Traptrix Deck #706709 — Yu-Gi-Oh! Duel Links

22 Main, 9 Extra, incl. Traptrix Pudica x3, Traptrix Holeutea x3, D.D. Crow x2 - Skill: Traptrix Territory.

Created by: YGO Mod (20517634)

Created On: 05/22/2026

Traptrix Territory
 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated May 22, 2026
62± 6/ 100
Power Score
Structural 63
Reliability 55
Going First 65
Going Second 68

Traptrix — Deck Power Evaluation

Final Contextual Deck Power: 62/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 63
Going First 65
Going Second 68
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Control
  • Secondary strategies: Combo
  • Format: duel-links

Legality

Main 22 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Establish trap-based interruption and beatdown with Traptrix links/xyz; Hand trap disruption and board breaking via generic extra deck
  • Turn 1 (going first): Normal Summon Traptrix monster, activate Normal Traps to summon Sera/Cularia and set Hole traps for negation
  • Turn 2 (going second): Use Forbidden Droplet, D.D. Crow, Nibiru, and Tornado Dragon to clear board then summon Underworld Goddess
  • Recovery: Holeutea banish revive, Dionaea revive, Cularia set holes, Garden special summon
  • After siding: None (no side deck)

Why it scores here

This Traptrix list is a compact 22-card Control system that reliably opens with a Traptrix monster or Holeutea (P(core live)≈0.998, Inferred) and converts into trap-negation and link/xyz boards. Its median output is modest because many traps are reactive and the deck lacks recorded combo boards, but redundancy via Dionaea/Holeutea recursion and Sera/Cularia summons gives it resilience against single disruption. Going-second power is fair thanks to Forbidden Droplet, D.D. Crow, Nibiru, and generic extra-deck board breakers, though the absence of a side deck limits post-side adaptation. The score reflects system consistency, interaction layering, and grind on the actual list — not Traptrix's archetype popularity, and not an average of individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 82 Archetype core 14 copies yields P(open≥1)=0.9979 from hypergeometric (Inferred)
D2 Opening-Hand Quality & Brick Management 75 Small 22-card main with 8 one-ofs but multiple starters keeps brick rate low (Inferred)
D3 Combo Conversion & Ceiling 68 Sera+Cularia+Hole traps enable multi-summon boards but no parsed combo ceiling exists (Inferred)
D4 Combo Floor & Median Output 55 Median opening likely single Traptrix + set Hole, modest pressure (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Dionaea/Holeutea revive and Garden special summon provide route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 60 Cularia re-sets Hole traps and Holeutea banish recursion support grind (Inferred)
D7 End-Board & Interaction Quality 68 Void Trap Hole, Trap Hole Nightmare, Droplet, Atypus negate give layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 70 Forbidden Droplet, D.D. Crow, Nibiru, Tornado Dragon, Underworld Goddess break boards (Inferred)
D9 Offensive Pressure & Closing Power 50 Bosses Atypus/Pinguicula/Underworld Goddess supply beatdown but win is slow (Inferred)
D10 Main Deck Efficiency & Flexibility 80 22-card main with 45% exact purity and tight trap/monster ratio is efficient (Verified)
D11 Extra Deck Efficiency & Coverage 75 9 extra slots used by 6 Traptrix links/xyz plus generic breakers covers roles (Verified)
D12 Side Deck Adaptability 10 Side deck count 0 eliminates post-side adaptability in side formats (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament context; matchup fit provisional without dated meta (Provisional)
D14 Pilotability & Error Tolerance 60 Trap timing and link climbing add decision points but lines are repeatable (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 63, Going First ≈ 65, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: no Side Deck (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a 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

  • Compact 22-card main deck with high core density
  • Multiple unaffected-by-trap bosses (Sera, Cularia, Pinguicula, Atypus)
  • Broad removal and negation via Hole traps and Forbidden Droplet

Weaknesses

  • No side deck (Side Deck size 0) limits post-side adaptation
  • Reliance on Normal Trap timing can be slow against aggressive combo
  • Extra deck missing some common generic links like I:P Masquerena reduces flexibility

Critical choke points

  • Opponent removing Traptrix monsters before trap activation breaks Sera loop
  • Hand without Traptrix monster or Holeutea leads to passive turn
Priority Remove Add Reason
1 Lovely Labrynth of the Silver Castle Droll & Lock Bird Lovely Labrynth is heavy brick without Fiend board presence; better hand trap for going second

Evidence & confidence

  • Verified: Legality status Legal; Card text excerpts; Banlist status Unlimited; Extra deck breakdown
  • Inferred: Hypergeometric consistency probabilities; Control primary strategy classification; D1-D14 dimension scores from text
  • Provisional: Matchup coverage D13; Meta Power
  • 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 a dated metagame sample is supplied

More Duel Links Info

Traptrix

Traptrix Breakdown

 
 

 

 

 

 

 

 
 

 

 
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