Spell
FieldTraptrip Garden
Archetype:
Traptrix
View:
618
During your Main Phase, you can Normal Summon 1 "Traptrix" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) The first time each Insect or Plant monster you control would be destroyed by battle each turn, it is not destroyed. You can banish 1 monster you control; Special Summon 1 "Traptrix" monster from your hand or GY. You can only use this effect of "Traptrip Garden" once per turn.
Traptrip Garden — Power Evaluation
Final Score: 56 ± 6 · Confidence: Medium
- Intrinsic: 51 · Deck: 60 · Meta: provisional
- Primary role: Extender · Secondary: Recovery/Recursion
Why it scores here
Traptrip Garden is a Field Spell that adds one extra Traptrix Normal Summon per turn and, for a banish cost, Special Summons a Traptrix from hand or GY, so it converts a board of Traptrix into tempo and recursion rather than into card advantage on its own. It is in all 400 sampled decks and all 3 recorded combos, but it is never a starter or a searched card in those boards, so the high combo power indices (88 to 100) come mostly from the Traptrix partners and are not credited to this card. Its battle protection covers only Insect and Plant monsters and only once per turn, so the interaction score stays low. The card scores in the mid-50s because it is a near-universal, cheap, and reliable enabler inside one archetype, not because of its power on its own.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Present in 400 of 400 sampled decks at about 1.94 copies per deck, but never a starter or searched piece in the 3 combos (observed). |
| Combo & Conversion | 60 | Appears in 3 of 3 recorded combos with power indices of 88 to 100, but it is a support piece in each and the strength is mostly from partners (observed, inferred). |
| Resource Economy | 60 | The banish-to-Special-Summon effect is a neutral swap of one monster for one Traptrix from hand or GY, with the extra Normal Summon as tempo rather than card gain (verified, inferred). |
| Effect & Interaction | 25 | Battle protection covers only the first Insect or Plant destruction by battle each turn, a narrow and soft form of interaction (verified). |
| Material Utility | 5 | A Spell Card cannot be used as Synchro, Xyz, Link, or Fusion material, so the score is near zero (verified). |
| Resilience & Flexibility | 45 | Stays on the field across turns, but a field-destroy effect or Mystical Space Typhoon style card removes it, and each effect is once per turn (verified, inferred). |
| Deck-Building Efficiency | 55 | Usually one copy in a Traptrix deck with no garnet-style cost, but it restricts the deck to Traptrix and Insect or Plant monsters (verified, observed). |
Calculation
Weight profile: 0.7 Extender + 0.3 Recovery/Recursion. Intrinsic ≈ 51, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Adds one extra Traptrix Normal Summon per turn, which speeds up the archetype's board development
- Banish-to-summon recursion can bring a Traptrix back from the hand or GY, so it creates reusable value
- Appears in every sampled Traptrix deck with a 100 percent partner rate for the core Traptrix monsters
- Cheap to run, a single field slot with no garnet cost
Weaknesses
- Not a starter or searcher, so it needs Traptrix monsters already on hand to be useful
- Battle protection is limited to Insect and Plant monsters and happens once per turn
- Only the Traptrix-specific effects matter, so it has little value outside the archetype
- Field spells are vulnerable to field removal and to Mystical Space Typhoon style cards
Counters / choke points
- Field-destroy effects and Mystical Space Typhoon style removal
- Negating the field effect while the Traptrix monsters on the board stay active
Best use
Extender. Decks: Traptrix. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: extra Normal Summon of a Traptrix once per turn, a Field Spell battle protection for Insect or Plant monsters, and a banish-to-Special-Summon effect from hand or GY, each once per turn; Present in 400 of 400 sampled decks, average 1.94 copies, with a 3-copy maximum; Spell Card, so it cannot be used as material
- Observed: Appears in 3 of 3 recorded combos with an average power index of 96, but starter role, searched-for role, and material role are all 0; Usage statistics show 100 percent inclusion in the main Traptrix homes, with typical copies of 1 to 3; Distinct archetype IDs of 27 map to about 6 distinct archetype names, mostly Traptrix variants
- Inferred: The extra Normal Summon and GY recursion are what allow the Traptrix board to be built quickly; Its value depends on the Traptrix monsters already being in hand or GY
- Data gaps: no banlist token — assumed 3 copies (unlimited) no rulings or metagame sample supplied, so meta power is null only 3 recorded combos, all of them Traptrix boards, so the combo sample is thin only one guide mentions the card






