Dinomist is a pendulum-based deck that simply plays like a beatdown deck, but they come with decent protection since the pendulum effects can protect them from destruction and targeting effects, at least once each.
With the use of Dinomist Charge, they can cycle around a monster that is sent to the extra deck to mitigate the loss of resources, allowing them to make some continuous plays.
Since they are all WATER attributes, they can also take advantage of Reginald's skill to get easy access to some rank 4 WATER Xyz. But this can end up with issues due to lack of spell/trap zones.
[Skill] description | User |
---|---|
Swing Into Action: Pendulum Summon! At the beginning of the Duel, add a Pendulum Zone to your field. This Skill will only activate if you begin the Duel with a Deck that has 12 or more Pendulum Monsters (Extra Deck does not count). | Common |
The Dinomists have the same pendulum effects according to their pendulum scale, which is to protect the on-field Dinomists from destruction or targeted effects by sacrificing themselves.
The scale 3 Dinomists protects your on-field Dinomist(s) from destruction, while the scale 6 Dinomists negates cards that target your Dinomist(s). If multiple monsters are targeted/destroyed at the same time (through something like Treacherous Trap Hole), then 1 use of the pendulum effect will protect all of them.
Pendulum cards when destroyed will go to the extra deck, but with Dinomist Charge on the field, once per turn, you can recover a card that's sent to the extra deck. Another way to recover cards sent to the extra deck is to simply pendulum summon.
Dinomist Spinos | WATER Machine ★5 ATK 2500 / DEF 1800 |
Force of Infinity [R] | |
Pendulum Effect If another "Dinomist" card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead. Monster Effect You can Tribute 1 other "Dinomist" monster, then activate 1 of these effects; ● This card can attack your opponent directly this turn. ● This card can make a second attack during each Battle Phase this turn. |
One of the deck's easy win conditions. It can attack twice in a turn, and attacks directly, ignoring all of your opponent's monsters and having some protection effects from the Dinomist pendulum cards.
Pendulum summon Spinos with other Dinomist cards and activate Spinos' effect. If you have Dinomist Charge on the field, the card tributed for Spinos will return back to your hand. If it's a low-level or has a special summon effect, you can bring it back to your field to be tributed for Spinos again.
Alternatively, you can special summon Spinos from the deck with Dinomist Rush and have it be unaffected by everything for that turn, but this is a risky all-in play. Even if you have Dinomist Charge, you can only recover 1 card per turn, while this OTK play requires several cards.
Since the Dinomist monster's pendulum effects are about protecting your on-field monsters from targeted or destruction effects, there's a pretty good chance that Spinos' attack will go through. With 2x 2500 ATK, it's enough to OTK a lot of the time, unless your opponent uses "Grit" or has handtraps.
If you have Concentrating Current in hand, you only need to activate Spinos' effect once to get an OTK.
Dinomist Pteran | WATER Machine ★4 ATK 1800 / DEF 1200 |
Force of Infinity [R] | |
Pendulum Effect If another "Dinomist" card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead. Monster Effect When this card destroys an opponent's monster by battle: You can add 1 "Dinomist" card from your Deck to your hand. |
Useful searcher so you can get both scales to make a pendulum summon, or to get the combo pieces for an OTK play.
1800 ATK for a low level is only decent, but you can increase its attack with cards in the deck like Abyss Dweller, Powerload, or Concentrating Current.
Dinomist Ceratops | WATER Machine ★5 ATK 2100 / DEF 400 |
Force of Infinity [R] | |
Pendulum Effect If another "Dinomist" card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead. Monster Effect If all monsters you control are "Dinomist" monsters (min. 1), and none are "Dinomist Ceratops", you can Special Summon this card (from your hand). |
This lets you activate 2 Spinos effect in a single turn pretty easily. Pendulum summon Spinos + Ceratops then tribute the Ceratops for the first effect.
Follow it up by special summoning another Ceratops, or use the same Ceratops since it's added back to your hand if you had Dinomist Charge on the field.
Dinomist Stegosaur | WATER Machine ★4 ATK 1600 / DEF 1800 |
Force of Infinity [N] | |
Pendulum Effect If another "Dinomist" card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead. Monster Effect If another Pendulum Monster you control battles an opponent's monster, after damage calculation: You can destroy those monsters. |
Effect only works on your other Dinomist monsters, and only works after the damage calculation.
This lets any of your other Dinomists handle just about any monster your opponent controls, as long as they can be destroyed by a card effect.
It's less of a loss if you have Dinomist Charge on the field since you can recover the destroyed monster back to hand.
Dinomist Rex | WATER Dinosaur ★5 ATK 2400 / DEF 2200 |
Force of Infinity [SR] | |
Pendulum Effect Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. Monster Effect If this card attacks, at the end of the Damage Step: You can Tribute 1 other "Dinomist" monster, then activate 1 of these effects; ● This card can make a second attack on an opponent's monster in a row, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. ● Shuffle 1 card from your opponent's hand (at random) or their side of the field into the Deck, then this card gains 100 ATK. |
Has a powerful non-targeting card removal, or a decent OTK option if your opponent has at least 2 monsters. But Rex can only use its effect after it attacks, and needs to tribute another monster to do this, making it somewhat tricky to properly utilize often.
