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
Dinomorphia Therizia
DARK 4
Dinomorphia Therizia
  • ATK:

  • 1500

  • DEF:

  • 0


If this card is Normal or Special Summoned: You can Set 1 "Dinomorphia" Trap directly from your Deck to your Spell & Trap Zone, then if your LP are 2000 or less, this card gains 500 ATK. If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY, except "Dinomorphia Therizia". You can only use each effect of "Dinomorphia Therizia" once per turn.


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
Dinomorphia Diplos
DARK 4
Dinomorphia Diplos
  • ATK:

  • 1000

  • DEF:

  • 0


If this card is Normal or Special Summoned: You can send 1 "Dinomorphia" card from your Deck to the GY, then if your LP are 2000 or less, inflict 500 damage to your opponent. If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY, except "Dinomorphia Diplos". You can only use each effect of "Dinomorphia Diplos" once per turn.


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
Dinomorphia Domain
Trap Normal
Dinomorphia Domain

    During the Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, using monsters from your hand, Deck, or field as material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Domain" per turn.


    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
    Dinomorphia Frenzy
    Trap Normal
    Dinomorphia Frenzy

      During your opponent's Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, using only 1 monster from your Deck and 1 monster from your Extra Deck as Fusion Material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Frenzy" per turn.


      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
      Dinomorphia Intact
      Trap Counter
      Dinomorphia Intact

        When a monster effect is activated, while you control a "Dinomorphia" card: Pay half your LP; negate the activation, and if you do, destroy that monster, also whenever you take battle damage this turn, the damage taken becomes half your LP at that time. During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Intact" per turn.


        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
        Dinomorphia Brute
        Trap Normal
        Dinomorphia Brute

          Pay half your LP; destroy 1 "Dinomorphia" monster you control and 1 card your opponent controls. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Brute" per turn.


          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
          Dinomorphia Alert
          Trap Normal
          Dinomorphia Alert

            Pay half your LP; Special Summon up to 2 "Dinomorphia" monsters from your GY whose total Levels equal 8 or less, but you cannot declare an attack with them this turn, also you cannot Special Summon for the rest of this turn, except "Dinomorphia" monsters. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Alert" per turn.


            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
            Dinomorphia Sonic
            Trap Counter
            Dinomorphia Sonic

              When your opponent activates a Spell/Trap Card, while you control a "Dinomorphia" monster: Pay half your LP; negate the activation, and if you do, destroy that card, then, destroy 1 "Dinomorphia" monster you control. During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Sonic" per turn.


              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
              Dinomorphia Reversion
              Trap Counter
              Dinomorphia Reversion

                If you control a "Dinomorphia" Fusion Monster: Pay half your LP and banish 1 Counter Trap from your GY; this effect becomes that Counter Trap's effect when that card is activated. During damage calculation while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Reversion" per turn.


                R Rarity
                Dinomorphia Shell
                R Rarity
                Dinomorphia Shell
                Dinomorphia Shell
                Trap Counter
                Dinomorphia Shell

                  At the start of your opponent's Battle Phase: Pay half your LP; Special Summon 1 "Dinomorphia Token" (Dinosaur/DARK/Level 10/ATK 0/DEF 3000), and if you do, for the rest of this turn, while you control that Token in your Monster Zone, your opponent cannot target other monsters for attacks, except that one. During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Shell" per turn.


                  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
                  Dinomorphia Kentregina
                  DARK 6
                  Dinomorphia Kentregina
                  • ATK:

                  • 4000

                  • DEF:

                  • 0


                  2 "Dinomorphia" monsters with different names Loses ATK equal to your LP. You can only use each of the following effects of "Dinomorphia Kentregina" once per turn. During the Main Phase (Quick Effect): You can pay half your LP and banish 1 "Dinomorphia" Normal Trap from your GY; this effect becomes that Trap's effect when that card is activated. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY.


