Lost World is a new field spell that supports dinosaurs generically. Field spells are interesting things. A good field spell (and I spoke about this with Reckless Magic Circle) needs to be worth the hassle of keeping on the field, but shouldn’t be the absolute key to your strategy. Lost World succeeds in both of those things, let’s look at it.
All monsters on the field lose 500 ATK and DEF, except Dinosaur–Type monsters. Once per turn, if a Dinosaur-Type monster(s) is Normal or Special Summoned (except during the Damage Step): You can Special Summon 1 “Jurraegg Token” (Dinosaur-Type/EARTH/Level 1/ATK 0/DEF 0) to your opponent’s field in Defense Position. While your opponent controls a Token, they cannot target monsters on the field with card effects, except Tokens. Once per turn, if a Normal Monster(s) on the field would be destroyed by battle or card effect, you can destroy the same number of Dinosaur-Type monsters from your hand and/or Deck instead.
Stat manipulation! It’s a cliche (and frankly a bit of an old one) but when it’s done well it’s very good. 500 points is a good value by Konami’s standards. Dinomists have shown that stat manipulation can be extremely potent. And while this isn’t on their level, it’s an amount that isn’t insignificant. This isn’t like that short string of field spells and support cards that offered a piddly +/-200 and the like. 500 you can do something with, also it’s both stats so even if you can’t completely capitalize on this, it’s -1000 points. Anything that makes your monsters bigger or their monsters smaller is good.
Next is the token effect. Now I had predicted that when Return of the Great Divine Dragon came out with “Ruins of the Great Divine Dragon” (this marking the 2nd Structure Deck R in a row to have a token mechanic) that we would see increasingly more token use. Now while Monarchs and Felgrand aren’t known for them and Ancient Gears skipped it entirely – I still expected predictable old Konami to toss in a token effect. Right as rain they did.
So the token effect basically states that when a dino(s) hits your field (normal or special) you place a token on you opponent’s side of the field. It lands in defense position and is a Lv 1 Earth Dinosaur with 0/0 stats. Gamebreaking.. I usually don’t like giving my opponent anything for free. But I’m thinking “Well a dino with pierce could make some good of it.”. And honestly it could…of course, there’s always the card’s next effect as well.
Your opponent can’t target monsters on the field with card effects except tokens (while they control tokens). This is a very interesting little problem. I’ve talked before about how targeting makes up a huge chunk of effects in the game and this really causes problems. Why? Because you need to tribute, kill, or otherwise remove it to proceed as normal. And at the same time you’re not setting up and paying a big cost for these troublesome tokens, they’re going to pop up everytime you summon. This means they’re also taking up space on the field and it’s bottlenecking your opponent’s combos. Especially something like D/D/D which turns out huge boards very quickly, those monster zones matter.
And finally, if normal monsters on the field are going to be destroyed by battle or card effect – destroy an equal number of monsters from your hand or deck. This is fantastic protection for your vanilla dinos – especially when it’s loading up the graveyard (thereby making UCT live).
Lost World brings a lot of good to the new version of dinos. It weakens the opponent, disrupts and interferes with the opponent, and pseudo-supports the new boss monster. As a field spell there probably isn’t a better option, mostly for a lack of options, but even if dinos had more field spells – this one would still be really good. This won’t see much use competitively (I don’t think anyway) because it’s slow and not explosive enough for the meta.
But for a fun time playing something old-brand new at locals you would be remiss not to work it into your deck list.