Trap Hole Deck #588796 — Yu-Gi-Oh! TCG

Created by: YGO Mod (20517634)

Created On: 11/09/2025

 
 


Official AI Deck Power Analysis
ControlConfidence: Low
23± 8/ 100
Power Score
Structural 37
Reliability 30
Going First 35
Going Second 38

Deck — Deck Power Evaluation

Final Contextual Deck Power: 23/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 36.6
Going First 35
Going Second 38
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Control
  • Secondary strategies: Combo, Toolbox
  • Format: tcg

Legality

Main 56 / Extra 15 / Side 0 — status: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Fusion/Xyz boards from Dinomorphia and Evolzar Extra Deck monsters, backed by trap-based negation and floodgates to stop the opponent's plan.; Trap Hole and Dinomorphia traps as a second layer of removal and recovery, with Supreme King Z-ARC as a pendulum finisher.
  • Turn 1 (going first): Set Dinomorphia Domain or a hand trap and wait for an opponent's summon, then use Pot of Duality to find a Dinomorphia engine piece. Full-combo boards are not recorded, so this is a theoretical line.
  • Turn 2 (going second): Hold hand traps (Evenly Matched, Solemn Strike, Dinomorphia Intact) for the opponent's turn and negate their first engine, then convert with Fusion or Xyz monsters.
  • Recovery: Dinomorphia Therizia, Dinomorphia Diplos and Dinomorphia Alert recur from the GY, and Dinomorphia Kentregina and Stealthbergia provide some protection, so a broken board can partly rebuild.
  • After siding: No side deck is present (side_count 0), so there is no post-side plan. A best-of-3 deck would need to be rebuilt.

Why it scores here

The deck is Illegal in the TCG format: Forbidden cards (Anti-Spell Fragrance, Rivalry of Warlords, Crystal Wing Synchro Dragon) are in the Main/Extra deck, and Droll & Lock Bird is run at 3 copies against a Limited limit of 1. Per the legality rule, the score is capped and labelled structural-only. The structural read (36.6) comes from the system: a large trap count (41 Trap Cards) gives many negations and floodgates, but there are few searchers and only 2 non-Trap-heavy engine lines, so starter access and brick risk are weak. Interaction is the strongest area (18 negation-text cards, 6 hand traps), while the Dinomorphia and Evolzar Extra Deck monsters carry the win condition with no recorded combos to confirm it. The deck has no side deck, which lowers adaptability and format fit. Popularity was not credited: the Trap Hole archetype usage stats show core cards (Dark Hole, Raigeki, Upstart Goblin) that this list does not run, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 P(≥1 starter in 5 cards) ≈ 0.25 per 3-copy card; the Dinomorphia engine needs 2+ pieces, so live T1 is unlikely (Inferred)
D2 Opening-Hand Quality & Brick Management 30 41 Traps and 17 tech cards give a high chance of dead hands; 6 hand traps help only if the opponent's first play is a summon (Inferred)
D3 Combo Conversion & Ceiling 35 Ceiling depends on fusion/xyz boards from text only; no recorded boards (Inferred, text-only)
D4 Combo Floor & Median Output 30 Median output unknown with no combo data; hand-trap-heavy lists usually convert slowly (Inferred)
D5 Interruption Resilience & Route Redundancy 40 Dinomorphia recursion (Therizia, Diplos, Alert) and two fusion monsters give some recovery after a broken board (Inferred)
D6 Resource Economy, Recovery & Grind 35 Recursion and ~3 searcher/draw cards (Pot of Duality, Card of Demise, Droll) give modest grind; resource spend is high (Inferred)
D7 End-Board & Interaction Quality 55 18 negation cards, 34 removal-text cards and floodgates give broad interaction, but illegal copies lower trust (Inferred)
D8 Going-Second & Board-Breaking Power 45 Traps and negations challenge an established board on going second; no board-breaker text beyond Lightning Storm and Dinomorphia Brute (Inferred)
D9 Offensive Pressure & Closing Power 35 Closing power rests on 3000–4000 ATK Extra Deck monsters, but there is no recorded conversion (Inferred)
D10 Main Deck Efficiency & Flexibility 30 Only 26 distinct Main Deck cards with 71 off-archetype copies, so the deck is not compact (Verified: composition)
D11 Extra Deck Efficiency & Coverage 45 Extra Deck has 15 cards with 12 distinct names, spread across fusion, xyz and synchro; some illegal Synchro (Verified: composition)
D12 Side Deck Adaptability 10 No side deck (side_count 0), so post-side adaptability is 0 by construction (Verified)
D13 Matchup Coverage & Format Fit 20 No tournament link, meta-share or matchup data; format fit is provisional, and the Illegal status limits the read (Provisional)
D14 Pilotability & Error Tolerance 40 Dinomorphia fusion and trap-timing decisions are complex across 56 Main Deck cards; error tolerance is low (Inferred)

How the score was computed

Strategy profile: Control primary, Combo secondary (approximately 80/20 by weight). Structural ≈ 36.6, Going First ≈ 35, Going Second ≈ 38, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: banlist_exposure (-10); no_side_deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 35.3, then modifiers total -12 = 23; illegal deck, structural-only reading

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Broad negation and floodgate suite (18 negation-text cards, 6 hand traps)
  • Dinomorphia recursion gives some recovery after disruption
  • Extra Deck has strong 3000–4000 ATK finishers and multiple fusion/xyz options

Weaknesses

  • Illegal list: Forbidden and over-limit cards
  • No side deck
  • Low compactness: 41 Trap Cards with 71 off-archetype copies
  • Weak starter access: most engines need 2+ specific cards

Critical choke points

  • Dinomorphia Domain and Dinomorphia Frenzy as the engine link to the Extra Deck fusion monsters
  • Solemn-family negations as the only defence against a going-second opponent's first play
Priority Remove Add Reason
1 Anti-Spell Fragrance, Rivalry of Warlords, Crystal Wing Synchro Dragon Legal substitutes for the banned slots (e.g. Dimensional Prison or another legal trap) Forbidden cards make the deck illegal in the TCG format.
2 2 copies of Droll & Lock Bird Legal Main Deck trap or a second Dinomorphia monster The Limited limit is 1, so only one copy is legal.
3 Some off-archetype traps Dinomorphia or Evolzar cards Raising archetype purity would improve engine consistency.

Evidence & confidence

  • Verified: Illegal status: 3 Forbidden cards and Droll & Lock Bird over the Limited limit (legality block); Main 56 / Extra 15 / Side 0; main is within the 40–60 range, extra is at the 15 cap; Archetype purity: 0% exact name, 71 off-archetype copies
  • Inferred: Starter P(≥1 in 5) ≈ 0.25 per 3-copy card, so live T1 engines are unlikely; Hand-trap dead-hand rate is high with 41 traps; Interaction density is high from negation text and floodgates
  • Provisional: Meta Power (no dated metagame sample); Matchup and format-fit dimensions (no tournament link)
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and per-pilot match record absent no win-rate telemetry (going-first/second, matchup, brick/starter rates) no side deck, so no post-side evidence Meta Power is provisional without a dated metagame sample

More TCG Info

Trap Hole

Trap Hole Breakdown

 
 

 

 

 

 

 

 
 

 

 
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