Rawr stompy dinos. Dinosaur list based on turboing UCT, running some neat value in the extra deck.
1 Terraforming and 3 Lost World. I can't believe I used to cut this card, it might be dead sometimes, but in combination with other dinosaurs the card is nuts. 3 Token Collector, here for the combo - very bad as interaction since Linkross was banned, but I love the explosive potential of the deck. This card + Lost World + any dinosaur is the nuts. But generally the goal of the deck was just to turbo UCT, so most of the time all this is doing is getting to pill + dinos in the GY. Lost World also adds to Dinosaur's built in protection.
Miscellaneosaurus is really good, and a card you want to see rather than search, so it is a pretty obvious 3 of. Oviraptor searchs Tyranno and builds combos, but genterally your goal is to play under Nibiru, so who cares? They're one card starters, I'm running them. Animadorned Archosaur starts your combo so long as you have something to pop, and is an essential combo piece, so it's a 3 of even though you're usually searching it. 2 Pill so that you can usually pop something with it - that's the engine.
Pankratops is an obvious auto-include, I would run 3 of these in going second dinos if I could. Overtex Qoatlus is another spell negate, at its best the deck can still combo off turn 1 to a board full of negates, and this helps make that possible. 3 UCT because in this version you want to see it. I made sure to keep space to run 3 of these, I know you can often search him, but I want to come in under Nib as often as possible. Giant Rex helps make Rank 4 Xyz monsters, while Jurrace Aelo helps make Needlefibre. 3 of each of the babies and 3 searchers helps us to see dinosaur normal summons for Lost World. I also really like ending on an extra Pankratops early, and more Petiteranadon helps do that.
Ash and Nib because Ash and Nib are usually good going second.
Side deck is 3 Gamma and a Driver, for when you really need the power, 3 Dark Ruler No More and 3 Lightning Storm to break boards when you're going second, 2 Evenly Matched to go with the Lightning Storm and Pankratops for Spell + traps, and 3 Imperm because it is Generic and powerful.
No Extravagence because I don't like the card. It is powerful, and I have run it, and I will run it in the future, but I don't like it so this time I'm not running it. That technically makes the deck slightly less powerful, but I'm willing to give up card advantage for full playsets of the cards I want to run. If you were to run this list and have Extravagence you could just add them on top - the consistency you'd lose from having a 43 card deck is more than made up for when you do see those 3 cards.
Extra Deck is Halqifibrax, usually summoning Ash, sometimes using Ash to summon Aeolo. The Fire and Water Charmer are cards you can go into from there - The Water Charmer has a great target in Needlefibre, whereas the Fire Charmer can let you summon and opponent's Ash to go into Halqibifbrax, hopefully getting enough advantage to make a Link 4, usually Accesscode. Selene can be gone into when you make Needlefibre with Ash by making Aeolo into Relinquished Anima, or through other routes by making Archosaur into Anima. You could run Effect Veiler to make this even more efficient, but I wanted Imperm and Nib, and I wanted to run Anima anyways. Linkuriboh, Salamangreat Almiraj, and Secure Gardna help you get monsters into the GY for Pill while making few summons, a super nice emergency button. The rest is Rank 4s, because these ones are good.