Cards that improve the chance of you getting a starter on your first turn
ROTA for dinosaurs. Pretty straightforward. Dig ensures you can see Therizia in your starting hand more often. Usually, this type of consistency booster is an instant 3-off. However, in Dinomorphia's case, running too many of Dig risks us losing targets for fusion material, as Frenzy strictly needs one of the materials to be in the Main Deck. Furthermore, you don't want to see a lot of monsters in your starting hand as you can only Normal Summon once per turn. It is up to your preferences how many copies of Dig to include in your deck, but I found two to be optimal for me in a 40 card list.
Recommended ratio: 0-3
Essentially a controlled draw. We don't do much at our turn as most of our plays happen on the opponent's turn. If you don't use any tech that requires you to special summon on your turn (such as Fenrir or A Hero Lives), then Duality is a perfect addition.
Recommended ratio: 1 (Limited)
Normal Spell
SR
Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.
The heavy excavator. We don't need to use half of our Extra Deck anyway, so Prosperity gives us very little drawback. When banishing monsters for the cost, I recommend leaving at least two of each of our Dinomorphia Fusion Monsters in the Extra Deck.
Recommended ratio: 0 (Banned)
Level 2 LIGHT Insect/Effect
0/0
SR
During the End Phase: You can send this card from your hand or field to the GY; excavate cards from the top of your Deck, equal to the number of your opponent's unused Spell & Trap Zones, and you can Set 1 excavated Trap to your field (but send it to the GY during the next End Phase), also place the rest on the bottom of the Deck in any order. You can only use this effect of "Wannabee!" once per turn.
If you run a heavy trap build, then Wannabee! may be a strong choice for your deck. In terms of functionality, it behaves similarly to Duality/Prosperity. The fact that it is a Level 2 LIGHT monster means that you can also use it as material for a monster-immune Chaos Angel. Note that the set trap expires in the end phase of the next turn. So make sure to activate it.
Recommended ratio: 0-3
Normal Trap
UR
Banish 1 Normal Trap from your Deck, except "Trap Trick", and if you do, Set 1 card with the same name directly from your Deck. It can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.
Trap Trick is a flexible card that can become any normal trap that we run at multiples in our deck, which usually means that it is an additional copy of Domain, Frenzy, or Ferret. However, it may make sequencing awkward as you can only activate one more trap after it resolves. It can be run at three alongside Arias for consistent zero-turn Rex in a trap-heavy build (although it might be a bit greedy).
Recommended ratio: 0-3
Normal Trap
UR
Target 1 monster you control; destroy it, and if you do, Set 1 Normal Trap directly from your Deck, except "Trap Tracks". It can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Tracks" per turn.
Trap Tracks is similar to Trap Trick in the way it sets a live normal trap of your choice straight from the deck. However, Trap Tracks offers more versatility at the cost of a higher risk of bricking, as sometimes we are left with an empty monster zone. The good thing is that it destroys, enabling our monster's floating effect. Solid in tandem with the Z-ARC package because you can pop the Z-ARC yourself with Trap Trick to get its pendulum effect. Can hand loop the opponent if you tech Trickstar Reincarnation or Disturbance Strategy as well.
Recommended ratio: 0-1
Level 3 DARK Fiend/Effect
2000/0
UR
If this card is Normal Summoned, its original ATK becomes 1000. (Quick Effect): You can Tribute 1 DARK monster; reveal 3 Normal Traps from your Deck, your opponent randomly chooses 1 for you to Set on your field, and you shuffle the rest back into your Deck. You can only use this effect of "Lilith, Lady of Lament" once per turn.
You can consider Lilith as an additional copy of Therizia that does not burn your main deck resource (like Dig does). It allows us to access our starters as easily as Therizia by tributing herself and then revealing three of the same cards. However, she can also set generic traps, such as Ferret, should you need them. Her effect of being quick means that your opponent will not have a chance to Imperm or Veiler her. However, she did not see play very much due to her high rarity and better choice among UR cards. But if you have some copies of her, you can include her as an alternative.
