III. Traptrix Cards
IV. Support and Tech
V. Deck Types
(control+F these terms to jump to the desired section.)
This guide is to help people to understand and therefore better utilize the “Traptrix” archetype. I hope that in creating this I can possibly help some people out there on their road to creating a “Traptrix” based deck.
Traptrix is a small archetype of level four earth plant and insect monsters who revolve around the use of "Hole" normal trap cards. They have the appearance of young girls in their own artworks, but the artwork of "Traptrix Trap Hole Nightmare" suggests the girls are either vicious creatures in disguise or bait to lure prey for their pets.
The pets of the "Traptrix" girls are all creatures known for using holes to trap their prey. Nepenthes' pitcher plant lures insects into a chamber with unclimbable walls filled with digestive fluids. Myrmeleo's antlion simply waits at the bottom of a pit dug in sand until something falls in. This pit is cone-shaped and the floor is made of loose sand that is also unclimbable. Atrax's funnel-web spider sits at the bottom of its tubular web and grabs anything that disturbs one of its tripwires with its strong and highly venomous fangs. Dionaea, a venus flytrap, is the exception to this pattern. Flytraps have hair-like trigger trichomes on the inner surface of their leaf lobes that, when tripped, close the lobes in about 1/10th of a second. In addition to that they all share the common text:
Making them immune to the traps they focus on. That's not too impressive though considering the only "Hole" normal trap used is Bottomless, but it's something. Since the archetype is small it lacks some of the support the larger ones get, but the size of the archetype isn't necessarily a down side. It actually allows for some interesting tech choices to be made so you can make a deck that can focus on a play style you enjoy. They are fun and excel at playing a control type game in addition to what ever strategies you can mesh with them.This card is unaffected by the effects of "Hole" Normal Trap Cards.
Next I’ll go over their biggest “strengths” and “weaknesses”.
- They play a nice control game, removing threats one by one as they pop up.
- They have great card art.
- Any deck/cards that can easily clear/negate traps (Jinzo, Royal Decree, Forbidden Lance, etc).
- Going second can hinder you. Some decks can set up fast on turn one, and if that happens you won't be able to stop it with your traps.
III. Traptrix Cards
Traptrix Atrax – With the highest attack she has some nice effects to back it up as well. Being able to activate "Hole" cards from you hand frees up more back row spots for other cards and keeps them safe from trap removal. The anti negation effect is also applied to all normal traps, so cards like Dimensional Prison and Mirror Force have a better chance of hitting. But negation (Bribe, etc.) isn't run so much as protection (Lance, etc.). I'd rank her third of the four. Run two.
Traptrix Myrmeleo - The best of the Traptrix, Myrmeleo has a respectable attack and two great effects. She can search out your best "Hole" for any situation, and she can be a reusable Mystical Space Typhoon. Run three of her before the others.
Traptrix Nepenthes – The monster searcher of the lot, but I'd say she's the worst. She's got the best defense of them all which is nice, but her search can be somewhat unreliable. Searching out Myrmeleo after destroying a monster with a "hole" for spell and trap card destruction is nice though. Run one or two.
Traptrix Dionaea – Not out in TCG yet so I can't test her, but she seems like the second best of the group. Not only can she revive a Myrmeleo to use her destruction effect, but she can help you reuse your limited Bottomless. I'd say she'd be good at two, maybe three.
Traptrix Trap Hole Nightmare – A fairly decent trap. Since a lot of monsters have effects and have some way to be special summoned it can hit a lot of things. I only run one though since other "Hole" card are more versatile.
IV. Support and Tech
Acid Trap Hole – Could be useful, but it has even more conditions than the others. I wouldn't run any.
Adhesion Trap Hole – Worthless. There are far better "Hole" cards.
Armored Bee – If you focus on insects this can be your out to so many monsters. This can get over anything with 3200 or less attack, like Black Luster Soldier.
Anti-Spell Fragrance – This can slow the duel down even further for your opponent and it allows you to pick off important spells with Myrmeleo.
