Traptrix Deck #750819 — Yu-Gi-Oh! Duel Links

28 Main, 9 Extra, incl. Nibiru, the Primal Being x3, Traptrix Myrmeleo x3, Traptrix Pudica x3 - Skill: Traptrix Territory. Created Sep 11, 2026 by YGO Mod.

Deck Traptrix Duel Links

Created by: YGO Mod (20517634)

Created On: 09/11/2026

Traptrix Territory
 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Oct 17, 2026
62± 6/ 100
Power Score
Structural 62
Reliability 60
Going First 60
Going Second 66

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 61.8
Going First 60
Going Second 66
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Control
  • Secondary strategies: Stun, Midrange
  • Format: duel-links

Legality

Main 28 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Land a Link or Xyz finisher (Underworld Goddess, Super Starslayer TY-PHON, Traptrix Pinguicula) after the opponent's board has been stripped by Hole-trap and hand-trap interaction.; Traptrix Atypus and Cularia pressure through Normal Trap recursion and Hole Normal Traps; no recorded boards confirm either line.
  • Turn 1 (going first): Normal Summon Traptrip Garden or Traptrix Pudica (Pudica searches Garden), extend through Myrmeleo or Dionaea, and hold Void Trap Hole, Floodgate Trap Hole or Traptrix Trap Hole Nightmare for the opponent's first summon.
  • Turn 2 (going second): Use Nibiru, Ghost Belle or Infinite Impermanence as hand traps on the opponent's first summon or effect, then rebuild through Holeutea and the Traptrix monsters in the Graveyard.
  • Recovery: Rebuild from the Graveyard: Dionaea and Holeutea recover Traptrix monsters from the GY, Holeutea can be banished from the GY to Special Summon a Traptrix, and Sera and Pinguicula can add or reuse Traptrix cards.
  • After siding: No Side Deck is run (side_count 0), so there is no post-side plan in the list as built; Duel Links is evaluated here without a sideboarding step.

Why it scores here

The deck opens reliably: the three-copy Traptrip Garden, Traptrix Pudica and Traptrix Myrmeleo package gives roughly 46% odds of at least one of them in a 5-card opening hand, and the archetype core group reaches about 99.9% for at least one archetype card. Interaction is the main strength, with 8 hand traps, 7 negation-text cards, 22 removal-text cards and a Floodgate Trap Hole, which earns the end-board and going-second scores. Interruption resilience and resources come from Graveyard recursion (Dionaea, Holeutea, Sera) and six searcher-text cards with about 73% odds of hitting at least one in the opening hand. Closing power is moderate: the Link and Xyz finishers are strong but no recorded boards exist to confirm how often they convert. The score comes from consistency, interaction and recursion on the system, not from Traptrix's popularity or from averaging individual card scores; no tournament or matchup data supports a meta claim.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(>=1 of 3-copy starter in 5 cards) ~0.46 each; archetype core P(>=1 in 5) ~0.999; no combo starter-to-board data (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Hole traps and Normal Trap-dependent lines brick without Normal Traps; 8 hand traps soften dead hands; copy histogram 4x1/3x2/6x3 (Inferred)
D3 Combo Conversion & Ceiling 52 No parseable boards; ceiling is a text-only read of Atypus/Goddess/TY-PHON lines (Inferred)
D4 Combo Floor & Median Output 48 No combo evidence, so median output is unmeasured and set by text read of Trap Hole and Traptrix chains (Inferred)
D5 Interruption Resilience & Route Redundancy 66 Dionaea, Holeutea and Sera recover Traptrix monsters from GY; 8 hand traps give multiple response routes (Inferred)
D6 Resource Economy, Recovery & Grind 64 Six searcher-text cards with P(>=1 in 5) ~0.73; Pudica and Myrmeleo search Hole/Garden; Graveyard recursion (Inferred)
D7 End-Board & Interaction Quality 74 22 removal-text, 7 negation-text, 8 hand-trap and 1 floodgate; Void Trap Hole and Trap Hole Nightmare cover 2000+ ATK and activated monsters (Inferred semantic)
D8 Going-Second & Board-Breaking Power 70 Going-second P(>=1 hand trap in 6) ~0.90; Ghost Belle, Nibiru and Impermanence answer boards on turn one (Inferred)
D9 Offensive Pressure & Closing Power 60 Finishers: Goddess 3000 ATK link, TY-PHON 2900 ATK Xyz, Pinguicula 2500 ATK Xyz; no closing boards recorded (Inferred)
D10 Main Deck Efficiency & Flexibility 64 28 Main cards across 13 distinct, 14 level-0 Spell/Trap cards; 46% exact archetype name purity with 5 Hole and 1 Trap Hole cards (Inferred)
D11 Extra Deck Efficiency & Coverage 62 9 Extra cards (6 Link, 3 Xyz), Abyss Dweller Limited at 1 copy and legal; no Extra-Deck summon-access data (Inferred)
D12 Side Deck Adaptability 40 No Side Deck is run (side 0); no post-side data (Provisional)
D13 Matchup Coverage & Format Fit 50 Archetype meta-share and tournament link absent; format fit unknown (Provisional)
D14 Pilotability & Error Tolerance 58 Multiple timing-sensitive traps and hand-trap responses; 13 distinct main cards, moderate decision load (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 61.8, Going First ≈ 60, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: engine compactness (2); banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.46 · 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

  • Three-copy starter package (Garden, Pudica, Myrmeleo) with high opening odds
  • Eight hand traps and 22 removal-text cards give layered interaction
  • Graveyard recursion through Dionaea, Holeutea and Sera
  • Strong going-second hand-trap coverage (about 0.90 for one or more in six cards)

Weaknesses

  • No recorded boards, so conversion and median output are unmeasured
  • Hole and Normal Trap dependence risks dead draws
  • Only 8 of 24 usage-stat core cards are present; the list deviates from the archetype standard
  • No side deck and no post-side plan

Critical choke points

  • Normal Trap density for Hole recursion and Holeutea lines
  • Single-copy finishers in the Extra Deck if Goddess or TY-PHON is not drawn
Priority Remove Add Reason
1 Terrifying Trap Hole Nightmare Traptrix Atypus Atypus is a 100% inclusion core card per usage stats, adds Link pressure with its 1800 ATK body, and recurs Normal Traps
2 Floodgate Trap Hole Traptrix Rafflesia Rafflesia is a core card by usage stats and adds Traptrix recursion, reducing dependence on single-copy floodgates

Evidence & confidence

  • Verified: Main 28, Extra 9, Side 0 within Duel Links size rules; Abyss Dweller is Limited at 1 copy, legal; Usage stats: 8 of 24 core cards present (33.3%); Traptrix Pudica, Garden, Holeutea, Myrmeleo copies confirmed in the list
  • Inferred: Opening-hand odds for starters (hypergeometric); Hand-trap coverage for going-second; Resilience from Graveyard recursion; Finisher conversion from card text
  • Provisional: Meta power (no dated metagame sample); Matchup and format fit; Post-side plan (no Side Deck)
  • 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 for going-first/second, matchup, or brick/starter rates Meta Power is provisional without a dated metagame sample No Side Deck, so D12 is structural only Usage stats show many archetype core cards absent from this list; deviation rationale unknown

More Duel Links Info

Traptrix

Traptrix Breakdown

 
 

 

 

 

 

 

 
 

 

 
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