Recommended ratio: 0-3
Cards that happen to be strong for us, or just strong overall
Level 4 FIRE Dinosaur/Fusion/Effect
1800/0
SR
During the Main Phase (Quick Effect): You can send this card from your hand to the GY; during this Main Phase, Dinosaur monsters you control are unaffected by your opponent's activated effects. You can banish any number of Dinosaur monsters from your GY, including this card; Special Summon 1 Dinosaur monster from your Deck with a Level equal to the total number of monsters banished to activate this effect, but destroy it during the End Phase. You can only use this effect of "Miscellaneousaurus" once per turn.
The absolute protector. Misc is usually used in tandem with Dig, as it became an alternative search target should you already have Therizia in hand. It can protect our monsters against Talent steal, Albaz fuse, and other disruptions. The grave effect can often be used in the following turn by banishing itself along with 2 Stealthbergia and 1 Therizia to summon other Therizia from the deck. However, you typically want to see a more proactive card in your starting hand. Furthermore, the protection is easy to play around with simply by moving out of the Main Phase. Due to this, additional copies are hard to justify.
Recommended ratio: 0-1
A bread and butter against hand traps. Before, I always max this card to consistently negate the opponent's Ash or Maxx "C", but now that we already have Intact, it can definitely be dropped. I personally still like it as we have no other way to interact with the opponent's grave.
Recommended ratio: 0-2 (semi-limited)
Normal Trap
UR
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
Possibly the most popular trap in the game. Its impact is ever-changing depending on the meta, but it almost always works. It can "combo" with Diplos to get you a starter when going second. Refer to the "Tips and Tricks" section in "Mission Objective".
Recommended ratio: 0-3
Normal Trap
N
If the combined ATK of all face-up monsters your opponent controls is higher than your LP: Make your opponent shuffle face-up monsters they control into the Deck (their choice), except monsters with 0 ATK, so that the combined ATK of the remaining monsters they control becomes less than or equal to your LP.
Don't let its low rarity fool you! Ferret is, in fact, our strongest trap card. Thanks to our deck's playstyle that often drop our LP to 3 or 2 digits, this card can reliably wipe the opponent's entire front row. This effect forces your opponent to take the action, so it bypasses the protection of unaffected monsters (such as Rhongo and Final Sigma) as well as not triggering floating effects that could otherwise be triggered by our effects (such as Purrely My Friend). It struggles against monsters with 0 ATK, however.
Recommended ratio: 2-3
Counter Trap
UR
When a monster(s) would be Special Summoned, OR a monster effect is activated: Pay 1500 LP; negate the Summon or activation, and if you do, destroy that card.
It pays a fixed amount of LP, which means that this card becomes dead once our LP drops below 1500 (unless you control Stealthbergia, which is very rarely). Despite that, Strike is essential in the early game as it can negate Handtraps our opponent activates in response to our fusion traps. If it is still unused and your LP is at 2000, you might want to use it before you are forced to use other LP-paying cards, as this card will be dead otherwise.
Recommended ratio: 2-3
Judgment mainly serves to prevent your opponent from ruining our day with staple cards such as Red Reboot, Harpie's Feather Duster, Talents, or even Denko Sekka. Even though it is always live for the whole game, Judgment has a blind spot in that it can't negate monster effects. Due to the metagame that is almost always heavy on Handtraps, you may want to prioritize running Strike over Judgment.
Recommended ratio: 0-3
The budget version of Intact and Strike. It serves the same purpose: negating Handtraps our opponent activates in response to our starters. Unlike those two, however, Debunk can't be used to break the board when going second.
Recommended ratio: 0-3
Counter Trap
UR
When a Spell/Trap Card, or monster effect, is activated on the field: Pay half your LP; negate the activation, and if you do, destroy that card, then destroy any other cards in the same column the destroyed card was in, that are in the Monster Zones or Spell & Trap Zones.
