Yesterday I was playing with my Dinomorphia deck against a deck that I didn't know what it was, because it used super poly on my Rexterm and Kentregina; I revived Rexterm with the trap card and he used another super poly on Rextem. I had to give up because nothing can be done against that f4...g...g..0t card; I don't know how that card is at 3 and has no restrictions on its once-per-turn effect.
@2E-- agreed!! 100% the only downside to dinomorphia in my honest opinion, compared to the meta, it just doesn't have enough gas for those grind games.
Super poly can be stop if you have dozen match and rivalry and they already have a monster on field. But master duel limit those to 1, so it’s pretty hard to beat super poly
first of all : great video as always, really enjoyed it got 2 small questions: 1. have you considered uploading random games outside of your m1 climb ( as in just upload some great games you had while being m1) 2. do you intentionally run 2 veilers and 1 imperm? or could i just run tripple imperm and be fine with that
Thank you! 1. I usually tried other decks in M1, and I just do it when I have to clear daily missions, so I currently have no plan to record them (I did save some great replay in my MD profile, though. You can follow me with the ID I show in the beginning of the video. I will follow you back :)) 2. Actually... I do want three Imperms, as it is more synergic with the deck than Veiler. I used 2 Veilers exactly because I only have 1 Imperm (and yeah, I avoid crafting whenever I still have solid substitute of the crafted cards).
Great vid! I’m gonna be finishing my climb to Master soon. How is dinimorphia? It looks pretty complicated and I’m not sure how I feel about purposely reducing my LP so my monsters will have decent atk
1 Misc is fine if you are on Fossil Dig as an alternative search target should you have Therizia already in hand. It is good to protect your Rexterm. Ovi and UCT on the other hand are a bit awkward to use due to the control playstyle of the deck.
Hey my guy! Im thinking if I should craft Arias (straight line to Frenzy) or Fossil Dig (ROTA for Therizia). Which one would you pick? I only have 60 URs so I can only craft 2 copies
I recommend Fossil Dig if you go for a handtrap-heavy build like I usually did for Master climb. It is more essential in MD than in paper format because Pot of Duality is limited.
@@ItsumiRivary would 2 copies of fossil dig be enough? i have spare 30 URs so maybe craft 1 arias? haha. I dont really do handtraps except of maxx c and imperm. i stopped using ash since snake eyes were a thing.
I think two is enough. Regarding Arias, I recommend to run her only if you on 3x Trap Trick and run additional targets for it (such as Ice Dragon's Prison or Daruma Karma Cannon)
If you are talking about the play I made in 2:05, it is because of two reasons: 1. Arias' other effect (the one that SS herself whenever opponent respond to our trap) can only be activated if she is already in the graveyard. By using her discard effect, I can at least summon her as a body should the enemy chain the activation of my trap (maybe using Ash, Maxx "C", or other quick effects they have). However, I would not do this if I had a Maxx "C" in hand and I know the opponent will SS a lot in the following turn, because I can potentially set other drawn trap cards using her during the opponent's turn. 2. Using Trap Trick to get you a starter during your turn (as opposed of straight away setting it and getting the starter on the opponent's turn) can be a good idea if you have other trap cards (in 2:05, I have Ice Dragon's Prison set). This way, on the opponent's turn, you don't need to worry about the "sequencing problem" that could arise. ("secuencing problem" refers to the fact that you are forced to use other trap cards before trap trick due to its restriction. For more example, compare a board of Ferret + Trap Trick with a board of Ferret + Frenzy)