                  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
                  Dinomorphia Stealthbergia
                  DARK 6
                  Dinomorphia Stealthbergia
                  • ATK:

                  • 0

                  • DEF:

                  • 2500


                  2 "Dinomorphia" monsters with different names While your LP are 2000 or less, you do not pay LP to activate Trap Cards or "Dinomorphia" monster effects. You can only use each of the following effects of "Dinomorphia Stealthbergia" once per turn. When your opponent activates a monster effect (Quick Effect): You can inflict damage to your opponent equal to that monster's original ATK. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY.


                  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
                  Dinomorphia Rexterm
                  DARK 8
                  Dinomorphia Rexterm
                  • ATK:

                  • 3000

                  • DEF:

                  • 0


                  1 "Dinomorphia" Fusion Monster + 1 "Dinomorphia" monster Your opponent cannot activate the effects of monsters they control that have ATK greater than or equal to your LP. You can only use each of the following effects of "Dinomorphia Rexterm" once per turn. (Quick Effect): You can pay half your LP; the ATK of all monsters your opponent currently controls become equal to your LP, until the end of this turn. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 6 or lower "Dinomorphia" monster from your GY.


                  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
                  Pot of Prosperity
                  SR Rarity
                  Pot of Prosperity
                  Pot of Prosperity
                  Spell Normal
                  Pot of Prosperity

                    Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                    Tag(s):

                    SR Rarity
                    Pot of Duality
                    SR Rarity
                    Pot of Duality
                    Pot of Duality
                    Spell Normal
                    Pot of Duality

                      Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.




                      Tag(s):

                      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!
                      Wannabee!
                      LIGHT 2
                      Wannabee!
                      • ATK:

                      • 0

                      • DEF:

                      • 0


                      During the End Phase: You can send this card from your hand or field to the GY; excavate cards from the top of your Deck, equal to the number of your opponent's unused Spell & Trap Zones, and you can Set 1 excavated Trap to your field (but send it to the GY during the next End Phase), also place the rest on the bottom of the Deck in any order. You can only use this effect of "Wannabee!" once per turn.


                      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
                      Ferret Flames
                      Trap Normal
                      Ferret Flames

                        If the combined ATK of all face-up monsters your opponent controls is higher than your LP: Make your opponent shuffle monsters they control into the Deck (their choice), so that the combined ATK of the remaining monsters they control becomes less than or equal to your LP.


                        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
                        Solemn Warning
                        Trap Counter
                        Solemn Warning

                          When a monster(s) would be Summoned, OR when a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster(s): Pay 2000 LP; negate the Summon or activation, and if you do, destroy it.




                          Tag(s):

                          UR Rarity
                          Solemn Strike
                          UR Rarity
                          Solemn Strike
                          Solemn Strike
                          Trap Counter
                          Solemn Strike

                            When a monster(s) would be Special Summoned, OR a monster effect is activated: Pay 1500 LP; negate the Summon or activation, and if you do, destroy that card.




                            Tag(s):

                            UR Rarity
                            Solemn Judgment
                            UR Rarity
                            Solemn Judgment
                            Solemn Judgment
                            Trap Counter
                            Solemn Judgment

                              When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.




                              Tag(s):

                              UR Rarity
                              Iron Thunder
                              UR Rarity
                              Iron Thunder
                              Iron Thunder
                              Trap Counter
                              Iron Thunder

                                When a Spell/Trap Card, or monster effect, is activated on the field: Pay half your LP; negate the activation, and if you do, destroy that card, then destroy any other cards in the same column the destroyed card was in, that are in the Monster Zones or Spell & Trap Zones.


                                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
                                Trap Trick
                                Trap Normal
                                Trap Trick

                                  Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.


                                  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
                                  Fossil Dig
                                  Spell Normal
                                  Fossil Dig

                                    Add 1 Level 6 or lower Dinosaur monster from your Deck to your hand.