Same with Judgment, but the summon negation is replaced with on-field monster effect negation. It can negate board breakers and anything that could threaten your game plan. It is also as amazing as Strike going second, as it can also break the opponent's board. When setting this card, place it in the column the opponent will most likely activate it in. That way, you will be less likely to run into a hard situation where the card you want to negate is in the same column as your other precious cards.
Recommended ratio: 0-3
Hand that traps you
Level 3 FIRE Zombie/Tuner/Effect
0/1800
UR
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect.
● Add a card from the Deck to the hand.
● Special Summon from the Deck.
● Send a card from the Deck to the GY.
You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Ash might be low-impact, but she always works. On top of her standard use, we can use her as a tuner to Synchro Summon Psychic End for game. Highly recommended as she is effective against decks that we are weak against like Labrynth or Branded.
Recommended ratio: 3
Drawing a lot of cards might be tempting, but this card is actually very optional in Dinomorphia. There are two reasons for that:
1. We are trap-based, which means no matter how much we draw, in the end, we will only set 5 anyway.
2. Drawing into too many of our archetypal main deck monsters will make Frenzy harder to use.
Still, the opponent will not know what deck we are playing, so running it for bluffs is still relevant. It can also be used to bait Ash before we flip our fusion traps. I'd say run it if combo decks are prevalent in the ladder.
Effective against combo decks such as SHS or Mannadium.
Recommended ratio: 0-2 (Semi-Limited)
Level 3 EARTH Zombie/Tuner/Effect
0/1800
UR
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation.
● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck.
● Special Summon a Monster Card(s) from the GY.
● Banish a card(s) from the GY.
You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.
Ash but for the Graveyard. While she might not always work, she is still a solid option in a Handtrap-centric build as she can negate the opponent's Called. At the very worst, Belle can also become a tuner to summon Psychic End.
Effective against Labrynth and Branded.
Recommended ratio: 0-2
Level 11 LIGHT Rock/Effect
3000/600
UR
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Often became a turn-ender against combo decks. Nibiru's effectiveness is not limited to going second situation. Even if we are going first, we can just start flipping our traps after our Nibiru successfully resolves. You may want to position the token in Attack Position because Rex will reduce the ATK anyway, and it will be harder to out if its DEF is 3000 or more.
Effective against Kashtira, Mathmech, and combo decks that do not use an anti-Nibiru route.
Recommended ratio: 0-2
Level 1 WIND Spellcaster/Effect
0/0
SR
If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.
A silver bullet for several matchups. Droll will punish decks that search multiple times to get their combo going or just straight up stop their Maxx "C" / Mulcharmies after one draw. This card is also not once per turn. So, if your opponent called your first, you could chain the second one in your hand. Remember that it apply to yourself as well, so don't Maxx "C" your opponent while this effect is applying.
Effective against SHS, Mannadium, Floowandereeze, and Ritual decks.
Recommended ratio: 0-3
Level 6 DARK Fiend/Effect
1500/2500
UR
During the Main Phase (Quick Effect): You can send this card from your hand or field to the GY; Special Summon 1 "Labrynth" monster, or Set 1 Normal Trap, from your hand. The Set Normal Trap can be activated this turn. When your opponent activates a card or effect in response to your card or effect activation of a Normal Trap or a "Labrynth" card, except "Arias the Labrynth Butler" (Quick Effect): You can activate this effect in the GY; Special Summon this card. You can only use each effect of "Arias the Labrynth Butler" once per turn.
Okay. She is not actually a Handtrap, but she does make our Traps Handtraps. She enables you to establish Rexterm with 1000 LP turn 0, which is strong, but you still lose to Called and Ash. It's strong if you are on a heavy trap build utilising other disruption traps such as Karma Cannon or Ice Dragon's Prison. Her level is nice for Chaos Angel play.
Recommended ratio: 0-3
Because destroying what the opponent has built is more fun than preventing it
The yeeter. When going second, we do not rely on utilizing our first battle phase anyway, so Evenly has more value in our deck. It is still bad seeing this card when going first, however. Effective against decks that make big boards without any negation and most backrow decks.
