Notes & Combos
Deck Composition
- 1-Card Combos: 9 (Mistva ×3, Extra-Foolish ×3, Ryu-Ge Rising ×3)
- 1.5-Card Combos: 3 (Melody ×3)
- 2-Card Starters: 13 (Ovi ×3, Misc ×3, Fossil Dig ×3, Archosaur ×1, War Zone ×3)
- 2-Card Enablers: 5 (Baby ×3, Petit ×2)
- Hand Traps: 11 (Ash ×3, Maxx C ×1, Fuwalos ×3, Purulia ×3, Droll ×1)
Changes for March 2026
Removed ×1 Imperm to increase War Zone to ×3. This boosted consistency, as it acts like a pseudo-Fossil Dig. Swapped out ×1 Droll for ×1 Purulia as the latter seems better in this meta, especially for going second against VSK9.
Combo Rate Probability (P)
- P (Any Combo 1CC/1.5CC/2CC combined): 81.5% ➔ 82.1% (Δ+0.6%)
- P (1-Card Combo): 57.0%
- P (1CC or 1.5CC): 68.6%
- P (2CC): 64.9% ➔ 66.9% (Δ+2.0%)
- Brick Rate (No Combo Possible): 18.5% ➔ 17.9% (Δ-0.6%)
Why 60 cards over 55 or fewer?
The 60-card build trades a higher 1-card combo rate for better brick dilution (e.g., fewer double Hakva/Emva hands). It also expands your tech toolbox with searchable cards like Dogoran and Ryu-Ge End.
Flex Spots
- Main Deck: ×1 UCT/Pank, and any of the handtraps depending on the meta.
- Extra Deck: Baronne, Spright Elf, TY-PHON, 2nd Varudras (to swap out for Laggia, Spheres, Protector Whelp, or Reprodocus, for example).
Strengths and Weaknesses
Weaknesses:
- Droll: The deck relies on searching. Some decent plays into Droll include:
- Ending on Astero in the GY through Misc or Extra-Foolish Burial, to set up a board wipe.
- Using Ryu-Ge Rising in the draw phase.
- Brick Rate: It's still possible to brick due to some unplayable hands, and also limitations in the number of 1-card combos and starters we have.
Strengths:
- High Ceiling: Capable of much stronger end-boards than standard Dinos.
- Versatile Cards: Anva offers Turn 2 board-breaking and negation, while Extra-Foolish Burial acts as spot removal by dumping N'tss to pop threats like Herald. The Galaxy package also helps break boards.
- Handtrap Resilience: Baits Ash or Impulse before committing to the Dino engine. Unlike standard Dinos, an Ash on Misc isn't turn-ending. The deck plays moderately well under Maxx "C" or Mulcharmies by pivoting to Mistva and Spell/Trap interruptions (giving the opponent 2-3 draws).
Replays
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