Dinomorphia is a fun, just outside of meta deck, with nice short turns that allows you to actually feel like an archetype player rather than mashing a bunch of meta cards together. It was strong enough to get me into master this season, though it was a struggle and only came after a solid string of coinflips went in my favor. This is because while the deck can go second you really really really want to go first.
Build Explanation:
I wanted to run as much Dinomorphia as possible, without any meta engines, hence the lack of any Kashtira cards, though the engine can definitely be slotted in for some more ease if that's what you feel like. As far as handtraps, Ash and Imperm are essential as they are great going first and second. I don't recommend Maxx C as draw power is not as good in this deck and the meta plays around it pretty well. I'd also probably recommend Nibiru, I just didn't have any on hand. Fossil Digs serve doubles duty as extra searches for Therizia, Misc., or ash bait if you've got Therizia already. Called by and Solemn Strike are essential as if you only have one Fusion trap Ash will end your game right there unless your backrow is insane. You can run anti-spell fragrance in this deck but often I found it hurt more than helped. As far as extra deck Stealthbergia is entirely fusion fodder that you never want to see hit the field. The Evolzar's are good turn 3 cards if you have extra main deck dinos left on the field to build an extra negate. Raider's/XYZ are if you need a bit more damage for the kill but it really only came in effect once. The Knightmare liniks are unfortunately the only real out I could think of for Lava Golem. It happened more often then I'd like and that 1000 damage during standby is a death sentence, I've never been able to come back from being lava golemed, but theoretically that'd help.
Gameplan:
1. Win the coin toss and go first. If you don't and don't manage to slow your opponent down with the hand traps, you might as well scoop as Dinomorphia is way too slow to play through a killer board.
2. The three main cards you need to have in hand are: a Dinomorphia fusion trap, one form of spell or trap negation, and a called by or solemn strike. Use Therizia to grab whichever one you are missing, or if you have all three, Brute or Alert, making sure to bait out ash with fossil dig or your various pots if you can. Set all your trap cards and make sure to turn toggle on.
3. Once you have the opportunity in your opponent's main phase you should try to activate either Domain or Frenzy, Domain first if you pulled both. Try to save your effect negation for here in case of Ash Blossom. Your first target should always be Kentregina, unless you're only allowed to have one monster on the board. Once Kentregina is summoned either use the second to summon Rexterm, or Kentregina's effect to summon Rexterm. Ideally this should put you at a nice clean 2000 lifepoints.
4. Save your spell/trap negate until your opponent has cards on the field. Evenly Matched is very popular in this format and absolutely devastating to this deck, so save your negate for that if you can. In the same vein wait to activate Rexterm's effect for as long as possible. If you activate it too early your opponent could summon a higher attack monster and beat you over the head.
5. Always, always, bring back Therizia if any of your big dinos get destroyed. The deck doesn't have a lot of search and getting another trap out is a godsend. Obviously save Trap Trick for last as once you use it no more traps that turn.
6. If your opponent doesn't scoop turn 2 as they're locked out, build whichever extra deck monster you can with the resources on hand. If you can't get the kill, the Evolzars, if you can XYZ Dragon. Obviously build your backrow/board back as much as you can, but shutting your opponent out so hard turn 2 is usually this decks strenght, not rebuilding.
7. Hopefully you won!
Tips:
Diplos is the closest the deck has to a garnet, but can at least be decent Ash bait. If you do get him off send a Therizia, that way if he gets destroyed you can at least pull her out of the graveyard
Kentregina, and the special summon traps themselves are actually great for dodging Imperm and other targeted negates as since they're quick effects you can get them off after you've been poked.
DO NOT SUMMON STEALTHBERGIA. Not being able to drop your life points below 2000 significantly weakens Kentregina, how low you can drop your opponents attack, the effectiveness of ferret flames. It just sucks. He should only be used as Frenzy fuel, and if for some reason a duel goes long enough that your life points are already at like 500.
Try to have one of the Dinomorphia traps that prevent effect damage in your graveyard just in case. Not a lot of decks run consistent burn damage, but Despia and Vanquish Soul can absolutely catch you off guard.
KEEP REXTERM ON THE FIELD. Either resummon with Kentregina, or pull back with Alert as once he leaves your opponent's board opens back up.
Strengths:
Deck plays through a lot of handtraps very well, and once the board is up the frustration of not being able to use most of their cards, plus traps negating them can often lead opponents to surrender.
People flat out don't understand Rexterm, so you'll see them waste resources trying to summon bigger and bigger monsters only to be confused as to why they can't use them, or even better try to beat you down only for you to delete their attack and their monster.
Simple, short turns. You don't need to learn a 10,000 piece combo for a surprisingly strong board.
Weaknesses:
So until Dinomorphia Intact gets added Solemn strike is your only way to negate the effects of monsters in the hand/graveyard. And that's a problem, as its raw 1500 ask means that after splitting your life points three times you can't use it. Intact will greatly rememdy this issue but for now it makes decks like Swordsoul basically guaranteed losses.
I've mentioned it twice already but getting your traps ashed, without incredibly strong backrow is game over. Called by is your best friend on that front.
Because the deck relies on having a plethora of traps, and takes a turn before it comes online, going second is usually also a death sentence. If your opponent's hand isn't incredible, or you draw all your handtraps you might be able to swing it, but against decks as consistent as Kash or Labrynth going second is usually a death sentence.
Taking control of Rexterm is also a death sentence. If your opponent TTTs Main Phase 1 and you can't negate it that's just a scoop.
Lastly Lava Golem. That 1000 a standby phase mean if you did 3 life point splits you just lose.
All in all though I'd recommend Dinomorphia. I think its a sick looking archetype that most importantly lets you play the game at a much quicker and more unique pace than the big meta decks. It was good enough, even in its Nibiru-less, Intact-less form to get me into Master V, without making me feel bad for playing it.