Beetron – Since Traptrix are control oriented and gain effects on Special Summons you can run this and three Call of the Haunted and Fiendish Chain. The traps add to the controls aspect and Beetron allows you to remove them after use to Special Summon back your Traptrix.
Breakthrough Skill – A great trap to stop nasty effects like Stardust Dragon, and combined with Atrax it can't be negated. You also get a second use out of it from the grave.
Bottomless Trap Hole – Best trap hole in the game. Not only does it banish a threat, but it can get rid of more than one monster if they are summoned at the same time. Run as many as the ban list allows with Traptrix.
Call of the Haunted – Recycles your Dionaea and Myrmeleo so you can reuse your traps and destroy your opponent's back row.
Compulsory Evacuation Device – A great trap to clear the field of bigger monsters and monsters with protection effects. Combined with Atrax it can't be negated.
D.D. Trap Hole – Might be good if it didn't require you to remove one of your monsters as well. I wouldn't bother with this one.
Deep Dark Trap Hole – I'd say this isn worth running, but with the advent of XYZs a lot of decks can get away with lower level monster and this won't touch XYZs since they don't have levels.
Dimensional Prison – A great trap to get around monsters with protection against destruction. Combined with Atrax it can't be negated.
Fairy King Albverdich – Can help out since Traptrix have somewhat low attack.
Gemini Trap Hole – Could be interesting to make a build out of Gemini monsters and Traptrix, but it's useless otherwise.
Giant Trap Hole – Bottomless Does it better, and you get to keep your field. I wouldn't go for this.
Gigantes – All the Traptrix are earth so you should have no problem summoning this. He's a decent beater and can clear the field of spells and traps. That could backfire though, so be careful with it.
Gigaplant – Can bring back all of your Traptrix monsters since it works on plants and insects. You can have a Mystical Space Typhoon every turn if you grab Myrmeleo and get him back in the grave.
Grandsoil the Elemental Lord – All the Traptrix are earth so you should have no problem summoning this. Can get you an extra monster and it's a decent beat stick.
Koa'ki Meiru Beetle – Since half the archetype is insect, you should be able to keep this out and possibly mess up light and dark decks (which are fairly common).
Lonefire Blossom – Can grab your Dionaea (triggering her effect) and Nepenthes fast and easy. If you go for a plant build this is a must.
Mirror Force – A great trap to stop full out assaults, and combined with Atrax it can't be negated.
Redox, Dragon Ruler of Boulders – Solid wall, can be special summoned easily since all Traptrix are earth. Can help you set up the grave for Myrmeleo and Dionaea plays and help Special Summon them.
Summoner Monk – All Traptrix are level four so he can grab any of them, and he triggers Myrmeleo and Dionaea.
Torrential Tribute – A great trap to reset the field, and combined with Atrax it can't be negated.
Trap Hole – A very underrated card. I've seen people not wanting to run this card in Traptrix decks, but it can stop a lot of plays before they get started. Its attack threshold is even lower than the others as well at 1000.
Trap Stun – Allows you to attack without worrying about traps among other things. If Atrax is out you're somewhat immune to its effects as well (if you use normal traps) and it can't be negated.
Treacherous Trap Hole – If you get it first turn it could be okay, but if any traps touch your grave it's a dead card. Not worth the risk.
Verdant Sanctuary – With the addition of Dionaea I don't see this being as useful, but if you're focusing on the insect Traptrix monsters you'll have an endless amount with this searching them out.
Void Trap Hole – A bit harder to use than the other "Hole" cards with the 2000 attack limit, but it works wonders against Synchro and XYZ monsters.
V. Deck Types
2-7-14: Grand Posting
2-8-14: Fixed grammar, spelling, and made it fancy.
4-19-14: Decks added, changed Tio to Dionaea
VII. Special Thanks
YuGiOh Card Guide - For being on the internet and letting all us players come here and help each other out.
YuGiOh Wiki - For having so much information I can link and sift through.
The Creators of YuGiOh - I, along with many others, love this game and wish it many more years of prosperity.