Traptrix Deck #771197 — Yu-Gi-Oh! OCG

50 Main, 16 Extra, incl. Traptrix Mantis x3, Traptrix Myrmeleo x3, Traptrix Pudica x3. Created Oct 21, 2026 by YGO Mod.

Deck Traptrix OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
35± 10/ 100
Power Score
Structural 52
Reliability 45
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Control, Toolbox
  • Format: ocg

Legality

Main 50 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Xyz and Link boards (Traptrix Pinguicula, Allomerus, Atypus, Sera, Rafflesia) backed by Hole traps that keep the board clear and the summons coming; DoomZ and Number Xyz bosses (DoomZ Break - Diactorus, Graflareio, Utopia) as off-archetype payoffs for a generic Xyz line
  • Turn 1 (going first): Open with a Traptrix searcher (Pudica, Mantis or Myrmeleo) to fetch a Traptrix or Hole, Normal Summon a Traptrix into a Set Hole, then link or Xyz toward Atypus or Pinguicula while holding Infinite Impermanence and Dominus Purge for interaction
  • Turn 2 (going second): Use Dominus Spiral, Infinite Impermanence, Evenly Matched and Maxx C as hand traps to break the opponent's first summon, then search through Traptrix Trap Hole Nightmare or Terrifying Trap Hole Nightmare to remove the board
  • Recovery: Traptrix Holeutea and Dionaea revive from the GY, and Traptrix Dionaea can Special Summon from the GY, so a Hole plus one Traptrix monster can rebuild a Link or Xyz board
  • After siding: Not evaluable: Side Deck size is 0, so the deck has no post-side plan at all

Why it scores here

The deck's consistency rests on a dense Traptrix searcher package (14 searcher-text cards; P(at least one searcher in a 5-card opening hand) ≈ 0.82, Inferred) and an 11-copy archetype core that has about 73% chance of at least one piece in the opening hand (Inferred). Its end-board interaction is broad, with 25 removal-text, 12 negation-text and 6 hand-trap cards (Inferred semantic read), and its going-second hand-trap density carries most of the score. Output is not measured: there are no recorded boards, so ceiling and median are text-only inference and are scored low-to-middle. The rating is capped low because the list is illegal (16 Extra Deck cards against a 15-card OCG limit), no side deck is included, and no tournament or win-rate data exists. Archetype popularity and usage stats did not earn points, and the score was not built by averaging the individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(>=1 searcher in 5-card hand) ≈ 0.82; P(>=1 of 11 archetype core in hand5) ≈ 0.73 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 About 27% of opening hands lack any archetype core card; 27 Trap cards in the Main Deck increase set-and-wait dead draws (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable recorded boards; ceiling is inferred from Link/Xyz summon routes and Hole recursion in card text (Inferred)
D4 Combo Floor & Median Output 40 combo data has 0 scored combos, so the median is unknown and scored conservatively (Provisional)
D5 Interruption Resilience & Route Redundancy 58 Multiple independent starters (searchers, Holeutea, Dionaea, Vesiculo) and GY recursion give partial redundancy after an interruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Trap-heavy hand with searchers and GY revival; no measured resource data (Inferred)
D7 End-Board & Interaction Quality 70 25 removal-text, 12 negation-text and 6 hand-trap cards; layered Hole and Trap interaction (Inferred semantic)
D8 Going-Second & Board-Breaking Power 62 Hand traps and Hole negations are strong on the second turn, though the board-breaking density is modest (Inferred)
D9 Offensive Pressure & Closing Power 55 Xyz and Link bosses at 2400-3000 ATK (Pinguicula 2500, Allomerus 2200, TY-PHON 2900, AA-ZEUS 3000); closing depends on the Xyz line landing (Inferred)
D10 Main Deck Efficiency & Flexibility 48 50 Main cards is legal, but 27 distinct Main cards with 12 singletons and 27 Traps dilute consistency (Inferred)
D11 Extra Deck Efficiency & Coverage 35 16 Extra Deck cards, one over the OCG limit; mixes Traptrix, DoomZ, Number, Lswarm and generic Xyz routes with low archetype coherence (Verified/Inferred)
D12 Side Deck Adaptability 15 Side Deck size is 0, so there is no side deck and no post-side adaptation (Verified)
D13 Matchup Coverage & Format Fit 50 tournament data unavailable; archetype share not supplied (Provisional)
D14 Pilotability & Error Tolerance 45 Several Set-and-wait Trap decisions and two-step Hole chains need careful sequencing (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 52, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: illegal_extra_deck_size (-12); no Side Deck (0). Final formula: No reliable metagame: 0.80*52 + 0.20*45 = 50.6; legality modifier -12 gives 38.6; Illegal-list cap applied, final 35 (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.82 · key two-card combo ≈ — · full-brick estimate ≈ 0.27 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense searcher package (14 searcher-text cards) gives reliable starts
  • Broad interaction: hand traps, Hole negations and removal-text cards
  • Multiple Xyz and Link bosses with 2400+ ATK
  • GY recursion through Holeutea and Dionaea adds redundancy

Weaknesses

  • Illegal: Extra Deck has 16 cards against the OCG limit of 15
  • No side deck
  • Low archetype purity (34.8%), with several unrelated sub-archetypes
  • No recorded combos or win-rate data to confirm the ceiling

Critical choke points

  • A single Traptrix searcher or the 11-copy core is needed on turn 1; about 27% of hands have no core card
  • Xyz summons depend on specific Level 4 pairs from the Extra Deck
Priority Remove Add Reason
1 One Extra Deck card (e.g. Divine Arsenal AA-ZEUS - Sky Thunder or Super Starslayer TY-PHON - Sky Crisis) None Brings the Extra Deck to the legal 15-card limit; the current list is illegal
2 One off-archetype Trap (e.g. DoomZ Destruction) One Side Deck card Adds post-side flexibility, since the deck currently has none

Evidence & confidence

  • Verified: Main Deck is 50 cards, within the 40-60 range; Extra Deck is 16 cards, one over the OCG limit of 15; Maxx C and S:P Little Knight are Limited and run one copy each, which is legal; Side Deck size is 0
  • Inferred: P(>=1 searcher in hand5) ≈ 0.82; P(>=1 core in hand5) ≈ 0.73; Hand-trap and removal density read from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament data)
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and pilot record absent no win-rate telemetry (going-first/second, matchup, brick rates) Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Traptrix

Traptrix Breakdown

 
 

 

 

 

 

 

 
 

 

 
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