So we have two traps left and this will be the first and (most certainly) the better of the two as well an excellent support card to add into the deck anyway. It’s not quite as good as Dinomist Howling, but it’s still very useful. So let’s get a look at “Rush” and see what it’s all about.
So once per turn, you can summon a Dinomist monster to your side of the field, it’s unaffected by other cards but it blows up at the end of the turn. Now this may not sound great but think about what it’s actually doing.
You get to pick a monster out of your deck – you get him for one tun and then he goes bye bye. But if you have Dinomist Charge up and running then it blows up and bounces back to the hand instead. It’s adding to resources.
Traps are kind of slow but it can spare you on their turn and it can push for game on your turn. It does suck that if Plesios is live you’ll get the boost to the Plesios effect, but if Dinomic Powerload is live you won’t get the ATK boost because the summoned monster is unaffected by other cards. That can go both ways, so buyer beware.
In most cases your best bet is to go for a Rex or a Spinos because it’s probably during the battle phase that you want to have extra monsters. Of course the monsters’ effects aren’t negated, so you could pull out a Plesios to debuff the enemy lines, or an Anklyos to get rid of them once and for all.
It’s a good card and definitely worth having around, I like two, maybe not three, at least one. It combos well with what the deck does and it provides another form of searching. And a deck you can get through is a deck you can use. It might not always save you, but if only for the fact that you can pick any monster, no level restriction, no power restriction – that’s good. I like it and you should too!