“Traptrix” is an archetype that centers around the use of Trap Cards. “Traptrix” monsters are typically immune to “Hole” Normal Trap Cards and have effects that can either facilitate their use or provide support for their own archetype.
Despite the fact that Secrets of the Ancients, the 16th Mini BOX, will seemingly only contain two of the monsters that belong to this archetype, there's a good chance these cards will see some play even before the release of more support.
[Skill] description | User |
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Chain Reaction Your opponent loses 200 Life Points every time you activate a Trap Card. | Odion |
Traptrix Atrax | EARTH Insect ★4 ATK 1800 / DEF 1000 |
Secrets of the Ancients [SR] | |
This card is unaffected by the effects of "Hole" Normal Trap Cards. You can activate "Hole" Normal Trap Cards from your hand. The activation and effects of Normal Trap Cards activated on your side of the field cannot be negated. |
Lets you use "Hole" traps right away after you summon this on the field. This effect can't even be negated by something like Fire King Avatar Arvata, but can be prevented by cards like Forbidden Chalice.
Main advantage to using this effect is that your traps aren't on the field so they can't be sniped or destroyed by cards like Mystical Space Typhoon. You can also use more than 3 traps in a turn since you're not limited to the spell/trap zones.
While it can be somewhat safe to summon since you know you can't get hit with certain commonly used cards like Floodgate Trap Hole or Treacherous Trap Hole, it can still be risky to just summon this without setting your traps because there are still plenty of cards that can deal with this like Book of Moon or even Santa Claws.
Lets you use "Hole" traps right away after you summon this on the field. This effect can't even be negated by something like Fire King Avatar Arvata, but can be prevented by cards like Forbidden Chalice.
While it can be somewhat safe to summon since you know you can't get hit with certain commonly used cards like Floodgate Trap Hole or Treacherous Trap Hole, it can still be risky to just summon this without setting your traps because there are still plenty of cards that can deal with this like Book of Moon or even Santa Claws.
Traptrix Dionaea | EARTH Insect ★4 ATK 1700 / DEF 1100 |
Secrets of the Ancients [SR] | |
This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can target 1 "Traptrix" monster in your Graveyard; Special Summon that target in Defense Position. When this card is Special Summoned: You can target 1 "Hole" Normal Trap Card in your Graveyard; Set that target, but banish it during the End Phase of your next turn if it is still on the field. You can only use this effect of "Traptrix Dionaea" once per turn. |
Has a trap recovery effect but can be tricky to use since it requires some setup. It also has a slight disadvantage since your opponent will know what you took and where it's set, potentially letting them play around it.
Floodgate is the second-best option to recover since it's a good stall card to prevent combos, boss monsters, or even pendulum summoning.
Herald of the Abyss | Normal Spell |
Warriors Unite [UR] Selection Box Vol.04 [UR] | |
Pay 1500 LP and declare 1 Monster Type and Attribute; your opponent must send 1 face-up monster with the declared Type and Attribute from their field to the GY, if possible. For the rest of this turn, your opponent cannot activate the effects of monsters with that sent monster's name. You can only activate 1 “Herald of the Abyss” per turn. |
Since the deck works best when getting first turn to stop enemy plays, you'll need cards like this to help deal with strong boss monsters if you get second turn.
This is a pretty strong monster removal since it can work on almost all monsters, even if they're untargetable.
All of these Trap Hole cards can be activated from the hand if you have Atrax face-up on the field. There are plenty of options available, but it's recommended to use the ones that have a high chance of being used instead of a more situational card like D.D. Trap Hole.
Treacherous Trap Hole is also a strong option, but it can be unreliable since this is a deck full of traps, essentially a dead card if you get it in the later turns. It works better if you use Endless Trap Hell skill instead of Chain Reaction.