You can use its effect to get rid of dangerous monsters like Bloom Diva the Melodious Choir, but you'll need to sacrifice another Dinomist monster on your field as well as low scale Dinomist effect to prevent the destruction effect.
Dinomist Brachion | WATER Machine ★5 ATK 2000 / DEF 800 |
Force of Infinity [N] | |
Pendulum Effect Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. Monster Effect If you do not control "Dinomist Brachion" in your Monster Zone and your opponent controls a monster that has the highest ATK on the field (even if it's tied), you can Special Summon this card (from your hand). |
Brachion has a similar effect with Cyber Dragon, except you can special summon it as long as you don't control the highest attack monster and you control no other Brachion. It can allows you to Xyz Summon Rank 5 Monster quickly while you control another Level 5 Dinomist Monster.
Dinomist Plesios | WATER Machine ★4 ATK 1700 / DEF 1400 |
Force of Infinity [N] | |
Pendulum Effect Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. Monster Effect All face-up monsters your opponent controls lose 100 ATK and DEF for each "Dinomist" card you control. |
Helps make this into more of a beatdown deck, but it can only reduce up to 300 ATK due to only 3 monster zones.
Dinamic Powerload will help increase the ATK gap so you can beat over most monsters with any Dinomist monsters.
Dinomist Ankylos | WATER Machine ★4 ATK 1500 / DEF 2000 |
Force of Infinity [N] | |
Pendulum Effect Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. Monster Effect Banish any monster destroyed by battle with a "Dinomist" monster you control. |
Against decks that don't use the banish pile, this effect is pretty strong since it will remove them for the rest of the duel. But this is pretty situational, and needing to destroy them by battle only helps a beatdown version of the deck.
Dinomist Charge | Continuous Spell |
Force of Infinity [SR] | |
When this card is activated: Add 1 "Dinomist" monster from your Deck to your hand. Once per turn, if a "Dinomist" card(s) is added from the field to your Extra Deck face-up: Add 1 of those cards to your hand. You can only activate 1 "Dinomist Charge" per turn. |
Use this to search for the other scale that you need for pendulum summoning. If you already have both low and high scales, then Spinos or Ceratops are good options to pick if you want to make an OTK play.
Its recovery effect makes it so you can more freely use certain Dinomist's tribute effects. But since it's only once per turn, you'll have to consider if you'll need to use the pendulum effects for protection as well.
If you're using the deck without a skill that gives pendulum zones, be careful with this since you can end up clogging your field after putting 2 pendulum cards on the field.
Dinomist Rush | Normal Trap |
Force of Infinity [R] | |
Special Summon 1 "Dinomist" monster from your Deck, and if you do, it is unaffected by other cards' effects, also destroy it during the End Phase. You can only activate 1 "Dinomist Rush" per turn. |
The best monster to summon with this is Spinos. As long as you have any other Dinomist monster, Spinos will be able to attack directly. With 2, the odds of being able to OTK is pretty high.
The only cards that can prevent an OTK from a Spinos that can attack twice directly are cards that prevent damage taken. Since the trap will destroy the summoned monster during your end phase, this isn't a good play if you think your opponent has any handtraps that's not Sphere Kuriboh since you'll end up with no monsters left on your field.
Number 61: Volcasaurus | FIRE Dinosaur ★5 ATK 2500 / DEF 1000 |
Rage of Volcano [UR] | |
2 Level 5 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; destroy that opponent's monster, and if you do, inflict damage to your opponent equal half to the destroyed monster's original ATK. This card cannot attack your opponent directly during the turn you activate this effect. |
Volcasaurus gives the deck a monster removal that can be used outside of battle phase. Since it can't attack after using its effect, you can then use it to special summon Thunder Charger.
Dark Rebellion Xyz Dragon | DARK Dragon ★4 ATK 2500 / DEF 2000 |
Phantom of Rebellion [UR] | |
2 Level 4 monsters You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK. |
General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.
Gaia Dragon, the Thunder Charger | WIND Dragon ★7 ATK 2600 / DEF 2100 |
Master Pack [SR] | |
2 Level 7 monsters You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. |
If your Volcasaurus are locked up or negated because of your opponent's card, you can rank up into this so that you can still attack.
Number 12: Crimson Shadow Armor Ninja | EARTH Warrior ★5 ATK 2400 / DEF 1700 |
Sign of Harpies [SR] | |
2 Level 5 monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; this turn, face-up "Ninja" monsters you control cannot be destroyed by battle or by card effects. |
Lower ATK compared to Tiras, but it has protection to battle and card effects. While it does give a good amount of protection, it's still vulnerable to cards like Cyber Slash Harpie Lady or Karma Cut, but since it's a quick effect, it can chain block a Cyber Slash Harpie Lady once.
Number 70: Malevolent Sin | DARK Insect ★4 ATK 2400 / DEF 1200 |
Photons of Galaxy [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3. |
Useful when your opponent only has 1 monster on the field. Temporarily banishing them will let you attack directly to secure some games.
