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VJumplay Reveal: Dinoruffia [BACH-JP]


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Enter the modern Domain of these Dinosaurs!

Our chosen term for this group of cards – Dinoruffia (ダイノルフィア) – might be tentative. We will issue an update if we deem necessary.

 

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BACH-JP009
Dinoruffia Therizia
Level 4 DARK Dinosaur Effect Monster
ATK 1500
DEF 0

You can use each effect among the (1) and (2) effects with this card’s name only once per turn.
(1) If this card is Normal or Special Summoned: You can Set 1 “Dinoruffia” Trap directly from your Deck to your Spell & Trap Zone, then, if you have 2000 or less LP, this card gains 500 ATK.
(2) 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 “Dinoruffia” monster from your GY, except “Dinoruffia Therizia”.

 

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BACH-JP010
Dinoruffia Diplos
Level 4 DARK Dinosaur Effect Monster
ATK 1000
DEF 0

You can use each effect among the (1) and (2) effects with this card’s name only once per turn.
(1) If this card is Normal or Special Summoned: You can send 1 “Dinoruffia” card from your Deck to the GY, then, if you have 2000 or less LP, inflict 500 damage to your opponent.
(2) 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 “Dinoruffia” monster from your GY, except “Dinoruffia Diplos”.

 

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BACH-JP038
Dinoruffia Kentregina
Level 6 DARK Dinosaur Fusion Effect Monster
ATK 4000
DEF 0

Fusion Materials: 2 “Dinoruffia” monsters with different names
You can use each effect among the (2) and (3) effects with this card’s name only once per turn.
(1) Loses ATK equal to your LP.
(2) During the Main Phase (Quick Effect): You can pay half your LP, then banish 1 “Dinoruffia” Normal Trap from your GY; this effect becomes that Trap Card’s effect when that card is activated.
(3) If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY.

 

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BACH-JP039
Dinoruffia Stealthbegia
Level 6 DARK Dinosaur Fusion Effect Monster
ATK 0
DEF 2500

Fusion Materials: 2 “Dinoruffia” monsters with different names
You can use each effect among the (2) and (3) effects with this card’s name only once per turn.
(1) While you have 2000 or less LP, you do not pay LP to activate Trap Cards or “Dinoruffia” monster effects.
(2) When your opponent activates a monster effect (Quick Effect): You can inflict damage to them equal to that monster’s original ATK.
(3) If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY.

 

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BACH-JP068
Dinoruffia Domain
Normal Trap

You can only activate 1 card with this card’s name per turn.
(1) During the Main Phase: Pay half your LP; Fusion Summon 1 “Dinoruffia” Fusion Monster from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Material.
(2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn.

 

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BACH-JP069
Dinoruffia Alert
Normal Trap

You can only activate 1 card with this card’s name per turn.
(1) Pay half your LP; for the rest of this turn, you cannot Special Summon monsters, except “Dinoruffia” monsters, also Special Summon from your GY up to 2 “Dinoruffia” monsters whose total Levels equal 8 or less, but they cannot declare attacks.
(2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn.

 

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BACH-JP070
Dinoruffia Brute
Normal Trap

You can only activate 1 card with this card’s name per turn.
(1) Pay half your LP; destroy both 1 “Dinoruffia” monster you control and 1 card your opponent controls.
(2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn.

 

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BACH-JP071
Dinoruffia Shell
Counter Trap

You can only activate 1 card with this card’s name per turn.
(1) At the start of your opponent’s Battle Phase: Pay half your LP; Special Summon 1 “Dinoruffia Token” (Dinosaur/DARK/Level 10/ATK 0/DEF 3000), and if you do, your opponent cannot target other monsters for attacks while you control that Token this turn.
(2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle.

 

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BACH-JP072
Dinoruffia Sonic
Counter Trap

You can only activate 1 card with this card’s name per turn.
(1) When your opponent activates a Spell/Trap Card, if you control a “Dinoruffia” monster: Pay half your LP; negate the activation, and if you do, destroy that card, then destroy 1 “Dinoruffia” monster you control.
(2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle.

 

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BACH-JP073
Dinoruffia Reversion
Counter Trap

You can only activate 1 card with this card’s name per turn.
(1) If you control a “Dinoruffia” Fusion Monster: Pay half your LP, then banish 1 Counter Trap from your GY; this effect becomes that Counter Trap Card’s effect when that card is activated.
(2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle.

 

Source: https://ygorganization.com/dinoruffia/

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Genuinely excited for this, this looks like it would be so much fun to play, even if it's a little slow being centered around trap cards. Also with the monsters not specifying being destroyed by opponent's cards, I can 100% see some Dark Hole shenanigans going down with a full board.

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That ship in Dinoruffia Sonic looks like the Sky Striker armory card.. Are they in the same world? Sky Striker being a low-monster, spell-heavy deck and this being a low-monster, trap-heavy deck?

 

I'm also curious if you can fit an Eldlich engine with this deck...

 

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3 hours ago, Thomas★Zero said:

As far as this theme goes they need more main deck monsters and a way to make their Traps more consitant for play speed like for example having a field spell that allows you to play Dinoruffia Traps during the turn their set.

That's a given though, pretty sure this is the first look we're getting into the archetype so I'm sure they'll reveal some more support soon. Either way, the theme is sick so I'm hyped haha

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On first glance this is certainly a deck that'll be running Pot of Prosperity for consistency purposes, alongside the usual suspect of Fossil Dig, and maybe even Trap Trick for the Normal Traps.

Mind you though, when I saw the first fusion I was like "what dino is that modelled after?" then like 2 seconds later I figured it was Kentrosaurus, though the other fusion I didn't figure out the origin of until a few moments ago.

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Is Dinorrufia Shell the first Counter Trap that doesn't actually negate anything? Please correct me if I'm wrong.
Anyway, this looks like a solid archetype start. I already watched a test play by Lithium2300 with these as an engine in a Dino deck with Oviraptor, the Dino Field Spell, the baby Dino, etc. and it seemed to do fine, and assuming they will get more support cards, they ought to get better.

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15 minutes ago, Darj said:

Is Dinorrufia Shell the first Counter Trap that doesn't actually negate anything? Please correct me if I'm wrong.

Nah, it's not. Off the top of my head, I know there's "Parthian Shot", but I remember there being a couple others.  They are few and far between though.

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1 hour ago, Tinkerer said:

Nah, it's not. Off the top of my head, I know there's "Parthian Shot", but I remember there being a couple others.  They are few and far between though.

Crimson Fire, Drastic Drop Off. Barrel Behind the Door, Heartless Drop Off, Intercept, Solfacord Formal are the other Counter Traps that don't negate, and yes I did check all 143 Counter Traps that are on DB to get this info, but yeah they are few and far between, like 1 in 20.

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