Dinomist Decklist :
The Monster Line up:3x Dinomist Rex
3x Dinomist Ceratops
3x Dinomist Pteran
3x Dinomist Plesion
2x Dinomist Brachion
2x Dinomist Stegosaur
2x Archfiend Eccentrick
The Spells:
3x Dinomist Charge3x Upstart Goblin
2x Mystical Space Typhoon
2x Wavering Eyes
1x Dinomic Powerload
1x Instant Fusion
1x limiter Removal
The Traps:
3x Dinomist Rush
3x Solemn Strike
1x Solemn Warning
1x Torrential Tribute
1x Vanity's Emptiness
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The Extra Deck Line up:
2x Cyber Dragon Nova
2x Cyber Dragon Infinity
2x Castel the Skyblaster Musketeer
1x Elder Entity Norden
1x Panzer Dragon
1x Abyss Dweller
1x Daigusto Emeral
1x Number 101 Silent Honor Ark
1x Number 37 Hopeweaver Spider Shark
1x Number 61 Volcasaurus
1x Number 73 Abyss Splash
1x Number 82 Heartlandraco
Spoiler :
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Dinomists cater to aggressive players, focusing on amassing multiple monsters through Pendulum Summon while preventing their opponent from countering them via support from the Pendulum Zones. All Scale 3 "Dinomists" have the Pendulum Effect "If another "Dinomist" card(s) you control would be destroyed by battle or card effect, you can destroy this card instead.", while all Scale 6 "Dinomists" have the Pendulum Effect "Before resolving a card effect that targets another "Dinomist" card(s) you control, you can negate the effect, then destroy this card. This effect can only be used once while this card is in the Pendulum Zone." Combined, two differently-Scaled "Dinomists" in your Pendulum Zones can neutralize almost any threat to the "Dinomists" in your Monster Zones at the cost of destroying themselves, allowing the monsters themselves to battle uninhibited. Their Spell & Trap Cards enable greater utility and power by searching, directly Special Summoning from the Deck, and locking down your opponent's ability to respond to battle through card effects.
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Important Cards:
- Dinomist Rex: is you main beater on the field being the current highest attack at 2400, with too very usefull effect 1 allowing him to attack up to 2 monster's each battlephase dealing more damage to your opponent whilst clearing there board. The other effect being that for a tribute of another dinomist at the end of damage step to shuffle 1 randon card from your opponents hand into the deck, great for sniping your opponents hand giving them less to respond with.
- Dinomist Pteran: is the decks searcher, being able to add any dinomist card from your deck to your hand when it destroys a monster grants you further advantage in the game.
- Dinomist Charge: This the decks second searcher being able to grab any dinomist monster from you deck, whilst having its second effect that whenever a dinomist card would move to the extra deck you can add it to the hand, once per turn of course but this applies to dino's on the field or in pendulum zone's further protecting your control of the game
- Dinomist Rush: being able to special summon any dinomist from the deck further speeding up the deck whilst having the added effect of it being unaffected by other card effects for the turn helps to protect you from any response you opponent might have.
- Wavering eyes: never leave home with out it, wavering is a vastly important card in this deck for its combo ability with dinomist charge, being able to add a free pendulum monster from your deck to your hand and dealing 500 damage by destroying at least 2 scale's works great with charge as it will allow you to re add one of the previous scales to your hand gaining more advantage for less of the cost of using wavering.
- Cyber Dragon Infinity: Your main go to in the extra deck, infinity being easy to bring out on top of nova with easy rank 5 plays from rex, ceratops and brachion, infinity being able negate your opponents card effect by detaching one is all ready pretty good, further being able to steal your opponents monster for more attachments and boasting its attack at the same time makes this a very hard to deal with card.
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Additional Card Thoughts
- Archfiend Eccentric: I chose to run accentrik in my build to keep me a couple extra monster's with a scale that wouldnt hurt whilst having the effect to destroy itself and any of my opponents backrow to help me get past any floodgate's that may be in the way.
- Dinomic Powerload: i chose to tech one powerload in the event to block any battle phase reactive traps my opponent might have that could hurt my plays.
- Instant Fusion: i brought instant fusion mostly for panzer dragon to have more freedom in making cyber dragon infinity or norden for any rank 4 play should the situation arise.
- Number 37: Ive been using hopeweaver as a later game monster to help recover any lost dinomist from previous xyz plays whilst it having alot of damage potential between its high attack and its ability to lower attack of opponents monster.
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Weaknesses
- Twin Twister: Twister can be a very troublesome card if you dont see it coming having the potential to wreak scale's or worse destroy your dinomist charge's and further backrow can course extensive trouble.
- Bottomless Trap Hole: any form of banishing can be very harmfull to dinomists but bottomless not targeting means you have no response to losing dinomist in ways that cant be prevented without running out's such as wiretap.
- Vanity Emptiness and Fiend: being a very special summon focused deck these cards can completlt shut you out, being unable to pendulum summon whilst also rendering dinomist rush unuseable.