Dinomorphia Sonic – #BACH-EN072
When your opponent activates a Spell/Trap Card, while you control a “Dinomorphia” monster: Pay half your LP; negate the activation, and if you do, destroy that card, then, destroy 1 “Dinomorphia” monster you control. During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 “Dinomorphia Sonic” per turn.
Date Reviewed: May 4th, 2022
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Dinomorphia Sonic wants to be good, but it falls short.
Spell/Trap negater for the archetype that also has to destroy a Dinomorphia monster you control afterwards…so we need this and another specific card to negate any Spell/Trap our opponent activates? This is a -1 no matter how you spin it. Archetype Spell/Trap negation, especially in the Counter Trap form usually only require you having the archetype on the field, with a few exceptions, but those work with the style of the archetype. Yes, your Dinomorphia monsters will activate when destroyed, but all your Dinomorphia monsters need a target in the grave and a trap in the grave: Sonic on its own isn’t good. Banish to prevent battle damage this turn, great, much better than preventing effect damage from your opponent.
Worth noting, Guiding Ariadne would fit in this deck if you had your LP low already by some means, like the one legal copy of Wall of Revealing Light. Sonic is your Spell/Trap negater, but I hate that it needs to destroy a Dinomorphia monster on the field to finish its effect. If it could banish a Dinomorphia card from the grave it would be much better. Yes, Sonic triggers your Dinomorphia monsters, but there’s only so many times you can loop before you run out of cards.
Solemn Judgment, which you play in the deck because it is your all-around negater and gets your LP low, is better than this, but at least Sonic can prevent battle damage.
Until Next Time
Here’s a card that seems fine on paper, but has several issues: Dinomorphia Sonic.
Sonic is a Counter Trap where when the opponent activates a Spell/Trap Card while you control a Dinomorphia monster, you pay half your LP to negate the activation and destroy that card, then destroy a Dinomorphia monster you control. I mean, Spell/Trap negation is good, but not with all these costs. Half your LP just to not be able to negate literally anything like Solemn Judgment is kind of annoying, then add the fact you have to pop your own monster. Sure they all float into reviving something from grave, but that’d be better if the monster lineup was bigger enough to have better monsters to revive most of the time. Second effect triggers during the Damage Step when you’re about to take battle damage and your LP are 2000 or less, banishing this from the grave to prevent the damage. I mean, we do at least have a way to prevent battle damage it seems, I just wish it was blanket protection for the turn like on the Normal Traps for effect damage. Instead you become more prone to other attacks in a turn unless you’re loading up on the Counter Traps, which aren’t all that great in all honesty. Hard once per turn only on activation at least, which is kind of meh. Honestly, just stick to Solemn Judgment. It isn’t searchable in your archetype, but offers more coverage and doesn’t destroy your stuff just so you can float into the small pool of monsters in grave.
Advanced Rating: 2/5
Art: 3.5/5 I think we might be stealing from the F.A.s now, or maybe Mecha Phantom Beasts.
Speaking of Solemn Judgement-esque cards, here’s another Trap in the Theme, Dinomorphia Sonic. You pay half your Lifepoints here (while you control a Theme Monster being the condition for activation) to negate the activation of an opponent’s Magic or Trap card. Said card is destroyed if you’re successful. Which IS good, but the lack of Monsters being included in this is troubling, again, for such a hefty cost. Plus, you have to destroy a Theme Monster you control, so you’re going -1, AND half your Lifepoints just to hopefully negate a Magic or Trap. Troubling, methinks. On the 2000 or less Lifepoint spin with this card, you can remove this card during Damage Calculation from your Graveyard to take no Battle Damage that Turn. Which IS good, as well, but this card, while slightly better than yesterday, is asking too much, and giving too little in return.
Art: 3/5 It is what it is
Yet another one of Dinomorphia’s many traps, Dinomorphia Sonic is a counter trap that can only be activated once per turn. When your opponent activates a spell or trap, you can negate and destroy it by paying half of your life points and destroying a Dinomorphia monster you control. Additionally, while you have 2000 or less life points, you can banish Sonic during damage calculation to reduce that battle damage to zero. Considering you will be living very dangerously with this archetype, it’s a welcome bonus even if it’s not particularly reliable. While it’s nice to have backrow negation, which is relatively rare in general, paying half of your LP is still a rather steep cost for it, especially since you have to lose a Dinomorphia monster; the only bright side is you might be able to destroy Dinomorphia Diplos to bring back Dinomorphia Therizia for a trap search. That said, it’s still one of their better traps right now and having backrow negation can be really helpful depending on the matchup, so running just one should be fine.
Art: 4.5/5 Imagine driving on the highway only for a giant robot pterodactyl to suddenly fly over you (I never noticed that Stealthbergia was actually blue the entire time, considering we only see it from below in its own artwork).
Another Dinomorphia Trap card is on the chopping block for review. Let’s see if it’s any better than the one from yesterday. Right off the bat we see a familiar Cost clause: Pay 1/2 your LP. Like with Solemn Judgment before it, this trap not only costs half your Life Points, but it also Negate things.
Dinomorphia Sonic stops only Spells or Traps (unfortunate when the majority of effects these days come from Monsters, but then again – neither does Judgment). Sonic also requires that you control a “Dinomorphia” monster. This isn’t too difficult in the Deck, obviously, but if you’ve been nuked with Zeus or Lightning Storm or whatever, you may be in trouble.
So after Sonic negates and destroys a Spell or Trap, you then have to Destroy one of your own Dinomorphias. So the Dinomorphias often Float into other cards, but even still, I’d rather Sonic not have to destroy something in the first place seeing as how many of the Dinomorphia floating effects require the banishing a Trap.
I can definitely see how this Trap card was designed. It’s an in-archetype Judgment (therefore is can be searched). It comes with a ton of drawbacks that the archetype somehow spins into a positive (paying half your LP gets you into the 2000 range to turn your other Dinomorphia effects online. Destroying a Dinomorphia during your Opponent’s turn lets you float into a new one, granting more advantage, circumventing the hard once per turn clause on these guys).
As much as I like this on paper, I’m not so confident about how it will play out in execution. Having an archetype that relies on negatives to be spun into a positive can work really well when the cards are stacked in your favor. But it also seems like the sort of strategy that leaves itself prone to failure if you don’t have the right combination of cards.
Honestly, now that I think about it this way, the Dinomorphias remind me of the old-school Infernity archetype. Their gimmick was turning a negative into a positive as well. Infernities were really strong when they came out, so I think there’s potential here for the Dinomorphias as well.
Especially once you factor in all the generic Dino support…one of which we’ll cover tomorrow!
Advanced Rating – 2.5/5
Art – 2/5 (Generic ship looks generic)
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