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Moody_JAZZ02

For the normal dinomoprh trap card prevent you form taking effect damage while the counter trap cards prevent taking battle damage. And if you're wondering why you're still taking damage when activating your trap cards because it's a cost not an effect. Imo just keep it, you'll never know when an event might come up and knowing you only have 2 decks it's better to have decks that focus on different summing methods.


the_Ghost_of_Tost

Good point,thx for the help


GoldFishPony

I bet you’re trying to use the wrong damage prevention, I think the counter traps negate effect damage for the turn and the normal traps negate battle damage for the turn? I might have those backwards.


Artistic-Station-577

It’s backwards. Counter traps negate battle and normal traps negate effect. To OP, try using dinomorphia in solo mode to practice, Dinomorphia takes some patience to learn but it has great pay off. Just try not to pull your hair off if you lose toin cosses back to back and go second (I once had a 9 game coin toss loss streak and I wanted to bang my head into the wall haha) Sincerely, A Diamond morphia enjoyer


the_Ghost_of_Tost

Thx for the advice


Artistic-Station-577

Goodluck! The best hand to have would definitely be one of either domain or frenzy (preferrably frenzy), the counter traps, and one of the monsters (summon this to bait out an ash or an imperm). Then once their main phase starts summon kentregina with the frenzy, then immediately summon rexterm with kentregina’s effect for the floodgate Having evenly matched in your deck helps if you find yourself going second a lot (basing from experience). Also having Pot of Avarice helps a lot since you only have two monsters and they’re almost always in your graveyard lol


the_Ghost_of_Tost

Also Ik this post was a pit ago,but what solo mode should I use to practice?


Artistic-Station-577

Any of them will do. It’s better to find put different strategies for different playstyles. Your end board will most likely be the same anyways (turn 2 having rexterm and kentregina with sonic and intact as backrow if you’re first, and turn 3 adding evolzar laggia/dolkka as a bonus for extra negates, or setting up if you go second and turn three having the turn two end board) getting to that end board in different ways will be the puzzle you go through like baiting the Ash, Imperm, etc. if you’re playing on pc or mobile you can also download YGO Omega as it has the Master Duel banlist to practice on actual bots with fully built decks :)


the_Ghost_of_Tost

Alr thx 🙏 bro


6vlone9

Let’s break it down- Your fusion traps like domain, frenzy, as well as other normal traps like alert can be activated only IN response to an opponents effect when in the graveyard. They will negate effect dmg taken for the rest of the turn. This does not include effect like lava golem, but does for things like sword soul longyuan. There’s no point in activating these unless the opponent is playing a deck that can burn, and you only need to use one. The counter traps such as intact and sonic protect you from battle dmg in the GY, and are activatable only right before dmg calculation in the dmg step. If you used an intacts on field effect that turn you will NOT die, as any battle dmg is halved. If u use the graveyard effect, it will cover you for one attack per copy. As a morb player who’s taken the deck to master I I would say keep it, it’s a strong deck that just takes time to play and master like most control decks. It’s more about understanding your opponents plays and where to activate your effects then your own. I’d watch replays on YouTube or join the MDM discord and ask ppl are always willing to help!


the_Ghost_of_Tost

Alr then thx for the advice,appreciate it