The Modern Dinosaurs
All of our main deck monsters have two effects. One that is activated when they are Normal or Special Summoned, and one that floats to another when they are destroyed at the cost of banishing a trap from our GY. The first effect gives a little bonus when your LP is lower than 2000 upon resolution.
Level 4 DARK Dinosaur/Effect
1500/0
UR
If this card is Normal or Special Summoned: You can Set 1 "Dinomorphia" Trap directly from your Deck to your Spell & Trap Zone, then if your LP are 2000 or less, this card gains 500 ATK. If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY, except "Dinomorphia Therizia". You can only use each effect of "Dinomorphia Therizia" once per turn.
Armed with the menacing claws of the Therizinosaurus, Therizia is one of our only two Main Deck monsters. Able to set a trap of your choice when summoned, she is easily run at as many copies as possible. She is the prime target for our opponent to Imperm/Veiler. While her Normal Summon is powerful, it usually leaves us with a vulnerable monster for our opponent to attack, so be careful.
Recommended ratio: 3
Level 4 DARK Dinosaur/Effect
1000/0
N
If this card is Normal or Special Summoned: You can send 1 "Dinomorphia" card from your Deck to the GY, then if your LP are 2000 or less, inflict 500 damage to your opponent. If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY, except "Dinomorphia Diplos". You can only use each effect of "Dinomorphia Diplos" once per turn.
The modern-day Diplodocus. Along with Therizia, Diplos lives in our Main Deck. However, he does not start plays turn 1, as he only dumps a card from the deck. Because of that, you typically do not want to see him in the starting hand. Still, you might want to have some copies of him in your deck due to our monsters' fusion requirements, as well as the only target for Therizia's grave effect.
Recommended ratio: 2
All of our Extra Deck monsters also floats when destroyed, but without the need of banishing a trap from our GY. Despite that, you may want to protect them whenever possible, as they are crucial for controlling and beating the opponent.
Level 6 DARK Dinosaur/Fusion/Effect
0/2500
SR
2 "Dinomorphia" monsters with different names
While your LP are 2000 or less, you do not pay LP to activate Trap Cards or "Dinomorphia" monster effects. You can only use each of the following effects of "Dinomorphia Stealthbergia" once per turn. When your opponent activates a monster effect (Quick Effect): You can inflict damage to your opponent equal to that monster's original ATK. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY.
One of our autonomous robots that soar through the sky like a Geosternbergia. Its first effect is counter-productive in the early game, where you want to reduce your life point as low as possible. In the late game, this effect could be useful for your dead Solemn Strikes, but it is extremely rare as at that point you might have burned your resources already. The burn effect discourages our enemies from using a high ATK monster's effect, which is typically only useful when their LP has become low enough. Due to its specific use, it is mainly only used for fusion fodder when fusing with Frenzy.
Recommended ratio: 2-3
Level 6 DARK Dinosaur/Fusion/Effect
4000/0
UR
2 "Dinomorphia" monsters with different names
Loses ATK equal to your LP. You can only use each of the following effects of "Dinomorphia Kentregina" once per turn. During the Main Phase (Quick Effect): You can pay half your LP and banish 1 "Dinomorphia" Normal Trap from your GY; this effect becomes that Trap's effect when that card is activated. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY.
The queen and the heart of the deck. And maybe the main reason we play this deck. Inheriting the viciousness and adrenaline of the Kentrosaurus, Kentregina gets stronger the closer we are to death's door. Because the game will end when our LP reaches 0, she will never reach 4000 ATK, UNLESS her effect is negated (with Impermanence or Skill Drain alike). Her quick effect is a free real estate, able to copy our archetypal normal trap. In the early game, she is usually summoned first as a stepping stone before going to Rexterm (not only does that give you more mills and bodies, but it also lowers your LP even more!). In the mid and late game, she becomes the grind enabler by copying Brute and Alert, as well as a formidable beater.
Recommended ratio: 2-3
Level 8 DARK Dinosaur/Fusion/Effect
3000/0
UR
1 "Dinomorphia" Fusion Monster + 1 "Dinomorphia" monster
Your opponent cannot activate the effects of monsters they control that have ATK greater than or equal to your LP. You can only use each of the following effects of "Dinomorphia Rexterm" once per turn. (Quick Effect): You can pay half your LP; the ATK of all monsters your opponent currently controls become equal to your LP, until the end of this turn. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 6 or lower "Dinomorphia" monster from your GY.
Our big bad boss monster. The first three words of its effect say all. This autonomous T-Rex suppresses the power of our enemies. Its quick effect enables us to ram through almost any monsters that are in Attack Position. As it can solo a lot of decks (especially combo decks), summoning and defending Rex is our usual winning condition. Even at Master, there are still a lot of people who crash their monsters into Rex for no good reason other than scooping afterward. In general, Rex is our wincon.
Recommended ratio: 2-3
Well, technically we still have no spells yet...
All of our normal traps have a shared effect:
When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 <Card Name> per turn.
