. Typical Yugituber not familiar with the esoteric lore in their weekly content. /s
Why instead of shouting "lets go branded" they dont simply scream "fuck brave token"? everybody knows thats really what they want to say if nothing is stopping them.
Soooo.... This got released 4 days ago, and I've seen it 4 days ago, but for some reason today i got a notification saying this was released 45min ago... RU-vid doesn't make sense
can someone explain why he keeps putting dharc specifically in extra decks, as opposed to other charmers? is it for the floating effect of them, or what?
Am I misreading, or do the traps, when banished from graveyard, negate battle/effect damage for the turn, rather than just the next instance? ...I am misreading, that's only the effect damage negation that lasts for the whole turn, while the battle damage lasts for only a single battle. These "dinosaurs" are definitely cool, though, and as near as I can tell don't xeno-lock you at all, meaning you could splash in... Amazements maybe? Traptrix, in theory? Amazement really kind of wants more of an investment, though... Also, don't think I missed you calling Therezia Terezi... somehow, that doesn't actually surprise me at all about you, though. You give off the energy.
The Counter Traps only negate 1 battle damage. The Normal ones negate effect damage last for a whole turn. Alert do xeno-lock you, so it's hard to mix with others if you play it. Also, this Deck is really weak to Trickstars, as their burn effect do not activate, so you cannot use the Traps to respond.