This is a going first build of Dinosaur based closely on GiantSkyHawk's Dinosaur Dragoon build. The difference is that the Dragoon package has been swapped out for the arguably better Destroyer Pheonix Enforcer package. Aside from being an auto-include in a lot of meta decks, DPE has great synergy with the deck; you can use it to pop your own Baby's, or if the DPE makes it through an opponent's turn without using its effect, attempt to pop the token on your opponent's side of the field and get a Lost World trigger.
The game plan is to end turn 1 on a board of Ultimate Conductor Tyranno, Destroyer Pheonix Enforcer, your choice of rank 4 (usually one of the Evolzars but Abyss Dweller is good too), a Solemn Judgement if you've drawn it, and a surplus Predaplant Verte Anaconda. You can do this with extreme consistency.
Turn 2, if all your monsters have survived you can use the Anaconda, the likely depleted rank 4, and your normal summon for the turn to go into Access Code Talker, via Knightmare Unicorn.
I prefer this build to the Scrap Dinosaur Deck. The end board of the Destiny build isn't as strong as the Scrap build, but I find the Destiny build is more consistent, plays more easily under an Artefact Lancea, and is a little more flexible.
You've got a lot of flexibility in the extra deck. Aside from DPE, Link Kuriboh and Anaconda you could change any card in the extra deck for whatever fits your taste. I've included Castelle as an out to Infinitrack Fortress Megaclops because this deck can do nothing else against that card. I like having the Tornado Dragon for Mystic Mine opponents (this deck is actually really good against Mine as you can use Lost World to gradually increase the number of monsters on your opponent's field.) I like having the instant fusion package as Millenium Eyes restrict can give you some cover from hand traps, until you get to Miscellaneousaurus, and you can later link it off for Anaconda.