EARTHTraptrix Cularia
Archetype:
Traptrix
ATK:
1800
LINK-2
View:
4683
Link Arrow:
Right
Bottom
2 Insect and/or Plant monsters This Link Summoned card is unaffected by Trap effects. You can only use each of the following effects of "Traptrix Cularia" once per turn. After you activate a "Hole" Normal Trap Card, you can Set it instead of sending it to the GY. During your End Phase: You can target 1 "Traptrix" monster in your GY; Special Summon it in Defense Position.
Traptrix Cularia — Power Evaluation
Final Score: 59 ± 6 · Confidence: Medium
- Intrinsic: 57.6 · Deck: 60.3 · Meta: provisional
- Primary role: Recovery / Recursion · Secondary: Material body
Why it scores here
Cularia's score comes from what it keeps on the field: it sets a used "Hole" Normal Trap back instead of sending it to the GY, and it revives a Traptrix from the GY in each End Phase. Its immunity to Trap effects protects it from Trap-based interaction, but it has no negation or removal of its own. Its 1800 ATK and Link-2 stats earn nothing, and the 400-of-400 deck presence confirms it is a reliable Traptrix staple rather than adding power beyond accessibility. Combo axes are text-only because no combo boards were supplied.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 62 | Runs in all 400 sampled decks and is a Link-2 ED body that needs two Insect/Plant materials, so it is live once the Traptrix board exists (observed, inferred). |
| Combo & Conversion | 45 | Text shows a GY-to-field revive of one Traptrix each End Phase, which is a +1 body per turn but no one-card board; no combo examples were supplied (inferred). |
| Resource Economy | 60 | Hole re-set keeps a used Normal Trap in play instead of the GY, and the End Phase revive recovers a GY body each turn (verified, inferred). |
| Effect & Interaction | 40 | Trap-effect immunity protects it from Trap interaction, but the card has no negation or removal of its own (verified). |
| Material Utility | 55 | A Plant/EARTH Link-2 body with Right and Bottom arrows; its value as material is generic but limited to Insect/Plant, and its effects are not needed for that role (verified, inferred). |
| Resilience & Flexibility | 62 | Trap immunity holds across zones, and each of its two effects is once per turn, giving two separate uses per turn cycle (verified). |
| Deck-Building Efficiency | 70 | Average 1.08 copies and no garnets, but it occupies an Extra Deck slot and needs the Traptrix line to be useful (observed, inferred). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Material body. Intrinsic ≈ 57.6, Deck ≈ 60.3, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Immune to Trap effects, so Trap-based removal and negation cannot target it
- Hole re-set keeps a used Hole Normal Trap in play instead of sending it to the GY
- End Phase GY revive returns a Traptrix to the field, once per turn
- Present in all 400 sampled decks, with a Traptrix partner in every deck
Weaknesses
- No negation or removal of its own; its value is recursion and immunity
- The revive is limited to Traptrix monsters in the GY
- Link summon needs two Insect/Plant monsters already on the field
- Value depends on the Hole trap and Traptrix bodies being in the GY
Counters / choke points
- Quick-Effect monster responses are not blocked by its Trap immunity
- Banishing or removing Traptrix monsters from the GY denies the End Phase revive
- Opponent removal of the Traptrix board before the End Phase
Best use
Recursion body and Hole re-set in Traptrix builds. Decks: Traptrix (archetype 623, 145 decks), Traptrix (archetype 1737, 137 decks). Suggested copies: 1.
Evidence & gaps
- Verified: Unaffected by Trap effects while Link Summoned; Once per turn: Set an activated "Hole" Normal Trap instead of sending it to the GY; End Phase: target 1 Traptrix in GY and Special Summon it in Defense Position; Link-2 requiring 2 Insect and/or Plant monsters, ATK 1800
- Observed: Included in all 400 sampled decks at 1.08 average copies; Traptrix Sera is a partner in 100% of decks; Traptrix archetypes 623 and 1737 hold about 70% of decks
- Inferred: Trap immunity matters in Traptrix's trap-heavy homes; End Phase revive gives a repeatable +1 body when a Traptrix is in the GY; Set Hole trap preserves a recyclable Normal Trap
- Data gaps: no combos supplied, so combo conversion is text-only inference no banlist token, so assumed 3 copies (unlimited) no rulings or FAQ for Hole re-set timing usage statistics covers only 3 archetypes