Bottomless Trap Hole | Normal Trap |
Selection Box Vol.05 [UR] | |
When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it. |
Floodgate Trap Hole | Normal Trap |
Generation Next [UR] | |
When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions. |
Void Trap Hole | Normal Trap |
Resonance of Contrast [SR] Selection Box Vol. 01 Mini [SR] | |
When your opponent Special Summons a monster(s) with 2000 or more ATK: Negate the effects of 1 of those monsters with 2000 or more ATK, and if you do, destroy it. |
Dimensional Prison | Normal Trap |
Dimension of the Wizards [UR] | |
When an opponent's monster declares an attack: Target that attacking monster; banish that target. |
All of the monsters, including the extra deck, don't have high ATK so this helps protect your monsters and also gets rid of them with no cost. The downside is that this targets the monsters.
Abyss Dweller | WATER Sea Serpent ★4 ATK 1700 / DEF 1400 |
Photons of Galaxy [UR] Selection Box Vol.03 Mini [UR] [UR] | |
2 Level 4 monsters While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn. |
Useful against decks that need to use their graveyard to activate their effects. But since there are no WATER monsters in the deck, this won't get the ATK boost so its ATK is lower than Atrax.
Against decks like Blue-Eyes, having this early can help stop an early advantage so they don't special summon from the deck.
Gagaga Cowboy | EARTH Warrior ★4 ATK 1500 / DEF 2400 |
Gagaga XYZ [UR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card's current battle position. ● Attack Position: If this card attacks an opponent's monster this turn, it gains 1000 ATK, also the opponent's monster loses 500 ATK, during the Damage Step only. ● Defense Position: Inflict 400 damage to your opponent. |
Its effect to gain and reduce enemy's ATK effectively makes this a 3000 ATK card when it attacks, which is the deck's answer to monsters with 3000 or less ATK.
It won't be useful against high DEF monsters in case you floodgate them, and it can be risky to bring this out since its base ATK is pretty low so you could end up taking a lot of damage if they manage to make a comeback.
Number 70: Malevolent Sin | DARK Insect ★4 ATK 2400 / DEF 1200 |
Photons of Galaxy [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3. |
Works best if your opponent only has 1 monster on the field, or if they have an Xyz monster since banishing them will also remove their materials. The temporary banish effect helps let you deal direct attack and can potentially be an OTK if you have another monster on the field.
Keep in mind that your opponent will be able to flip their monster back up again if you banish their face-down monster that was affected by a floodgate.
Fairy King Albverdich | EARTH Fairy ★4 ATK 2300 / DEF 1400 |
Tour Guides Mission Bingo Event [SR] | |
2 Level 4 EARTH monsters Once per turn: You can detach 1 Xyz Material from this card; all non-EARTH monsters currently on the field lose 500 ATK and DEF. |
Can potentially be considered a 2800 ATK monster that you can somewhat easily summon since Dionaea can special summon, but not a good monster to bring out if your opponent also uses an EARTH attribute deck.
Diamond Dire Wolf | EARTH Beast ★4 ATK 2000 / DEF 1200 |
Voltage of the Metal [SR] Selection Box Vol.03 Mini [SR] [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them. |
A simple card removal effect from a rank 4 Xyz to get rid of a monster or spell/trap.
Number 18: Heraldry Patriarch | LIGHT Psychic ★4 ATK 2200 / DEF 2200 |
Voltage of the Metal [R] | |
2 Level 4 monsters Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard. |
This is to help when going against decks that use same-name monsters like Harpies or Cyber Dragons. This provides non-targeting removal and also a limitation effect on them.
This is to help when going against decks that use same-name monsters like Harpies or Cyber Dragons. This provides non-targeting removal and also a limitation effect on them.
[Skill] description | User |
---|---|
Chain Reaction Your opponent loses 200 Life Points every time you activate a Trap Card. | Odion |
Since the deck has so many traps, this skill helps deal damage so you can chip away at your opponent every time you use one.
Wall of Disruption | Normal Trap |
Servants of Kings [SR] Selection Box Vol. 02 Mini [SR] | |
When an opponent's monster declares an attack: All Attack Position monsters your opponent controls lose 800 ATK for each monster they control. |
Situationally better than Dimensional Prison, but not always reliable, especially since the deck's monsters are pretty low. Using it when your opponent only has 1 monster might not even help your monster survive.
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