- Fri Nov 27, 2020 1:33 pm
The way I see the game is this way. Dinos were NEVER meant to stop your opponent from playing. It's not a control deck. Okay yes hand traps say no but you have a higher chance at bricking. This is a go second dino deck. We run the dark hole and raigeki one to bait a negate, two if they don't negate they lose their whole board. Also you can use them to combo. I've played the 12 hand trap version and I'm just not a fan of it. I've done the math behind it there's such a minimal chance to open with two hand traps. You need 2 of them more of the time to stop your opponent fully. The odds of getting 2 hand traps in a bunch of games over time just isn't realistic. Ash and imperm 9/10 are enough to stop a major play. Then you have full dino combo in your hand examples as followed. Ovi and fossil dig, mis and fossil dig, ovi and mis, misc and a baby, fossil dig and a baby. But the point it thos raigeki and dark holes can now ALSO be a starter. Turn 1 or 2. Lost world summon a baby and they get a token. Play dark hole popping your baby and lost world to protect the token you now have more than full combo if you have misc, or fossil dig in hand as well you basically one. They help you unbrick your brick hands. There's more than just playing a bunch of hand traps. The deck is designed to win. If you go turn one you set up a nasty board of conductor, dolkka or laggia, possibly a pankratops if you know what your doing, and a hand trap in hand or a imperm set. Also I don't think I mentioned this but lost world give them a dino kaiju(because it works with lost world) they get a token then you dark hole or raigeki and now you have full combo, possibly wiped they're board, and you still have a normal summon. Like Henry said they're more to dinosaur then just hand traps. ALSO GREAT JOB HENRY!