This effect is usually unused but can come in handy in VS, Swordsoul, Labrynth, and Purrely matchups. Further detail will be discussed in the "Enemies" section.
Normal Trap
UR
During the Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, using monsters from your hand, Deck, or field as material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Domain" per turn.
The first of our starters. Domain kickstarts our plays by setting up our grave and summoning Kentregina. Note that you can only activate Domain during the Main Phase. Due to turn player's priority, the opponent will have a chance to make a play before we can flip this card. It can also be used to "dodge" effects that target our monsters on the field by using its effect to fuse away the targeted monster.
Recommended ratio: 3
Normal Trap
SR
During your opponent's Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, using only 1 monster from your Deck and 1 monster from your Extra Deck as Fusion Material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Frenzy" per turn.
Our other starter. Despite the lower rarity, Frenzy is generally better than Domain (at least in the early game) due to it burning fewer main deck resources, as well as being able to summon Rex right away. Note that Frenzy can only be activated during the opponent's MP, as opposed to Domain which can be activated on either player's MP. This activation condition still apply even if you copy its effect with Kentregina.
Recommended ratio: 3
Normal Trap
N
Pay half your LP; destroy 1 "Dinomorphia" monster you control and 1 card your opponent controls. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Brute" per turn.
Our simple removal tool. The destroy does not target so it is strong against back row decks. Destroying our monsters as well means that it enables their floating effect. An essential card in Kentregina control. At least one copy is recommended for utility purpose.
Recommended ratio: 1-2
Normal Trap
R
Pay half your LP; Special Summon up to 2 "Dinomorphia" monsters from your GY whose total Levels equal 8 or less, but you cannot declare an attack with them this turn, also you cannot Special Summon for the rest of this turn, except "Dinomorphia" monsters. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Alert" per turn.
Alert is our recovery tool. This is a good contingency tool in case our Rex is outed, let it be by Super Polymerization, Kaiju, or other methods. If it is still unused, during the opponent's End Phase, we can summon Therizia and Diplos to set up resources for the next turn, as well as options to go to Rank 4 play. Note that it xenolocks us to Dinomorphia, and this restriction still apply even if you copy this effect with Kentregina's effect.
Recommended ratio: 1
All of our counter traps have a shared effect:
During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 <Card Name> per turn.
This often comes as a lifesaver should our opponent manage to break through our board.
Counter Trap
SR
When a monster effect is activated, while you control a "Dinomorphia" card: Pay half your LP; negate the activation, and if you do, destroy that monster, also whenever you take battle damage this turn, the damage taken becomes half your LP at that time. During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Intact" per turn.
The nuts. Intact will negate any monster effects our opponent activates if you control any Dinomorphia card. The Domain or Frenzy you activate in the middle of the chain counts for this. So it can (and mostly will) negate Ash or anything your opponent chains to our starters. The additional effect is a very huge bonus, making our enemies need to inflict battle damage Floor(2log(LP)) + 1 time to kill us. Well, forgive my math. For instance, for the opponent to kill us at 2000 LP, they have to inflict battle damage 11 times (2000 -> 1000 -> 500 -> 250 -> 125 -> 62 -> 31 -> 15 -> 7 -> 3 -> 1 -> 0)!
Recommended ratio: 1-3
Counter Trap
R
When your opponent activates a Spell/Trap Card, while you control a "Dinomorphia" monster: Pay half your LP; negate the activation, and if you do, destroy that card, then, destroy 1 "Dinomorphia" monster you control. During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Sonic" per turn.
Our Spell/Trap negater. Unlike Intact, it has harder activation conditions. It also destroys your monster, which can typically be good as it triggers our monster's floating effects. Usually only be run at 1 for utility, as generally, Judgment is better.
Recommended ratio: 1
Counter Trap
N
At the start of your opponent's Battle Phase: Pay half your LP; Special Summon 1 "Dinomorphia Token" (Dinosaur/DARK/Level 10/ATK 0/DEF 3000), and if you do, for the rest of this turn, while you control that Token in your Monster Zone, your opponent cannot target other monsters for attacks, except that one. During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Shell" per turn.
Shell generates a beefy token that shields our monsters for the rest of the turn it is summoned. Unfortunately, the token offers no benefits other than becoming a meatshield or fusion material. Coupled with the awkward activation timing, Shell's relevancy is hard to justify.
Recommended ratio: 0
Counter Trap
SR
If you control a "Dinomorphia" Fusion Monster: Pay half your LP and banish 1 Counter Trap from your GY; this effect becomes that Counter Trap's effect when that card is activated. During damage calculation while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Reversion" per turn.
The card with the most badass artwork unfortunately needs a lot of setups to be live. You need to have a starter and a counter trap in your starting hand for Reversion to be usable. It is actually good as a utility card in a midgame, where you might have several counter traps ready in the graveyard to turn this card into a true omni-negate. However, you will more often than not draw this on your starting hand and at that point, running an additional Strike or Judgment seems to be a better choice.
Recommended ratio: 0-1