Recommended ratio: 0-2
More or less same as HFD but can destroy Attack Positioned monsters as well. It can be dead turn 2 onwards, however.
Recommended ratio: 0-2
Rank 11 DARK Fiend/Xyz/Effect
2900/2900
UR
During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.
Get into the fucking robot, Therizia. TY-PHON is very good in our deck, as we don't do much on our turn. When going second against combo, it allows us to break the opponent's board a little before we make any play on our following turn. Be mindful that it turns off your own Rexterm, and it prevents your own Rex and Therizia's floating effect.
Recommended ration: 1
If you want to make the game harder for your opponent, or if you want them to hate you
I found Mind Drain useful in a minimum hand trap build. It can turn off Handtraps such as Ash and Bystials or even ruin the effect of key monsters such as Circular or Lady Labyrinth. The LP cost can help to reduce your LP in the early game, but that also means it is a dead card when you top deck it in the mid-game, so be mindful of that.
Recommended ratio: 0-2
Continuous Trap
SR
Both players must Set Spell Cards before activating them, and cannot activate them until their next turn after Setting them.
No. Imperial Order is banned. But Anti-Spell is not. This card can help to reduce the enemy's tempo so we can better control the field. Notable cards that can be prevented by this card include Lightning Storm, HFD, Talents, Thrust, Branded Fusion, and Field Spells such as Reichphobia, Perlereino, Wraitsoth, or Calarium.
Recommended ratio: 0-1 (Limited)
Continuous Spell
SR
Neither player can add cards from the Deck to their hand except by drawing them. Monsters cannot be Special Summoned from the Main Deck. Destroy this card during your 2nd Standby Phase after activation.
Modern-day archetypes like to search cards, and they will search at some point in their play. It can also turn off cards such as Welcome Labrynth or Kashtiratheosis. It is not very effective when going second like most floodgate, though.
Recommended ratio: 0-2
A strong floodgate that can also be used to break board going second. Our archetypal monsters are all DARK, so we get little repercussion for flipping this card. This card will also prevent our opponent from Kaiju (except Radian) or Sphere Mode our field.
Recommended ratio: 0-1 (Limited)
Utility Options
Easily summonable with Therizia and Diplos, Laggia is a walking Solemn Judgment that can help secure your play should the opponent have a back row you are concerned about. Just so you know, it has to detach 2 materials, so you can only use the negate once.
Recommended ratio: 1
It's the same as Laggia except in what it can stop. Dolkka serves as an additional monster negate that can be used twice without OPT restriction. Useful when the opponent has a worrisome monster effect in the hand or grave.
Recommended ratio: 1
Level 11 LIGHT Psychic/Synchro/Effect
3500/3500
UR
1 Tuner + 1+ non-Tuner monsters
While your LP are less than or equal to your opponent's, this Synchro Summoned card is unaffected by your opponent's activated effects. Once per turn: You can pay 1000 LP, then target 1 monster you control and 1 card your opponent controls; banish them. At the start of the Battle Phase: You can make this card gain ATK equal to the difference in your LP and your opponent's.
Can be summoned using Ash/Belle and Rex. Our deck is almost guaranteed to achieve lower LP than our opponents by a massive amount, making its first and third effects extremely potent. A five-digit ATK unaffected monster, coupled with Rex's ATK reduction effect, is a reliable way to close out games that otherwise can be a hard grind.
Recommended ratio: 1
Level 10 LIGHT Fiend/Synchro/Effect
3500/2800
UR
1 Tuner + 1+ non-Tuner LIGHT or DARK monsters
For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon.
● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent.
● DARK: Monsters you control cannot be destroyed by battle.
It can be summoned using Therizia/Diplos and Kentregina (or Wannabee and Rex for bonus effect). It is a nice utility monster you will mostly summon when needing spot removal. Its battle protection effect rarely comes up, but it can still be useful for holding the line.
Recommended ratio: 1
Rank 4 DARK Warrior/Xyz/Effect
2000/0
UR
(This card is always treated as a "The Phantom Knights" and "Raidraptor" card.)
