Dinomorphia Rexterm – #DIFO-EN038

1 “Dinomorphia” Fusion Monster + 1 “Dinomorphia” monster
Your opponent cannot activate the effects of monsters they control that have ATK greater than or equal to your LP. You can only use each of the following effects of “Dinomorphia Rexterm” once per turn. (Quick Effect): You can pay half your LP; the ATK of all monsters your opponent currently controls become equal to your LP, until the end of this turn. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 6 or lower “Dinomorphia” monster from your GY.

Dinomorphia Frenzy – #DIFO-EN077

During your opponent’s Main Phase: Pay half your LP; Fusion Summon 1 “Dinomorphia” monster from your Extra Deck, using only 1 monster from your Deck and 1 monster from your Extra Deck as Fusion Material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent’s card effects this turn. You can only activate 1 “Dinomorphia Frenzy” per turn.

Date Reviewed:  June 22nd, 2022

Ratings: See Below

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

A double dose of Dinomorphia today, beginning with the Fusion Dinomorphia Rexterm.

Pure Dinomorphia materials needed, so there won’t be any splashing this card into other decks. Needing a Dinomorphia Fusion as well, your best bet is to get to Dinomorphia Frenzy (our second card today) as soon as possible. Domain will also help to get you the conventional Fusion Summon, but Frenzy is a direct route to Rexterm because it uses a monster from your Extra Deck. All ATK and no DEF, Rexterm locks out your opponent from using monster effects as long as they have ATK lower than your LP. All Dinomorphia do is cut your LP in half, so once you get lower than 2000LP you’re essentially in the clear for this. On top of that, Rexterm can do a cut in half to make all the monsters your opponent has equal your LP. The lower you are, the lower their ATK will be for the turn. Rexterm will be able to deal some good damage if this is the case, but you’ll want to pounce on that chance if there’s more than one monster, so you’ll need more monsters.

When destroyed Rexterm will give you back a Dinomorphia from the grave that is Level 6 or lower. The free Special Summon is nice, it covers every other Dinomorphia in the archetype. Stealthbergia has strong DEF, burn potential, and will give you back one of your two Main Deck Dinomorphia when destroyed, while Kentregina can be a beatstick depending on how long your LP are, as well as a trap copier during either turn. Depending on the situation you’ll likely choose Kentregina most of the time, but there will be times you don’t want to play LP for your traps.

Solid ATK, lockdown ability that isn’t too much of a demand to accomplish, blanket ATK reduction and gives you something back if destroyed: Rexterm is a great Fusion monster for an archetype that needs as many monsters as it can get. You still need to get your LP low, which is dangerous, but it can pay off big if you consistently get to your pieces fast. Combining Rexterm with Ultimate Conductor Tyranno would be a 1-2 OTK punch, and isn’t far-fetched an idea either.



Dinomorphia Frenzy I mentioned in the first post, this is the card Rexterm wants to see first turn. Pay half your LP like almost all cards in the Dinomorphia archetype and get your Fusion Summon. Instead of from the Deck, it’s from the Deck and Extra Deck, one monster each. It’s a shame the Dinomorphia monsters don’t get effects from being sent to the grave rather than destroyed and sent to the grave, that would make Frenzy and Domain killer cards. One real hindrance it has though is being locked into activating only during your opponent’s Main Phase. I get that Special Summoning Rexterm with your LP lower than any of your opponent’s monsters can lockout effect monster effects, but you need as many ways to Fusion Summon on your turn as possible as well.

The no effect damage ability through banishing Frenzy isn’t really applicable. You want to lose LP, and while you can only banish Frenzy when you have 2000LP or less, it is only effect damage and not all damage. If it were a better effect like ending the Battle Phase or reduce damage from an attack to 0, then it would be better. It will come in handy if your opponent has a random burn effect on a monster, since Frenzy’s banish can only happen when a monster activates its effect as well as the mentioned 2000LP or lower, but why would an opponent want to play into allowing for you to banish your card, seems like a waste on their part.

