Dinosaur Combo Nov 2020
Deck Primer
I'm finally starting to understand Dinos. They still feel a little alien to me, but the power of UTC is undeniable. I like combo decks, so this deck is halfway to a combo deck. The idea is to have the option to push over the top, or just to push out a UTC with Dolkka or Laggia or Abyss Dweller or Tornado Dragon, or just push out an emergency UTC. Basically UTC.deck. You can push out 6 interactions on top of UTC with the right hands, or you can play low, depending on what threatens you. Going first btw, but built to have a going second plan.
I've changed my mind on Lost World. The card is worth running going first, particularly in combination with Token Collector as an alternative way to pop dinos. Having your hand trap (a useful one at that) be your best combo piece is pure upside - the downside is in a lot of matchups the card really isn't useful as a hand trap. However, Linkross is everywhere and Auroradon is still broken, so in most matchups the card should at least be live, and it is too good as a combo piece to pass up. The most explosive hands involve seeing the right combinations of 2 dinos, lost world and Token Collector. Obviously, we run 3 Fossil dig, to find those combinations of dinos. Lost World is still good enough going first to run when you're siding for going first against a matchup where you want to take out Token Collector, like Prank-Kids or most Dogmatika builds. Token Collector is also worth running just as a combo piece a lot of the time, and can be insane if timed correctly. For example, if you summon a Dino on your opponent's turn, Lost World will create a token, which in turn lets you pop a baby in the deck with Lost World and Token Collector (out of the GY, after using it once) either searching a follow-up with Oviraptor or getting a free SS2 Pankratops with protection, ETC. Brutal card in this deck.
Numbers are pretty standard for a dino deck. Archosaur is a good enough normal summon to be worth running 3 - in my estimate One For One is a great budget option but is slightly sub-optimal. You want to see Misc and Oviraptor - those are your main starters. 5 babies total helps start and extend combos, and contribute greatly to the deck's grind game. Giant Rex helps make Dolkka and Laggia, and is important in those Token Collector + Oviraptor + Lost World hands. Insane combination that sees you filling the field with a lot of interruptions if you play it right, and gets much better if you see any 1 Dinosaur in your hand.
I feel like Nibiru and Impermanence are pretty good right now, so they're the main deck hand traps. I'm still on one Dogoran, Kaijus seem good right now, and you can search is really easily. Pankratops is kind of a hand trap, but is also a SS2 interruption out of the deck for a lot of hands where you see Petiteranadon.
Gnomaterial seems essential with Zoo in the format performing. Skull Meister splits the difference between D.D. Crow and Artifact Lancea, performing a pale imitation of either in matchups where 1 or the other are good, important with Dinos still performing. Effect Veiler is another good generic hand trap - I want cards that will help me answer True King or Dragoon while adding to my interruptions in matchups where I pull Token Collector for more effective hand traps. (However, as stated above, don't always do this. Token Collector is a stupid combo piece in the deck.) I wanted options that might shut a turn down in the right place, but could also be enough to turn the tide in other matchups I was less prepared for, and this suite seems good for the moment. The rest is a pretty standard suite of backrow removal. I see a lot of people going down to 3 cards, but I still feel more comfortable having a whole 6, just to diversify my options and have good odds of finding that ever essential mine answer. Lightning Storm is run at 3 because it also helps to break boards when going second, but since we're a going first deck I'm not maining them.
The extra deck is just pure gas. You might be able to burn up a lot of your opponent's hand traps early by spamming the field with negates in the right situation (IE when Nibiru isn't showing), and you can go over the top setting up 4 negate Apollos with multiple spell negates and UTCs and maybe even Pankratops or IP into a Knightmare. More commonly you'll be making Apollo/Dollka/Laggia + UTC, or you'll just decide to end on UTC, but being able to stack the field with enough Interruptions to make Dragon Link blush is no mean feat. The other cool thing is Linkuriboh and Secure Gardna, which just give you easy ways to trigger pill after normaling Archosaur, and thus increases the number of UTC plays you can make, since now Archosaur makes UTC with even the lowliest of dinos.
I've changed my mind on Lost World. The card is worth running going first, particularly in combination with Token Collector as an alternative way to pop dinos. Having your hand trap (a useful one at that) be your best combo piece is pure upside - the downside is in a lot of matchups the card really isn't useful as a hand trap. However, Linkross is everywhere and Auroradon is still broken, so in most matchups the card should at least be live, and it is too good as a combo piece to pass up. The most explosive hands involve seeing the right combinations of 2 dinos, lost world and Token Collector. Obviously, we run 3 Fossil dig, to find those combinations of dinos. Lost World is still good enough going first to run when you're siding for going first against a matchup where you want to take out Token Collector, like Prank-Kids or most Dogmatika builds. Token Collector is also worth running just as a combo piece a lot of the time, and can be insane if timed correctly. For example, if you summon a Dino on your opponent's turn, Lost World will create a token, which in turn lets you pop a baby in the deck with Lost World and Token Collector (out of the GY, after using it once) either searching a follow-up with Oviraptor or getting a free SS2 Pankratops with protection, ETC. Brutal card in this deck.
Numbers are pretty standard for a dino deck. Archosaur is a good enough normal summon to be worth running 3 - in my estimate One For One is a great budget option but is slightly sub-optimal. You want to see Misc and Oviraptor - those are your main starters. 5 babies total helps start and extend combos, and contribute greatly to the deck's grind game. Giant Rex helps make Dolkka and Laggia, and is important in those Token Collector + Oviraptor + Lost World hands. Insane combination that sees you filling the field with a lot of interruptions if you play it right, and gets much better if you see any 1 Dinosaur in your hand.
I feel like Nibiru and Impermanence are pretty good right now, so they're the main deck hand traps. I'm still on one Dogoran, Kaijus seem good right now, and you can search is really easily. Pankratops is kind of a hand trap, but is also a SS2 interruption out of the deck for a lot of hands where you see Petiteranadon.
Gnomaterial seems essential with Zoo in the format performing. Skull Meister splits the difference between D.D. Crow and Artifact Lancea, performing a pale imitation of either in matchups where 1 or the other are good, important with Dinos still performing. Effect Veiler is another good generic hand trap - I want cards that will help me answer True King or Dragoon while adding to my interruptions in matchups where I pull Token Collector for more effective hand traps. (However, as stated above, don't always do this. Token Collector is a stupid combo piece in the deck.) I wanted options that might shut a turn down in the right place, but could also be enough to turn the tide in other matchups I was less prepared for, and this suite seems good for the moment. The rest is a pretty standard suite of backrow removal. I see a lot of people going down to 3 cards, but I still feel more comfortable having a whole 6, just to diversify my options and have good odds of finding that ever essential mine answer. Lightning Storm is run at 3 because it also helps to break boards when going second, but since we're a going first deck I'm not maining them.
The extra deck is just pure gas. You might be able to burn up a lot of your opponent's hand traps early by spamming the field with negates in the right situation (IE when Nibiru isn't showing), and you can go over the top setting up 4 negate Apollos with multiple spell negates and UTCs and maybe even Pankratops or IP into a Knightmare. More commonly you'll be making Apollo/Dollka/Laggia + UTC, or you'll just decide to end on UTC, but being able to stack the field with enough Interruptions to make Dragon Link blush is no mean feat. The other cool thing is Linkuriboh and Secure Gardna, which just give you easy ways to trigger pill after normaling Archosaur, and thus increases the number of UTC plays you can make, since now Archosaur makes UTC with even the lowliest of dinos.
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