Trap
NormalNetwork Trap Hole
Archetype:
Hole
View:
4049
When your opponent Special Summons a monster(s) from the Main Deck or GY: Banish it face-down.
Network Trap Hole — Power Evaluation
Final Score: 68 ± 4 · Confidence: Medium
- Intrinsic: 65 · Deck: 67 · Meta: provisional
- Primary role: Negation/Interaction · Secondary: Control, Floodgate
Why it scores here
Network Trap Hole is a highly splashable, hard-disruption trap that banishes opponent Special Summons from the Main Deck or Graveyard, providing strong reactive negation across 62 distinct archetypes. The card is never a combo starter and contributes zero material value as a Trap Card, limiting its ceiling, but its automatic activation on trigger, clean deckbuilding with no locks or garnets, and consistent inclusion in control-focused decks (87% control gameplay) justify its mid-60s scoring. Lack of combo evidence and lower average copies (1.2) prevent a higher score, but deck-level data and guide context strongly confirm its dependable role in trap suites.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 68 | Highly accessible: 100% of sampled decks run it, can be set turn 1, and auto-triggers on opponent's Special Summons without requiring a search (verified from deck evidence: 400/400 inclusion). |
| Combo & Conversion | 5 | Zero self-driven combo building: purely reactive card that does not create board presence or extend sequences on its own (inferred from reactive card effect text). |
| Resource Economy | 48 | Roughly even trade: setting the card costs one trap zone slot, banishing the opponent's monster is disruption rather than direct card advantage, no refuel or searches (verified from card mechanics). |
| Effect & Interaction | 78 | Strong, reliable hard negation: banishes opponent's Special Summons face-down, covering Main Deck and GY routes central to modern meta (verified from card text and 85.8% co-inclusion with Gravedigger's Trap Hole). |
| Material Utility | 0 | Zero utility: Normal Trap Cards cannot serve as material for Synchro, Xyz, Fusion, or Link Summons and have no level, attribute, or name synergy (verified from card type). |
| Resilience & Flexibility | 72 | Good resilience: auto-activates without manual activation, multiple copies per deck (1.2 avg, up to 3), and 62 distinct archetype homes provide redundancy, but is vulnerable to trap destruction (observed from deck distribution and verified from trap vulnerability). |
| Deck-Building Efficiency | 77 | Very efficient: requires only one trap zone, no visible once-per-turn lock, splashable across 62 archetypes with no forced deckbuilding restrictions or garnets (verified from distinct archetype count and card text clarity). |
Calculation
Weight profile: Removal / Negation primary role (0.7 primary). Intrinsic ≈ 65, Deck ≈ 67, Meta = provisional. Modifiers: Exceptional splashability (2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Strong, reliable hard negation (banish face-down prevents recovery)
- Auto-activates on trigger without manual activation or once-per-turn restrictions
- Exceptional splashability across 62 distinct archetypes
- Clean deckbuilding with no locks, garnets, or forced strategy restrictions
- Effective against Special Summon-heavy meta decks (modern standard)
- High deck inclusion in primary homes (49.2% Traptrix, 85.8% co-inclusion with Gravedigger's)
Weaknesses
- Purely reactive, contributes zero self-driven board building or combo extension
- Requires setup beforehand (must be set to activate)
- Vulnerable to trap destruction (Cosmic Cyclone, Twin Twisters, etc.)
- No card advantage, no resource refuel, no searches
- Zero material utility as a Trap Card type
- Lower average copies (1.2 per deck) suggests it is not a mandatory 3-of staple
Counters / choke points
- Cosmic Cyclone and other trap destruction
- Trap negation effects (if any exist in current format)
- Decks that minimize Special Summons
- Field control that locks trap zones
Best use
Reactive disruption / trap suite member. Decks: Traptrix, Labrynth, Ragnaraika, Rikka.
Evidence & gaps
- Verified: Card text: banishes opponent's Special Summons from Main Deck or GY face-down; 100% of sampled decks (400/400) run this card in main deck; Distinct archetypes: 62 across TCG, OCG, MasterDuel, DuelLinks formats; Average copies: 1.2 per deck (distribution: 1 copy in 332 decks, 2 in 58, 3 in 10); Primary home: Traptrix at 49.2% of sampled decks; Top co-partner: Gravedigger's Trap Hole at 85.8% co-deck rate
- Observed: 87% of sampled decks using this card are control-focused gameplay type; Strong synergy with trap-based archetypes (Traptrix, Labrynth, Therions all 1.8%+ inclusion); Consistent inclusion across 62 distinct archetypes indicates broad portability; 1.2 average copies suggests it is consistent filler rather than mandatory 3-of; High co-inclusion with other Hole variants and trap-suite support cards (Ash Blossom, Infinite Impermanence)
- Inferred: Reactive nature means zero self-driven combo building or board extension power; Banish effect is permanent, providing hard negation against Special Summon routes; Auto-activation on trigger increases reliability and reduces player error; Trap Card type yields zero material value (cannot be used for any Summon method); Clean deckbuilding follows from no once-per-turn locks and 62-archetype splashability
- Data gaps: No combos supplied; combo conversion is inferred from reactive card nature, not observed No banlist data; assumed legal at 3 copies in all supplied formats No usage statistics (StatisticsCard table); archetype inclusion inferred from 400-deck sample only No detailed rulings or HOPT clarifications; assume standard trap activation rules