Frenzy is a way to get to any of your Dinomorphia Fusion Monsters. Sucks that it’s a trap that has to be activated on your opponent’s turn and not a Spell, then it would be tremendous for the archetype. You still need it to help improve your chances of overwhelming your opponent.



Until Next Time


Crunch$G Avatar

Now we get to the two cards that help give Dinomorphia more of a purpose: Dinomorphia Rexterm and Dinomorphia Frenzy.

Frenzy is a Normal Trap that lets you pay half your LP to Fusion Summon any Dinomorphia by using a material from your Deck and a monster from your Extra Deck as material, which is useful for helping get out Rexterm as we’ll discuss. Second effect is the same for all the other Normal Traps to banish it while your LP are 2000 or less and the opponent uses a card or effect to prevent you from taking effect damage that turn, which is fine, alongside the hard once per turns on this since Kentregina can copy this at least to do a second Fusion Summon.

Dinomorphia Frenzy Advanced Rating: 3.75/5

Art: 4.5/5 Some apocalyptic vibes from this, maybe some Terminator, but again could just be me.

Rexterm is a Level 8 DARK Dinosaur Fusion with 3000 ATK and 0 DEF. Good ATK, DARK is great, and Dinosaur has good support. Fusion Materials are any Dinomorphia Fusion and any other Dinomorphia monster, so thankfully Frenzy exists to make this feasible. First effect prevents the opponent from activating the effects of monsters they control with ATK greater than or equal to your LP, which is great considering how low on LP you get easily in Dinomorphia, likely shutting down a majority of the opponent’s monsters. The remaining effects are a hard once per turn, first being a Quick Effect to pay half your LP and change the ATK of all monsters the opponent controls to the total of your LP, which now lets you make your opponent’s LP some unorthodox numbers when you battle them and helps ensure the opponent isn’t getting over this since their monsters are most likely going to have 1000 or less LP after this effect resolves in most cases. Second effect triggers upon destruction, letting you revive a Level 6 or lower Dinomorphia monster, so you can at least get the other Fusions back. I do like Rexterm, as it helps Dinomorphia find an actual win condition and something you’d want to get on the field as soon as possible with as low of LP as possible. Frenzy also makes this card playable as well, cause it’d be rough if we had to still rely on Domain to summon this thing.

Dinomorphia Rexterm Advanced Rating: 4.25/5

Art: 4.5/5 Now this feels like a mechanized Dinosaur and not random people in Dinosaur looking outfits previously.

Dark Paladin's Avatar

We definitely need to do a Dinomorphia week (or two) but in the meantime, here’s a twofer for Wednesday.  Dinomorphia Rexterm is a Dark/Dino, Level 8 Fusion, with 3000 atk but 0 def and requiring any generic Dinomorphia Monster as well as any Dinomorphia Fusion to be brought out.  Having a Fusion as part of its requirement may initially cumbersome, but given how easily these guys Fuse, AND how easy it is to use a Fusion without bringing it out to be part of this, it shouldn’t worry you at all.  The first Effect is another of those weird Lifepoint varying Effects, where your opponent can’t activate Monster Effects whose attack is equal to or greater than your Lifepoints.  As seldom as I say something like this, that actually makes your Lifepoints being considerably low the better, so the further you fall, the better this card is…even if you still have Magic/Trap Effects to worry about.  To assist with this, a Quick Effect lets you (once per Turn) change the attack of all your opponent’s Monsters to match your current Lifepoints.  If you’re very low, that could be a OTK right there, assuming (again) you don’t have to worry about their Magic/Traps.  At the very least, victory or not, that could be a big push for a tremendous amount of Damage.  If destroyed, by either player, by Battle or Card Effect (love it, and that’s more common all the time) you get a Special Summon of a Level 6 or lower Dinomorphia from your Graveyard.  Still a free 1-for-1 replacement here, which isn’t anything to dislike, and just remember while you can use each Effect during a Turn, they’re still both once per Turn.

