Traptrix Deck #772053 — Yu-Gi-Oh! OCG

58 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Nibiru, the Primal Being 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
StunConfidence: LowEvaluated Oct 21, 2026
30± 10/ 100
Power Score
Structural 50
Reliability 40
Going First 48
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 50
Going First 48
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Stun
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 58 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Traptrix and Hole-based board control that stalls the opponent and converts with Link and Xyz boss monsters (Traptrix Atypus, Traptrix Allomerus, Traptrix Rafflesia) once the board is stabilized.; Therion and Rikka Plant/Machine boss monsters (Therion King Regulus, Teardrop the Rikka Queen) as extra pressure once hand traps have cleared the field.
  • Turn 1 (going first): Open with Traptrix searchers (Traptrix Mantis, Traptrix Myrmeleo, Traptrix Pudica) to reach a Hole Normal Trap and Traptrix Dionaea, then Set a Hole trap and hold Ash Blossom and Infinite Impermanence as protection (Inferred from card text).
  • Turn 2 (going second): Hold hand traps (Ash Blossom, Infinite Impermanence, Evenly Matched, Nibiru, Droll and Lock Bird) to interrupt the opponent's first summons and Set traps, then reactivate Traptrix or Hole traps on the second turn (Inferred from card text).
  • Recovery: Recover through Traptrix searchers and GY-revival effects (Traptrix Dionaea, Traptrix Pudica, Triple Tactics Thrust) to rebuild the Traptrix board after a hand-trap exchange (Inferred from card text).
  • After siding: Not applicable: the deck has an empty Side Deck, so there is no post-side plan in the evidence; a legal list would need a side to adapt.

Why it scores here

The deck's reliable opening rests on the Traptrix core: the archetype core group has about a 79% chance of at least one copy in a 5-card opening hand, and 14 searcher-text cards add redundant access (Inferred, hypergeometric). Its interaction density is high, with 13 hand traps, 21 removal-text cards and several Hole traps, which gives it strong end-board control and interruption resilience. Conversion into pressure is less clear: there are no recorded boards, no combo evidence, and no guides, so the ceiling and median are text-only inference and are scored low. The score reflects the system's consistency, interaction and Extra Deck coverage, not the popularity of the Traptrix archetype and not an average of the card scores. Because the list is Illegal (three copies of Ash Blossom and Joyous Spring against an OCG limit of two), it is capped at 30 and the evaluation is structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one archetype-core card in 5-card hand) ~0.79; redundant searcher text across 14 cards (Inferred)
D2 Opening-Hand Quality & Brick Management 45 13 hand traps and 16 Trap cards risk non-monster dead hands; full-brick rate not computed (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards; ceiling inferred from Extra Deck Link/Xyz access and Hole/Traptrix text only (Inferred)
D4 Combo Floor & Median Output 35 No combo boards, so median output cannot be measured; scored low on lack of evidence (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent hand-trap and searcher routes give redundancy against single interruptions (Inferred)
D6 Resource Economy, Recovery & Grind 50 Traptrix GY-revival and searcher text recover some resources after exchanges (Inferred)
D7 End-Board & Interaction Quality 70 Hand traps, Hole traps and removal text (21 cards) give broad interaction; durability is only partly visible in text (Inferred)
D8 Going-Second & Board-Breaking Power 55 Going-second hand-trap probability ~0.80 and Hole/Harpie removal support the board-breaking role (Inferred)
D9 Offensive Pressure & Closing Power 50 Boss Link and Xyz monsters are present, but no end-board ATK or recorded closing data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 40 58 Main Deck cards with 28.8% exact-name Traptrix purity; 17 tech slots and off-archetype Hole and Therion copies dilute the engine (Verified count)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck slots covering Link and Xyz boss options; mandatory slots are unclear without combo data (Inferred)
D12 Side Deck Adaptability 35 Side Deck is empty; no post-side plan can be scored from the evidence (Verified)
D13 Matchup Coverage & Format Fit 40 No dated metagame sample and no tournament link; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Many reactive traps and hand-trap timing decisions raise pilot load; no step data available (Inferred)

How the score was computed

Strategy profile: 0.8 Stun + 0.2 Toolbox (Stun primary: hand-trap and floodgate-heavy list). Structural ≈ 50, Going First ≈ 48, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-8); illegal list cap (-10). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers = 48.3 - 8 = 40.3; capped at 30 because the deck is Illegal (rubric Step 2). Structural-only evaluation.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.79 · 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

  • Dense hand-trap and Hole interaction with 21 removal-text cards
  • Searcher redundancy across Traptrix monsters and Trap Hole effects
  • Link and Xyz boss options in the Extra Deck

Weaknesses

  • Illegal list: three copies of Ash Blossom and Joyous Spring against a limit of two
  • Only 28.8% exact-name Traptrix purity; off-archetype Hole and Therion copies dilute the engine
  • Empty Side Deck removes post-side adaptation

Critical choke points

  • Ash Blossom copy count must drop to 2 before the list is legal
  • Going-first starters depend on a few Traptrix searchers
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 legal non-Ash card (e.g., a Traptrix or Hole Normal Trap) Fixes the only violation so the list is legal; the deck then becomes eligible for a normal Final Contextual score.
2 Off-archetype tech slots Traptrix searchers or Traptrix Normal Traps Raises archetype purity and engine consistency (D1, D10).
3 None (Side Deck is empty) A 15-card Side Deck of hand traps and matchup cards Gives post-side adaptation (D12) that the list currently cannot score.

Evidence & confidence

  • Verified: Ash Blossom and Joyous Spring is run 3 times against an OCG legal limit of 2 (violation); Main Deck 58 and Extra Deck 15 are within OCG size rules; Droll and Lock Bird, Harpie's Feather Duster and S:P Little Knight are Limited at 1 copy each (legal); Main Deck exact Traptrix name purity is 28.8%; Side Deck is empty
  • Inferred: Archetype-core hypergeometric odds of about 0.79 in a 5-card hand; Going-first and going-second plan descriptions from card text; Interaction density and resilience from role tags and card text; Board-breaking and closing estimates from Extra Deck text
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (D13) and tournament reliability
  • 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 and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Side Deck is empty, so post-side scoring is unavailable

More OCG Info

Traptrix

Traptrix Breakdown

 
 

 

 

 

 

 

 
 

 

 
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