Volcanic Eruption 
								is a Normal Trap with two very specific 
								activation restrictions: End Phase only and 
								while Jurassic World is in play.  
								Jurassic World is a mildly disappointing 
								Field Spell.  I don’t consider Field Spells to 
								automatically be a waste, and further more I am 
								much more forgiving of them being mere stat 
								bonuses than some others I know.  The reason is 
								my play testing has taught me that sometimes 
								brute force wins.  The +300/+300 bonus 
								Jurassic World gives will put a Dinosaur 
								over most supporting monsters and surpass all 
								but the bigger beatsticks of the relevant 
								level.  For example, Hyrdogeddon now ties
								Breaker the Magical Warrior when he has a 
								Spell Counter and can easily run over him if he 
								doesn’t.  Sabersaurus can mow down a 
								Cyber Dragon, and Dark Driceratops 
								can dispatch a Monarch.  Since it affects 
								DEF as well as ATK, Black Stego gains the 
								ability to shrug off any sub-Monarch 
								attackers (other than attack/effect kills). 
								 However, in most cases even if one lost 
								Jurassic World while battling, the opponent 
								is at best forcing you to break even.  Better 
								“pressure cards” exist, or so I am repeatedly 
								told.  I understand why cards like Swords of 
								Revealing Light, Messenger of Peace, 
								or Wave-Motion Cannon are used.  If the 
								opponent ignores them, they are
								incredible, ergo the 
								opponent is often forced to use up valuable S/T 
								removal on them instead of things like your 
								Traps.  The three I listed, at least at one time 
								valued by many for this function,
								are rarely much help 
								to a core Beatdown strategy, and are sometimes 
								even less useful than a simple attack boost.  
								Swords of Revealing Light lasts three turns 
								at most (without additional support), 
								Messenger of Peace has a (minor) maintenance 
								cost or else is meant as a single turn stall, 
								and Wave-Motion Cannon takes time – time 
								enough for you to lose before its worth 
								launching and before they need to nuke it.  
								Sometimes, the simplest choice is the best.  A 
								note of warning, as my “meta” consists mostly of 
								casual play with friends, it is quite likely the 
								pressure card tactic is waning (or has ceased) 
								being relevant for big, tournament level play.  
								Then again, Dinosaur decks aren’t so great for 
								that anyway. ;)
								
								
								 
								
								
								So, now that I’ve covered why a Dinosaur deck 
								would include Jurassic World (other than 
								to use Volcanic Eruption), the reason to 
								include one of these is simple: even though 
								you’ve got to do it probably the worst time to 
								do it, it clears the entire field.  All monsters 
								and Spells and Traps on each side of the field.  
								Since Jurassic World has to be in play, 
								obviously this means at least a -2 for you.  So, 
								how likely is your opponent to have at least 
								three cards in play?  Two cards in play, letting 
								you break even in terms of card count at least, 
								is common.  A Spell or Trap and a monster are 
								generally what one assumes an opponent will have 
								in play.  From there, it’s less common but still 
								fairly likely they’ll have one other S/T or a 
								second Monster, though the second Monster is 
								something along the lines of Cyber Dragon,
								Spirit Reaper, or Sangan.  Other 
								than Sangan, I wouldn’t mind blowing up 
								things like the other two.
								
								
								 
								
								
								This would still be kinda desperate, but 
								fortunately there is an obvious combo for all 
								Volcanic Eruption: Babycerasaurus.  
								When that Monster Card is sent to the Graveyard 
								by an effect, it lets you search out a Level 4 
								Dinosaur from your Graveyard.  So just slag the 
								field and get a solid attacker.  That is a lot 
								of effort though unless you’re winning the game 
								with the move (which you won’t be).  It is okay 
								if you’re setting up for, if not a win, a major 
								threat that can win you the game next turn.  
								That would be Tyranno Infinity.  That is 
								a Level 4 Dinosaur that can get really big, 
								really fast with a little help.  And that is 
								where this card finally finds its niche: setting 
								up Dinosaur combos.  I can only think of three 
								specific low level Dinosaur combos that might be 
								worth using (but probably not in the same deck):
								Tyranno Infinity, as I just stated (and 
								will discuss in detail in its CotD tomorrow), 
								Black Ptera OTK (which isn’t so much a deck 
								as a handy combo one could add to another 
								Dinosaur-deck), and even Water Dragon 
								decks (Jurassic World would power up the 
								two components to decent levels).
								
								
								 
								
								
								So in the end, this card just barely seems worth 
								running in one specific Dinosaur deck, 
								Tyranno Infinity Rush, which can consider 
								one or two copies of this to make it setting up 
								the kill easier: even with a turn to build, 
								there’s only so much your opponent can do, and
								Babycerasaurus with this will get 
								Tyranno Infinity into play that much easier.
								
								
								 
								
								
								
								Ratings 
								(Tyranno Infinity deck)
								
								
								
								 
								
								
								
								Traditional: 
								1/5
								
								
								 
								
								
								
								Advanced: 
								3/5