You can detach 1 material from this card; Special Summon from your Extra Deck, 1 "The Phantom Knights", "Raidraptor", or "Xyz Dragon" Xyz Monster that is 1 Rank higher or lower than this card, by using this face-up card you control as material, but destroy it during your opponent's next End Phase. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Raider's Knight" once per turn.
Can be summoned using Therizia and/or Diplos. It serves only one purpose: climbing into ARC-Rebellion Xyz Dragon for OTK. See ARC-Rebellion in the Z-ARC section for further details.
Recommended ratio: 0-1
Link-2 DARK Cyberse/Link/Effect
2300
UR
When this card is Special Summoned, if it is co-linked: You can Special Summon 1 "Codebreaker Zero Day" from your hand, Deck, or GY, to any zone a Link Monster points to. During the End Phase, if this card is in the GY because it was destroyed, while in your possession, by an opponent's card and sent there this turn: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Codebreaker Virus Swordsman" once per turn.
Its effect is irrelevant, but it is the strongest generic Link-2 monster. Opponents that run Bagooska often answer Rex by summoning it, turning Rex into Defense Position, then wait until their next turn to switch Bagooska into Attack Position and destroy Rex by battle. If you have Codebreaker, however, you can summon it with your other two monsters and attack Bagooska, then switch Rex back to Attack Position during MP2. It can also be used to link away opponent's owned monsters such as Destiny Hero Dark Angel or Knightmare Corruptor Iblee, if you happen to stumble upon one.
Recommended ratio: 0-1
ARC-V for the win!
*Note that the recommended ratios only apply when you use the package.
Normal Trap
UR
Pay half your LP; Special Summon 1 "Supreme King Z-ARC" from your Extra Deck, ignoring its Summoning conditions, but negate its effects. It is returned to the Extra Deck during the End Phase of the next turn. When your opponent activates a Spell Card or effect: You can banish this card from your GY and 1 "Supreme King Z-ARC" from your face-up Monster Zone; Special Summon up to 1 each "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" monsters from your hand, Deck, Extra Deck, and/or GY.
It's a trap and it pays half LP. Soul will summon a negated Z-ARC to our field. Its grave effect discourages the opponent from playing any spells. Consider this an Anti-Spell Fragrance that can smack your opponent. Note that the grave effect CAN be Ashed, so you can use it to bait Ash before flipping your starter traps.
Recommended ratio: 3
Level 12 DARK Dragon/Fusion/Pendulum/Effect
4000/4000
Scale: 1
UR
Pendulum Effect
Fusion, Synchro, and Xyz Monsters your opponent controls cannot activate their effects. Once per turn, when a card(s) is added from the Main Deck to your opponent's hand (except during the Draw Phase or the Damage Step): You can destroy that card(s).
Monster Effect
4 Dragon monsters (1 Fusion, 1 Synchro, 1 Xyz, and 1 Pendulum)
Must be Fusion Summoned. If this card is Special Summoned: Destroy all cards your opponent controls. Cannot be destroyed by your opponent's card effects. Your opponent cannot target this card with card effects. When this card destroys an opponent's monster by battle: You can Special Summon 1 "Supreme King Dragon" monster from your Deck or Extra Deck. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.
It usually serves as a beatstick or a tank for the opponent's monster. Note that its on-summon effect is mandatory, so it can turn on Enemy's Thrust. If you flip it face-down, the negate from Soul will be "purged", so chaining cards like Karma Cannon or Book of Moon to its on-summon effect activation will boardwipe the opponent. If it is somehow destroyed, Z-ARC becomes a floodgate for most Extra Deck monsters while also punishing your opponent's search.
Recommended ratio: 1
Level 12 LIGHT Dragon/Fusion/Pendulum/Effect
4000/4000
Scale: 13
UR
Pendulum Effect
If you have 2 cards in your Pendulum Zones: You can Special Summon this card, then you can apply this effect.
