Dinomorphia Therizia – #BACH-EN009
If this card is Normal or Special Summoned: You can Set 1 “Dinomorphia” Trap directly from your Deck to your Spell & Trap Zone, then if your LP are 2000 or less, this card gains 500 ATK. If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower “Dinomorphia” monster from your GY, except “Dinomorphia Therizia”. You can only use each effect of “Dinomorphia Therizia” once per turn.
Date Reviewed: May 2nd, 2022
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Dinomorphia Therizia starts the first week of May and our look into the Dinomorphia archetype. Trap-based deck with only two Main Deck monsters cosplaying dinosaurs, should be fun.
Therizia is your trap searcher, netting you one of your seven choices when she’s Normal or Special Summoned. Directly set on the field is a plus, however it isn’t stated if you could activate it immediately, so that effect could’ve been better. The traps require half of your LP as payment, so getting low enough to get the 500ATK boost will be easy, but that puts you at a disadvantage against your opponent.
Banish a trap when Therizia is destroyed to in any way to Special Summon the other Level 4 or lower “Dinomorphia” you run from your grave (if it is there). Nice that Therizia replaces herself, but it isn’t always a guarantee that you’ll have a target for this effect.
The best way to get use out of Therizia is to get her into the grave using the other Dinomorphia Main Deck monster: Diplos or some Spell/Trap like Foolish Burial, then reborn her using Diplos or a Spell/Trap. Because your Dinomorphia Fusion monsters (two) require both Dinomorphia monsters to use, you are either using one copy of each or one copy and a Dinomorphia Fusion monster you already summoned.
Therizia does get you to your trap cards, which are what run the deck. Just not that big of a fan of a deck that has two Main Deck monsters in the archetype, especially with no archetype search Spells.
Until Next Time
Dinomorphia Week is here as interest in the archetype seems to be peaking, and we start the week with the main starter for the archetype: Dinomorphia Therizia.
Therizia is a Level 4 DARK Dinosaur with 1500 ATK and 0 DEF. Okayish ATK, a great Attribute, and a pretty good typing in Dinosaur. Upon Normal or Special Summon, Therizia lets you set a Dinomorphia Trap directly from the Deck, then this card gains 500 ATK if your LP are 2000 or less. Instantly getting to one of your Traps is nice, though most of these effects now-a-days usually let you use the Trap the turn it was set it seems. The ATK boost for low LP is kinda lackluster considering the gimmick of the archetype is halving your LP a ton, so the payoff being that little seems disappointing. Second effect triggers upon destruction via battle or card effect, letting you banish a Trap from your grave to revive a Level 4 or lower Dinomorphia from the grave, as long as it isn’t another Therizia. It’s fine I guess, you should likely have Traps in the grave with a Trap archetype, it’d just be better if we didn’t just have one other Dinomorphia Level 4, especially one that isn’t the greatest in the world in the context of the archetype. Therizia is a solid card for the archetype, and gets better as the card pool expands for it, though now we don’t know how many more cards the archetype will ever get. Still, she’s a 3-of in any way you’re playing Dinomorphia.
Advanced Rating: 3.5/5
Art: 4/5 I mean, don’t see much Dinosaur here, but art is still good.
Not that anyone cares, but after missing the start of the week review here too often recently, I’m typing this Friday afternoon. Dinos are on the prowl this week as we look at some cards in the Dinomorphia theme, beginning with Therizia. Dark is always good, 1500 attack on a Level 4 isn’t so hot, nor is that 0 defense. Free Trap set from the Deck upon Normal OR Special Summon is pretty awesome. 500 atk boost if you’re at 2000 or less Lifepoints bumping him up to 2000 is good as well. Makes this card likely better the longer the Duel goes, even if matches don’t generally go that long these days. It’s not enough of a boost that it should encourage you to get your points that low BUT, it will be useful at times. Removing a Trap from your Graveyard from play to Special Summon a Level 4 or lower in the Theme is an interesting take (excluding itself, of course) even with Dinos being so keen on the removal aspect these days. Losing whatever Trap likely isn’t going to matter, but we prefer our Dinos to remove themselves. Said Monster can only come from your Grave, so there will be times you don’t get to take advantage of that, and the attack boost Effect is conditional too upon its Summon. This is, can be, is supposed to be a combo card, even though it seems to work more with Traps than other Dinos.
