With the exception of "Traptrix Sera", which is a Link Monster, the ATK and DEF of each monster totals up to 2800. 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 artwork of "Trap Trick" also seem to imply that the girls would lure potential victims into the various Trap Holes.
You can detach 2 materials from this card; Special Summon 1 Level 4 Insect or Plant monster from your GY. If a monster(s) your opponent controls leaves the field because of your card effect, and is now in the GY or banished: You can detach 1 material from this card, then target 1 of those monsters; Special Summon it to your field.
If Normal Summoned, target 1 "Traptrix" monster in your GY; Special Summon that target in Defense Position. If Special Summoned, 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.
When Normal Summoned, add 1 "Traptrix" monster from your Deck to your hand. Once per turn (Quick Effect): Target 1 Set Spell/Trap you control; return that target to the hand, then you can Set 1 Spell/Trap from your hand.
"Traptrix" monsters cannot be targeted by your opponent nor be destroyed by battle or card effects. Once per turn, (Quick Effect): detach 1 Xyz Material and send 1 "Hole" Normal Trap Card that meets its activation conditions from your Deck to the GY; this effect becomes that Trap Card's effect when that card is activated.
If a Normal Trap Card is activated: Special Summon 1 "Traptrix" monster from your Deck, with a name different from the cards you control. If your other "Traptrix" monster's effect is activated: You can Set 1 "Hole" Normal Trap directly from your Deck.
The archetype is centered around using "Trap Hole" and "Hole" cards to activate various effects. Each "Traptrix" is immune to "Trap Hole" cards themselves, while also adding support by tutoring "Trap Holes" or each other. With these traits, a "Traptrix" deck will usually have good opening moves, since they can react quickly against virtually any monster your opponent may Summon.
Note that "Traptrix Atrax" also extends her anti-negation protection to other Normal Traps, so the Deck can also run "Mirror Force", "Dimensional Prison", and even make a temporary one-sided anti-Trap lock using "Trap Stun".
Further useful yet indirect support exists for the archetype through the use of their types. Insect and Plant support cards may be sufficient to satisfy the deck's hunger for competitiveness. An example to this is "Gigaplant", "Beetron" and "Lonefire Blossom". Also the fact that they are all EARTH monsters are useful since "Grandsoil the Elemental Lord" or "Gigantes" can fit in to support them further.
Due to the small number of members within the Archetype, in addition to their reliance on numerous Trap Cards, "Traptrix" is most suitable as an Anti-Meta strategy, by controlling the Field by using Traps and slowly gaining resource via either “Traptrix Allomerus”, “Traptrix Sera”, "Traptrix Myrmeleo", "Traptrix Mantis", and "Traptrix Nepenthes", while at the same time grinding out your opponent's resources. "Traptrix Myrmeleo" can also be splashed in other decks, along with "Traptrix Trap Hole Nightmare" and other "Trap Hole" cards for covering the Deck's weaknesses and giving a little defense boost. "Traptrix Dionaea" can revive a "Traptrix" monster upon being Normal Summoned, which sets up Xyz Summons and can trigger the effect of "Myrmeleo"; it also can set a "Hole" Normal Trap Card from the Graveyard when it is Special Summoned.
Due to their heavy dependence on "Hole" Trap Cards, en masse Spell/Trap removal will easily bump off these Decks. Similarly "Royal Decree", "Jinzo", "Jinzo - Lord", "Forced Ceasefire", "Dark Simorgh" and similar "anti-trap" cards can severely hinder the Deck unless you control a face-up "Traptrix Atrax", who prevents the activation AND effects of your Trap Cards from being negated. Also, any Decks that running "Forbidden Lance" (or Decks that runs any "unaffected by trap" monsters such as "Troposphere") can evade their Traps easily and still destroy their monsters, making them quite a nuisance.
"Denko Sekka" proves to be horrendous for "Traptrix" decks, preventing almost all Trap cards the deck can utilize useless. Cards that can negate Normal Summons like "Solemn Warning" can help along with cards that can remove "Denko" easily or can negate her effects. "Atrax" can also remove her easily by just activating a "Hole" Trap card from the hand to destroy her or set her face-down with "Bottomless Trap Hole" and "Floodgate Trap Hole", respectively.
Finally, "Traptrix" monsters have low ATK and DEF and without the proper "Hole" cards backing them up, they can easily be dispatched by well constructed Beatdown Decks and most MetaXyz and Synchro Monsters.
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