Deck Traptrix #684792 — Yu-Gi-Oh! Duel Links

Được tạo bởi: YGO Mod (20517634)

Được tạo ngày: Thứ Hai, 13 tháng 4 2026

Traptrix Territory
Bạn chỉ có thể sử dụng hiệu ứng thứ hai và thứ ba của Kỹ năng này một lần mỗi trận đấu.
1: Trong lượt của bạn, bạn không thể Triệu hồi Thường hoặc Triệu hồi Đặc biệt (ngoại trừ Triệu hồi Đặc biệt từ Extra Deck hoặc từ Mộ hoặc bài bị loại bỏ của đối thủ) bất kỳ quái thú nào, ngoại trừ quái thú hệ Đất hệ Côn trùng hoặc Thực vật.
2: Tiết lộ 1 lá bài "Traptrix Garden" hoặc "Traptrix Holeutea" từ tay bạn và gửi 1 lá bài từ tay bạn xuống Mộ. Sau đó, chọn trong số các quái thú "Traptrix" cũng như các lá bài Bẫy Thường "Hole" và/hoặc "Trap Hole", thêm tổng cộng 2 lá bài từ Deck của bạn lên tay.
3: Trong một lượt mà đối thủ của bạn đã kích hoạt hiệu ứng, bạn có thể Triệu hồi Thường tối đa 2 lần. Từ lượt thứ 2 trở đi, bạn cũng có thể chơi 1 quái thú "Traptrix" từ Deck hoặc Extra Deck của mình.
SR
Traptrip Garden
UR
Traptrix Holeutea
Traptrix Territory
 
 


Phân tích sức mạnh Deck chính thức
ControlĐộ tin cậy: Trung bình
63± 5/ 100
Điểm sức mạnh
Cấu trúc 64
Độ tin cậy giải 60
Đi trước 62
Đi sau 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 63/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 64.23
Going First 62
Going Second 68
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Control
  • Secondary strategies: Stun
  • Format: duel-links

Legality

Main 27 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Control the board với hand traps and Traptrix monster effects; Stall and win via trap damage or opponent's resource depletion
  • Turn 1 (going first): Set hand traps, Triệu hồi bình thường Traptrix Pudica to fetch Traptrip Garden, then use Holeutea or Sera to special summon additional Traptrix monsters and establish control.
  • Turn 2 (going second): Activate hand traps (D.D. Crow, Droll & Lock Bird) to disrupt opponent, then summon 1 Traptrix monster and use Holeutea or Sera to build 1 defensive board.
  • Recovery: Use Traptrix Dionaea to set Hole cards from the Mộ, and recycle hand traps via banish effects; extra‑deck links provide additional summons if the main board is broken.
  • After siding: No side deck; rely on extra‑deck options and graveyard recursion to adapt after side‑step.

Why it scores here

Despite lacking recorded combo boards, the Traptrix deck reliably opens với 1 core starter such as Traptrix Pudica or Holeutea in almost every hand (p≈0.998). Its abundant hand traps and removal spells give strong interaction and resilience, allowing the engine to survive disruption and rebuild via Dionaea and Holeutea. The deck’s median board is modest but consistent, though the absence of 1 side deck and several key core cards limits offensive closing power and adaptability. Overall the system scores solidly on consistency and control but is held back by brick potential and missing synergies.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 80 P(≥1 core card in opening hand) ≈ 0.9984; 3‑copy core monsters give multiple starter options (Inferred)
D2 Opening-Hand Quality & Brick Management 68 Single‑copy removal traps (e.g., Void Trap Hole) lower hand consistency; overall brick probability ≈0.0016 for missing core (Inferred)
D3 Combo Conversion & Ceiling 60 Deck lacks recorded combo boards; ceiling limited to control board với multiple traps and 1 few monsters (Inferred)
D4 Combo Floor & Median Output 55 Typical game reaches 1 modest board of Traptrix monsters and 1 few traps; median power index estimated around 55 (Inferred)
D5 Interruption Resilience & Route Redundancy 75 Multiple independent lines (hand traps, Holeutea, Sera, Dionaea) provide redundancy after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Searchers (Traptrip Garden, Pudica) and graveyard recursion (Dionaea) give decent resource recovery (Inferred)
D7 End-Board & Interaction Quality 78 Interaction density high với 5 negation/removal traps and hand traps, giving strong end‑board control (Inferred)
D8 Going-Second & Board-Breaking Power 70 Going‑second hand trap probability 0.7479 and several board‑breakers (Void Trap Hole, Traptrix Trap Hole Nightmare) give solid break potential (Inferred)
D9 Offensive Pressure & Closing Power 55 Offensive pressure relies on building 1 Traptrix board; limited high‑ATK finishers keep closing power moderate (Inferred)
D10 Main Deck Efficiency & Flexibility 60 27‑card main deck mixes 50% off‑archetype cards, reducing compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 55 9‑card extra deck includes many generic links/Xyz; only 1 few are core to the strategy (Inferred)
D12 Side Deck Adaptability 20 No side deck present, limiting adaptability after side‑step (Inferred)
D13 Matchup Coverage & Format Fit 40 No tournament data; meta fit unknown, provisionally low (Provisional)
D14 Pilotability & Error Tolerance 55 Multiple decision points (trap selection, monster summons) raise error tolerance; pilotability moderate (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 64.23, Going First ≈ 62, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Missing side deck (-2); Missing core Traptrix cards (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening 1 starter: P(≥1) ≈ 1 · key two-card combo ≈ — · full-brick estimate ≈ 0 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Very high probability of opening 1 core starter
  • Strong interaction suite với multiple hand traps and removal spells
  • Redundant engine lines (Holeutea, Sera, Dionaea) improve resilience
  • Search and recursion effects sustain resources

Weaknesses

  • No side deck limits adaptability after side‑step
  • Many single‑copy traps increase brick risk
  • Missing several core Traptrix extras reduces synergy
  • Limited offensive finishers lower closing power

Critical choke points

  • If no core starter (Pudica/Holeutea) is drawn, engine cannot launch
  • Reliance on single‑copy removal traps may leave the board vulnerable
Priority Remove Add Reason
1 Void Trap Hole, Deep Dark Trap Hole, Bottomless Trap Hole, Traptrix Trap Hole Nightmare, Terrifying Trap Hole Nightmare Traptrix Cularia, Traptrix Atypus, Traptrix Sera (additional copy), Twin Twisters Replace singleton removal traps với core Traptrix extras and flexible side‑deck tech to improve consistency and synergy

Evidence & confidence

  • Verified: legality status Legal; card text excerpts resolved; probability numbers from hypergeometric table; composition copy histogram
  • Observed: usage_statistics core presence percentages
  • Inferred: engine accessibility based on core probability; brick management from singleton count; combo ceiling and floor estimates; interruption resilience from multiple lines; resource economy from searchers and recursion; interaction quality from trap count; going‑second breaking power from hand trap probability; offensive closing power from board potential; main deck efficiency from archetype purity; extra deck efficiency from generic extra cards; pilotability from decision complexity
  • Provisional: matchup format fit due to lack of tournament data
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless 1 dated metagame sample is supplied

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