                                    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
                                    Supreme King Z-ARC
                                    DARK 121
                                    Supreme King Z-ARC
                                    • ATK:

                                    • 4000

                                    • DEF:

                                    • 4000


                                    [ Pendulum Effect ] Fusion, Synchro, and Xyz Monsters your opponent controls cannot activate their effects. Once per turn, when a card(s) is added from the Main Deck to your opponent's hand (except during the Draw Phase or the Damage Step): You can destroy that card(s). [ Monster Effect ] 4 Dragon monsters (1 Fusion, 1 Synchro, 1 Xyz, and 1 Pendulum) Must be Fusion Summoned. If this card is Special Summoned: Destroy all cards your opponent controls. Cannot be destroyed by your opponent's card effects. Your opponent cannot target this card with card effects. When this card destroys an opponent's monster by battle: You can Special Summon 1 "Supreme King Dragon" monster from your Deck or Extra Deck. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.


                                    R Rarity
                                    Brave-Eyes Pendulum Dragon
                                    R Rarity
                                    Brave-Eyes Pendulum Dragon
                                    Brave-Eyes Pendulum Dragon
                                    DARK 8
                                    Brave-Eyes Pendulum Dragon
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 2000


                                    1 "Pendulum Dragon" monster + 1 Warrior-Type monster When this card is Fusion Summoned: You can change the ATK of all face-up monsters your opponent currently controls to 0, also, for the rest of this turn, other monsters you control cannot attack. Negate the activated effects of monsters with 0 ATK. At the end of the Damage Step, when this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster.


                                    UR Rarity
                                    Odd-Eyes Arcray Dragon
                                    UR Rarity
                                    Odd-Eyes Arcray Dragon
                                    Odd-Eyes Arcray Dragon
                                    LIGHT 1213
                                    Odd-Eyes Arcray Dragon
                                    • ATK:

                                    • 4000

                                    • DEF:

                                    • 4000


                                    [ Pendulum Effect ] If you have 2 cards in your Pendulum Zone: You can Special Summon this card, then you can shuffle 1 card from your Pendulum Zone into the Deck, then, if it returned to your Extra Deck, you can Special Summon it, ignoring its Summoning conditions. You can only use this effect of "Supreme Celestial King Odd-Eyes Arc-Ray Dragon" once per turn. [ Monster Effect ] 4 Dragon monsters (1 Fusion, 1 Synchro, 1 Xyz, and 1 Pendulum) (This card is always treated as "Supreme King Z-ARC".) This face-down card in the Extra Deck must first be either Fusion Summoned, or Special Summoned by Tributing 1 Level 12 DARK "Supreme King Z-ARC". If this card is Special Summoned from the Extra Deck: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.


                                    UR Rarity
                                    Soul of the Supreme King
                                    UR Rarity
                                    Soul of the Supreme King
                                    Soul of the Supreme King
                                    Trap Normal
                                    Soul of the Supreme King

                                      Pay half your LP; Special Summon 1 "Supreme King Z-ARC" from your Extra Deck, ignoring its Summoning conditions, but negate its effects. It is returned to the Extra Deck during the End Phase of the next turn. When your opponent activates a Spell Card or effect: You can banish this card from your GY and 1 "Supreme King Z-ARC" from your face-up Monster Zone; Special Summon up to 1 each "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" monsters from your hand, Deck, Extra Deck, and/or GY.


                                      UR Rarity
                                      Crystal Clear Wing Synchro Dragon
                                      UR Rarity
                                      Crystal Clear Wing Synchro Dragon
                                      Crystal Clear Wing Synchro Dragon
                                      WIND 10
                                      Crystal Clear Wing Synchro Dragon
                                      • ATK:

                                      • 3000

                                      • DEF:

                                      • 2500


                                      1 Tuner Synchro Monster + 1 non-Tuner "Clear Wing" monster Once per turn, when your opponent activates a monster effect (except during the Damage Step) (Quick Effect): You can activate this effect; until the end of this turn, this face-up card is unaffected by the activated effects of your opponent's monsters, also this card gains ATK equal to that opponent's monster's original ATK. Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can add 1 WIND monster from your Deck to your hand.