● Shuffle 1 card from your Pendulum Zone into the Deck, then if it was added to your Extra Deck, you can Special Summon it, ignoring its Summoning conditions.
You can only use this effect of "Odd-Eyes Arcray Dragon" once per turn.
Monster Effect
4 Dragon monsters (1 Fusion, 1 Synchro, 1 Xyz, and 1 Pendulum)
(This card is always treated as "Supreme King Z-ARC".)
This face-down card in the Extra Deck must first be either Fusion Summoned, or Special Summoned by Tributing 1 Level 12 DARK "Supreme King Z-ARC". If this card is Special Summoned from the Extra Deck: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.
You can also use it instead of the OG Z-ARC for Soul's effect because it is always treated as the OG Z-ARC's name. It is usually summoned by tributing the OG Z-ARC you summoned off Soul the previous turn to make the Beatstick stay on the field. The on-summon effect that places any pendulum from the deck makes teaching Performapal Five-Rainbow Magician tempting, but it is a bit lackluster.
Recommended ratio: 1
Level 10 WIND Dragon/Synchro/Effect
3000/2500
UR
1 Tuner Synchro Monster + 1 non-Tuner "Clear Wing" monster
Once per turn, when your opponent activates a monster effect (except during the Damage Step) (Quick Effect): You can activate this effect; until the end of this turn, this face-up card is unaffected by the activated effects of your opponent's monsters, also this card gains ATK equal to that opponent's monster's original ATK. Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can add 1 WIND monster from your Deck to your hand.
The most powerful dragon that Soul can summon. It offers Spell/Trap negation on top of self-protection against monster effects. The floating effect is irrelevant as we mainly run no WIND main deck monster (unless you are teching Droll).
Recommended ratio: 1
Level 8 DARK Dragon/Fusion/Effect
3000/2000
R
1 "Pendulum Dragon" monster + 1 Warrior-Type monster
When this card is Fusion Summoned: You can change the ATK of all face-up monsters your opponent currently controls to 0, also, for the rest of this turn, other monsters you control cannot attack. Negate the activated effects of monsters with 0 ATK. At the end of the Damage Step, when this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster.
The second most useful dragon after Crystal Clear. Brave-Eyes negates the effect of 0 ATK monster ANYWHERE, meaning that it turns off Ash, Veiler, and other Handtraps with 0 ATK. Note that it applies to both players, so you should prevent using Ash or Wannabee! yourself when it is on the field.
Recommended ratio: 1
Rank 5 DARK Dragon/Xyz/Effect
3000/2500
UR
This Xyz Summoned card cannot be destroyed by card effects. You can detach 1 material from this card; this card gains ATK equal to the total original ATK of all other monsters on the field, then, if this card has a DARK Xyz Monster as material, negate the effects of all other face-up monsters on the field. After this effect resolves, you cannot declare attacks with other monsters for the rest of this turn. You can only use this effect of "Arc Rebellion Xyz Dragon" once per turn.
ARC Rebellion is practically a vanilla if summoned via Soul due to having no material, but it can also be summoned properly with Raider's Knight to go for game. Resolving its effect after you use Rex ATK-reducing effect can potentially be lethal. Just make sure that your opponent has no backrow that can intervene with that.
Recommended ratio: 0-1
Level 10 DARK Dragon/Fusion/Effect
3600/2500
UR
1 DARK Fusion Monster + 1 Fusion Monster
(This card is always treated as a "Predaplant" card.)
Once per turn, when a card or effect is activated (Quick Effect): You can Tribute 1 monster on either field with a Predator Counter, and if you do, negate the activation. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can target 1 DARK monster in your GY; Special Summon it. You can only use this effect of "Starving Venom Predapower Fusion Dragon" once per turn.
Purely a beat stick that can only be summoned via Soul. As additional beater is often win-more, you can cut the fusion dragon first should you need more Extra Deck space.
Recommended ratio: 0-1
Level 8 WIND Dragon/Synchro/Effect
3000/2500
UR
1 Tuner + 1+ non-Tuner Synchro Monsters
Once per turn, when another monster's effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles an opponent's Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.