Rating:  4/5

Art:  5/5  This kicks ass

Dinomorphia Frenzy is a Normal Trap, one that’s fun, though I feel this whole theme is a lot of fun to play.  This card is obviously used to assist, at the very least, in bringing out one like Rexterm.  Half your Lifepoints paid during your opponent’s Main Phase (and dropping Monsters, especially Extra Deck ones, during their Turn, is ALWAYS welcome) to bring out a Dinomorphia Fusion (still a Fusion Summon) using exactly ONE Monster from your Deck and Extra Deck (also unique enough).  The Lifepoint cost here also greatly assists Rexterm, so that’s a plus.  You can remove this card from your Grave from play, when your Lifepoints are 2000 or less, to prevent yourself from taking any Effect Damage for that Turn.  I like that a lot, protection of that nature, even for the Turn, is invaluable when your Lifepoints get lower and lower.  Assisting in your Fusion plays, at least one Turn of protection, all from this Trap make it a welcome piece.

Rating:  3.5/5

Art:  I like this a lot too, though it doesn’t quite thrill me as much as Rexterm.  4/5

Mighty Vee

Crunch must really like Dinomorphia, eh? Today is a rare double feature, covering the two new Dinomorphia cards in Dimension Force: Dinomorphia Rexterm and Dinomorphia Frenzy. Rexterm is level 8 DARK Dinosaur Fusion monster, which is expected for the Dinomorphia archetype. It requires a Dinomorphia Fusion monster and any other Dinomorphia monster as Fusion materials, so making it isn’t hard on paper, but in practice it’s a lot easier than you would think; with Dinomorphia Domain, you can make Dinomorphia Kentregina, then have Kentregina copy Domain to fuse AGAIN with Kentregina itself and another Dinomorphia from the deck, which not only gets your LP lower than the intended method, but also sets up the Graveyard with the little Therizia and Diplos loop. 3000 attack is perfectly fine and expected for a level 8 boss monster, though 0 defense leaves much to be desired. Fortunately, I do not think we are in a meta where we have to worry about Ojama Country.

Rexterm’s first effect is a Continuous effect, preventing your opponent from activating the effects of monsters with attack greater than or equal to your current Life Points. At the minimum, summoning Rexterm itself will block monsters with 4000 attack without doing anything, but its other effects will patch that up. Rexterm’s second effect is a Quick effect and a hard once per turn, allowing you to halve your own LP then make the attack of all your opponent’s current monsters become your current LP until the end of the turn (synergy!). This essentially turns Rexterm into a Skill Drain, and with the Kentregina combo you can prevent the effect activations of pretty much every boss monster in the game, since most of them will have more than 1000 attack. Rexterm’s last effect is also a hard once per turn, allowing you to Special Summon a level 6 or lower Dinomorphia monster from your Graveyard if it’s destroyed by battle or card effect. While pretty dull, it is nice for bringing back Therizia to get access to more traps or reviving Kentregina as an emergency beater or for more fusions if you have Domain or Frenzy still in the Graveyard. While Rexterm is incredibly powerful on paper, it does have key weaknesses, namely lacking any kind of protection whatsoever, so most spells and traps should be able to get rid of it (Dinomorphia Sonic can patch this up a little bit). Additionally, if you fire off Rexterm’s effect too early, your opponent can still summon their bosses which could potentially still have enough attack to destroy Rexterm by battle, though at least you’ll get the revival effect. Still, it’s an excellent boss monster that ties up a formerly mediocre archetype.

Advanced: 4.5/5

Art: 4.75/5 GRIMLOCK DESTROY– I mean, fantastic art! The more organic vibe reminds me of the Dinobots or a Power Ranger Zord.