                                      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
                                      Evolzar Laggia
                                      FIRE
                                      Evolzar Laggia
                                      • ATK:

                                      • 2400

                                      • DEF:

                                      • 2000


                                      2 Level 4 Dinosaur-Type monsters During either player's turn, when a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the Summon or activation, and if you do, destroy that card.


                                      UR Rarity
                                      Evolzar Dolkka
                                      UR Rarity
                                      Evolzar Dolkka
                                      Evolzar Dolkka
                                      FIRE
                                      Evolzar Dolkka
                                      • ATK:

                                      • 2300

                                      • DEF:

                                      • 1700


                                      2 Level 4 Dinosaur-Type monsters During either player's turn, when a monster effect activates: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that monster.


                                      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
                                      Divine Arsenal AA-ZEUS - Sky Thunder
                                      LIGHT
                                      Divine Arsenal AA-ZEUS - Sky Thunder
                                      • ATK:

                                      • 3000

                                      • DEF:

                                      • 3000


                                      2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                                      Tag(s):

                                      UR Rarity
                                      Super Starslayer TY-PHON - Sky Crisis
                                      UR Rarity
                                      Super Starslayer TY-PHON - Sky Crisis
                                      Super Starslayer TY-PHON - Sky Crisis
                                      DARK
                                      Super Starslayer TY-PHON - Sky Crisis
                                      • ATK:

                                      • 2900

                                      • DEF:

                                      • 2900


                                      2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.


                                      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
                                      Lord of the Heavenly Prison
                                      DARK 10
                                      Lord of the Heavenly Prison
                                      • ATK:

                                      • 3000

                                      • DEF:

                                      • 3000


                                      During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.


                                      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
                                      S:P Little Knight
                                      DARK
                                      S:P Little Knight
                                      • ATK:

                                      • 1600

                                      • LINK-2

                                      Link Arrow:

                                      Left

                                      Right


                                      2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                                      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
                                      Ash Blossom & Joyous Spring
                                      FIRE 3
                                      Ash Blossom & Joyous Spring
                                      • ATK:

                                      • 0

                                      • DEF:

                                      • 1800


                                      When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                                      UR Rarity
                                      Psychic End Punisher
                                      UR Rarity
                                      Psychic End Punisher
                                      Psychic End Punisher
                                      LIGHT 11
                                      Psychic End Punisher
                                      • ATK:

                                      • 3500

                                      • DEF:

                                      • 3500


                                      1 Tuner + 1+ non-Tuner monsters While your LP are less than or equal to your opponent's, this Synchro Summoned card is unaffected by your opponent's activated effects. Once per turn: You can pay 1000 LP, then target 1 monster you control and 1 card your opponent controls; banish them. At the start of the Battle Phase: You can make this card gain ATK equal to the difference in your LP and your opponent's.


                                      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
                                      Chaos Angel
                                      DARK 10
                                      Chaos Angel
                                      • ATK:

                                      • 3500

                                      • DEF:

                                      • 2800


                                      1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


                                      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
                                      Anti-Spell Fragrance
                                      SR Rarity
                                      Anti-Spell Fragrance
                                      Anti-Spell Fragrance
                                      Trap Continuous
                                      Anti-Spell Fragrance

                                        Both players must Set Spell Cards before activating them, and cannot activate them until their next turn after Setting them.


                                        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
                                        Aleister the Invoker
                                        DARK 4
                                        Aleister the Invoker
                                        • ATK:

                                        • 1000

                                        • DEF:

                                        • 1800


                                        (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


                                        Nah I'd Win




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                                        - Yu-Gi-Oh! Guidance Vietnam





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