Usually, Crystal Clear is better for us as we have Rex handle most monster effects already. However, Crystal Wing is still a good alternative should you only have it. Technically, you can bring each one of Crystal Clear and Crystal Wing so you have options to go to either one depending on the matchup, but it's not really recommended as Extra Deck space might be tight.
Recommended ratio: 0-1
Level 8 DARK Dragon/Fusion/Effect
2800/2000
SR
2 DARK monsters on the field, except Tokens
If this card is Fusion Summoned: You can make this card gain ATK equal to 1 opponent's Special Summoned monster, until the end of this turn. Once per turn: You can target 1 Level 5 or higher monster your opponent controls; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. If this Fusion Summoned card is destroyed: You can destroy all your opponent's Special Summoned monsters.
Alternatives for Predapower. Starving Venom is weaker but has a niche effect of copying an enemy's monster effect. Throughout my entire journey, it never come up except once to copy opponent's Chengying.
Recommended ratio: 0-1
Traps are strong
*Note that the recommended ratios only apply when you use the package.
Normal Trap
UR
Special Summon 1 "Labrynth" monster from your hand, Deck, or GY, then return 1 monster you control to the hand. You can banish this card from your GY, then target 1 Fiend monster you control, or, if you control a Level 8 or higher Fiend monster, you can target 1 card your opponent controls instead; return that card to the hand. You can only use 1 "Big Welcome Labrynth" effect per turn, and only once that turn.
This trap will summon Lady straight from the deck. It is even better if you have Therizia on the field as it allows you to bounce her and use her on-summon effect again on the following turn. Big Welcome could become an alternative starter for our play in case we don't have access to our fusion traps. If you have both, then you can bait Ash with one of them. Its grave effect is a nice bonus, a spot removal that is usable as long as you control Lady.
Recommended ratio: 2-3
Level 8 DARK Fiend/Effect
3000/2900
SR
While you control a Set card, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. You can only use each of the following effects of "Lady Labrynth of the Silver Castle" once per turn. If a "Labrynth" card or effect or a Normal Trap Card was activated this turn, except "Lady Labrynth of the Silver Castle" (Quick Effect): You can Special Summon this card from your hand in Defense Position. When a Normal Trap Card is activated (Quick Effect): You can Set 1 Normal Trap with a different name directly from your Deck.
The monster that will accelerate our play, while also offering strong defense. You can summon her to an empty field via Big Welcome and immediately use her hand effect. She allows us to potentially set a new trap card every turn. She is also a level 8, which is a good candidate for Psychic End material.
Recommended ratio: 1
Useful when a certain Visas deck is running rampant.
*Note that the recommended ratios only apply when you use the package.
Quick-Play Spell
SR
Discard 1 card, then target 1 face-up monster you control that has a Level; send it to the GY, also, after that, if it left the field by this effect, Special Summon from your Extra Deck, 1 "Masked HERO" monster with the same Attribute, but a higher Level than, the Attribute/Level the monster had when it was on the field (its original Attribute/Level, if face-down). (This is treated as a Special Summon with "Mask Change".) You can only activate 1 "Mask Change II" per turn.
If you have Therizia or Diplos on the field, you can use them as a target for this card. It is also useful when the opponent Imperm or Veiler your Therizia on the first turn, as you can simply chain this card to "dodge" the effect. When using this package, you can consider running more copies of Dig and Diplos, as additional copies in your hand can simply become a cost for this card.
Recommended ratio: 2 (Semi-Limited)
Level 6 DARK Warrior/Fusion/Effect
2400/1800
UR
Must be Special Summoned by "Mask Change". Any card sent to your opponent's GY is banished instead. Once per turn, if your opponent adds a card(s) from their Deck to their hand (except during the Draw Phase or the Damage Step): You can banish 1 random card from your opponent's hand.
A one-sided Macro Cosmos is a menace for most of the decks. Its only weakness is that it lacks protection.
Recommended ratio: 1