It's also good against Xyz monsters since banishing them will also remove their materials.
Steelswarm Roach | DARK Fiend ★4 ATK 1900 / DEF 0 |
Photons of Galaxy [SR] | |
2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it. |
Roach is great for monster suppresion, much like a Trap Hole card. When your opponent summons a boss monster, use Roach's effect to immediately destroy it. This is an especially good counter against Synchro Decks. But most of the time, just Roach's presence on the field is enough to deter the opponent from making big monsters.
Digvorzhak, King of Heavy Industry | EARTH Machine ★5 ATK 3200 / DEF 2000 |
Arts of Atlantis [R] | |
3 Level 5 monsters Once per turn: You can detach 1 Xyz Material from this card; send the top 3 cards of your opponent's Deck to the Graveyard, then, if any monsters were sent to the Graveyard by this effect, destroy cards your opponent controls, up to the number of monsters sent. |
Offers the deck more non-targeting card removals, but requires 3 monsters to make, but you can pendulum summon Dinomist monsters easily.
Its effect is kind of a gamble, but the high ATK makes it somewhat decent even if the effect fails. It's worth noting that sending cards from your opponent's deck to the grave can end up helping them instead, so you'll want to make sure that it counts when you use it.
Into the Void | Normal Spell |
Galactic Origin [UR] | |
Activate only if you have 3 or more cards in your hand. Draw 1 card. During the End Phase of this turn, discard all the cards in your hand. |
Hand draw engine while you have 3 or more cards in your hand. This will allows you to increase resources for board setup.
Since this Deck contains more of Pendulum Monsters that can be special summoned all in once while you have a set of Pendulum Monsters with proper in your Pendulum Zone which will lowers the possibility for losing all your hand card during the End Phase.
Moray of Greed | Normal Spell |
Age of Discovery [SR] | |
Shuffle 2 WATER monsters from your hand into the Deck, then draw 3 cards. |
Draw Engine for allowing you to shuffle 2 Dinomist Monsters from your hand into the Deck, then lets you draw out additional 3 card which will increases hand card advantage.
Dinomic Powerload | Field Spell |
Force of Infinity [R] | |
All "Dinomist" monsters on the field gain 300 ATK and DEF. If a "Dinomist" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. |
This makes it so that you can attack without any interruption and also prevents handtraps. The ATK bonus is just a nice bonus, but it helps with a beatdown version playstyle.
Adreus, Keeper of Armageddon | DARK Fiend ★5 ATK 2600 / DEF 1700 |
Shark Fang [SR] | |
2 Level 5 monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; destroy it. |
Gives the deck a card removal effect without having to attack your opponent. This plays around dangerous handtraps or battle traps that can happen during battle phase.
Abyss Dweller | WATER Sea Serpent ★4 ATK 1700 / DEF 1400 |
Photons of Galaxy [UR] | |
2 Level 4 monsters While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn. |
Mostly to prevent your opponents from being able to use cards that activate in the graveyard. Since the Dinomists are WATER attributes, Abyss Dweller will get the ATK increasing effect, making it 2200 ATK that also boosts your other Dinomists on the field.
Number C39: Utopia Ray | LIGHT Warrior ★4 ATK 2500 / DEF 2000 |
Infinite Ray [UR] | |
3 Level 4 LIGHT monsters You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect. |
Available via the skill without having to own a copy of it. If your LP is below 1000 and your opponent has a 3000 ATK monster or lower, then you can already get an OTK by making a Utopia Ray and activate its effect 3 times.
Number 39: Utopia | LIGHT Warrior ★4 ATK 2500 / DEF 2000 |
Shining Hope [UR] | |
2 Level 4 monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card. |
Only go into this if you're planning to go into Utopia Ray. This can be useful as a stall card if you're desperate, but if your opponent still has 4000 LP, then you'll want the 3 Xyz materials from Utopia Ray in order to get an OTK.
Number 18: Heraldry Patriarch | LIGHT Psychic ★4 ATK 2200 / DEF 2200 |
Voltage of the Metal [R] | |
2 Level 4 monsters Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard. |
Potentially a game-winning card when you go against decks that uses same name monsters like Harpies.
Thank you for visiting Duel Links wiki by GameA! We update this Yu-Gi-Oh! Duel Links community day by day to provide quality guides and the latest news.
Duel Links forums | |
---|---|
General discussion | Vagabond trade |
Deck advice | Duel room |
Duel / Level rewards | |
---|---|
Level rewards | Duel rewards |
Skill pages | |
Skill database | How to get drop skills |
Card Trader | Ranked Rewards |
---|---|
Card Trader | Ranked Rewards |
Cards you should trade | How to beat the Vegabond | How to solve Duel Quizes |
Standard Duelists | ||
---|---|---|
Lvl 14 | Lvl 20 | Lvl 27 |
Lvl 33 | Lvl 39 | Lvl 45 |
Lvl 51 | Lvl 57 | - |
Legendary Duelists | ||
Lvl 30 (DM) | Lvl 30 (GX) | Lvl 30 (5D's) |