Art: 4.5/5 Really cool picture, another Theme that has pretty awesome artwork.
A new week, another new archetype; this week covers the Dinomorphia archetype, which debuted in Battle of Chaos alongside Libromancer in the TCG. Their first card is Dinomorphia Therizia, a level 4 DARK dinosaur monster. Despite being a level 4, it has a mediocre 1500 attack and a horrific 0 defense, but in Yugioh that usually means it has an effect to make up for it (usually).
Am I allowed to talk about future cards? I’ll just vaguely hint at them instead! Both of Therizia’s effects are a hard once per turn. On being summoned, Therizia can set a Dinomorphia trap directly from your deck, then gain 500 attack if you have 2000 or less life points. Currently, the best choices are either Dinomorphia Sonic, a backrow negate we’ll cover later, or Dinomorphia Brute, which is a 2-for-1 destruction under some circumstances. Getting 500 attack isn’t the worst, since Therizia would have a respectable 2000 attack for a level 4 monster, though it’s unlikely it’ll be beating over anything significant. Therizia’s other effect allows you to special summon a different level 4 Dinomorphia from your graveyard by banishing a trap from your graveyard after it’s destroyed in any way. This synergizes pretty well with the Dinomorphia traps, which actually destroy your own Dinomorphias for some reason, though the only other valid target is Dinomorphia Diplos (granted, once you access them both they have a little loop going on, albeit hard once per turn). Once Dinomorphia gets their Dimension Force support, they’ll definitely want to search Dinomorphia Domain or their new fusion trap to go into their new boss, which we probably won’t cover for a long while. Until then, though, Therizia’s still the deck’s main playmaker.
Art: 4/5 I understood that dinosaur reference!
This week is another Theme Week, this time looking at Dinomorphia! Another new Dino archetype that revolves around Trap cards, destroying themselves, banishing, and having low Life Points. This is a lot of things for a single archetype to do. Let’s see if they can pull it off well or if they are stretching themselves too thin by trying to do too much at once…
The 1st card of the week is Therizia, one of the starters / extenders for the deck. Upon Normal or Special Summon, Therizia Sets a “Dinomorphia” Trap directly from Deck. Keep in mind that this isn’t like Trap Trick – so this set Trap can’t be activated immediately. This effect is perfectly balanced and fine for when you’re going 1st (but I imagine this whole deck is a going 1st strategy since they revolve so heavily around Purple cards).
If your Life Points are at 2000 or lower (a common theme in the archetype) Therizia’s ATK is buffed by 500 points. On her own, this turns her into a 2000 ATK monster on a level 4 which is pretty good, but I’m not sure how much mileage you’d actually get out of it.
Finally, if Therizia is destroyed, you can banish a Trap from your GY to revive a different Level 4 or lower Dinomorphia (which would be Diplos since we don’t have any other Targets at the moment). Replacing itself when destroyed is nice for maintaining resources, but you do also have to banish a Trap from your Grave to pull this off. Not only does this mean that you’d have to find a way to put Traps into your Grave (a harder task than getting monsters into your grave) but banishing Dinomorphia traps, specifically, is counterproductive as they all have “Banish Themselves” abilities.
As I was hinting at earlier, I feel like this card is trying to do too much at once. As a result, she feels like a Jack of All Trades rather than a Master of One. Overall, I feel like the Dinomorphia affinity to be Destroyed and Banished exists solely so that they can make use of the most modern Dino Support in the form of Oviraptor, Misc, UCT, Lost World, etc. In that sense, it reminds me of how most modern FIRE archetypes alsmot always have 200 DEF so that they can abuse Rekindling.
I don’t know, it just seems a little lazy to me. It makes all the archetypes feel the same when you design them that way. I really like the Dinomorphia’s unique gimmicks of needing to be low of Life Points. Also, their affinity towards Trap cards is nice as I feel purple cards are an underrated aspect of the game ever since the advent of Hand Traps.
Therizia herself isn’t that great of a card, but she’s easily a 3-of in her own deck. A searcher and a floater on a 2000 normal summonable body is something that most archetypes would kill for.
Advanced Rating – 3/5
Art – 3.5/5 (Dino Waifu…?)
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