Let’s say, hypothetically, you didn’t want to use Kentregina to summon Rexterm, bringing us to Dinomorphia Frenzy, a Normal Trap that functions as yet another fuser for Dinomorphia decks. Like Domain, you can only activate one per turn and only during your opponent’s Main Phase, though nothing’s stopping you from copying it with Kentregina if you need to for some reason. The first part is similar enough to Domain, allowing you to pay half of your Life Points to Fusion Summon a Dinomorphia monster. The twist is that you use one monster from your Main Deck (so Therizia or Diplos) and one from your Extra Deck. The implication is pretty obvious; you can make Rexterm in just one card. This would be revolutionary if not for the fact that you could also do this with Domain and Kentregina, which lowers your LP even more, though Frenzy is still a good backup plan if you need to maintain your LP or if Domain and Kentregina are somehow out of commission, either through Prohibition or Extra Deck sniping. As a bonus, you can banish Frenzy from your Graveyard when your opponent activates a card or effect while you have 2000 or less LP to prevent card effect damage for that turn. It’s obviously not the main function of the card, but it would save you in a jam against burn decks, especially when you’re living at dangerously low amounts. Overall still a good card, though I wonder why it exists when there’s another way to summon Rexterm very easily.

Advanced: 3.75/5

Art: 4.5/5 Remember what I said about Power Rangers? Supposedly, this art is a reference to Dino Thunder.


Hey folks, it looks like we’re serving up a double-review today! 2 cards for the price of 1 review – don’t worry, you can thank us later.  We’re looking back on the Dinomorphia strategy with 2 cards that go hand-in-hand with one another.

Dinomorphia Frenzy is a Trap card that is more or less the Polymerization of the archetype. It lets you Fuse a monster from your Deck and a monster from your Extra Deck (it HAS to be 1 from each location) during your Opponent’s Turn.

Like with other Dinomorphia Traps, it also has the standard “you can banish this card to protect yourself from effect damage blah blah blah”.

First of all, being able to Fuse during your Opponent’s turn is nice, but HAVING to wait to do so isn’t. Frenzy would be much better if it were a Quick-Play Spell so that you could use it Turn 1.

But every Trap would be better if it were a Quick-Play, so I’m not going to judge Frenzy too harshly on that front. The Banish from Grave effect is lackluster, but essential for the Dinomorphia strategy. The deck runs so low on Life Points that any stray effect damage could end it all. Having a safety net ensures that you get at least 1 more turn.

Now, Frenzy’s usefulness really all depends on the card pool of monsters that it can Summon. We’ve already covered Kentregina, a big attacker who can float into another Dinomorphia. She can also copy Trap effects so I could see her being used to Fusion climb into more monsters (similar to Lubellion into Mirrorjade for Branded decks). Stealthbergia is another fusion target, but probably the weakest of the bunch. Besides floating, the only thing he really does is slap your opponent on the wrist when they activate a monster effect.
The last target for Frenzy to summon is the other card that we’re reviewing…so let’s get into it.

Dinomorphia Rexterm is a crazy good card – good enough to warrant actually playing Dinomorphia! Rocking a solid 3000 ATK points, he’s no slouch in battle (which Kentregina can be, depending on the situation). Rexterm also shuts down opposing monster effects on a massive scale. As long as a monster has ATK higher or equal to your LP, your opponent can’t activate those monsters’ effects. In a Dinomorphia deck, where reducing your own LP is the name of a game, this quickly becomes a one-sided Skill Drain! Well…sort of. See, Rexterm doesn’t NEGATE effects, so it does nothing to shut down continuous effects your opponent has. It also only shuts down the effects of monsters they control, meaning stuff that activates while in the Grave or Hand can circumvent this effect.

Still, this isn’t to say that Rexterm isn’t a tough nut to crack. To make things even harder for their opponent, Rexterm can (at Quick speed) pay half your LP and then set all your opponent’s monsters’ ATKs to your LP value. This can neuter an offensive swing your opponent might try to muster. Not only that, but it forces them into a position where their effects can’t be activated. This Forbidden-Droplet-esque effect only works for the Turn, but that’s perfectly fine as it’s quite strong.

Finally, Rexterm also floats into another Dinomorphia card upon destruction. His level range is higher so that you can replace him with one of the other Dinomorphia Fusions is you so choose.

Overall, these pair of cards are quite good for the deck. I think Dinomorphia still needs a little something to push it into the competitive scene, but in a casual setting or splashed into a more generic dinosaur-themed deck, these cards could be quite potent.

Advanced Rating – 4.5/5
Art – 4.5/5

Advanced Rating – 2.5/5
Art – 3/5

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