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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

 Traptrix Dionaea
- #PRIO-EN025

This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can target 1 "Traptrix" monster in your Graveyard; Special Summon that target in face-up Defense Position. When this card is Special Summoned: You can target 1 "Hole" Normal Trap Card in your Graveyard; Set that target, but banish it during the End Phase of your next turn if it is still on the field. You can only use this effect of "Traptrix Dionaea" once per turn.

Card Ratings
Traditional: 1.80
Advanced: 3.10

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
June 3, 2014

Back to the main COTD Page

 

Dark

Paladin

Traptrix is another fairly new Archtype, one I've not seen in use, but I can't imagine it being successful giving the limited amount of cards available for it right now.  I think there are only four Traptrix Monsters in the English game currently.  This archtype, but let's refer just to the card we're reviewing, all came out too late.  Good idea, if only in terms of merit, just no longer relevant.  Being immune to things like Bottomless Trap Hole is good.  Having been so 3 years of ago would have been much better.  Level 4, Earth, Plant, those things bode well in Dionaea's favor.  1700 attack is about as low as I like my Level 4 to have for attack and 1100 defense, meh.  When Normal Summoned, you can Special Summon another Traptrix from the Graveyard.  So long as it's in face-up Defense position.  So that's a plus, helps bring out a Rank 4 I think.  Finally you can Set a Normal Hole Trap card from your Graveyard, but it's removed from play if during your next End Phase if you haven't used it.  Odd it works against and with the same cards.  Your opponent KNOWS it's there, so either it'll work around it, or destroy it.  Or wait, and you'll lose it on your own.  Kinda hard to rate, but I just don't think there's enough going for it yet.
 
Ratings:

Traditional:  1.5/5 
Advanced:   2.5/5  Potential for sure, there just needs to be more 
Art:  4/5


Baneful

Traptrix Dionaea

 

Traptrix were an interesting deck idea, built for trap-heavy anti-meta play, but people have often ignored them for 2 reasons.  One: not enough quality Traptrix monsters.  Two: not enough opportunities to +1.

 

Well, this card changes that.

 

Dionaea plusses and it plusses well.  It plusses (potentially) twice.  First, when it's normal summoned, you +1 free Traptrix monster.  Second, when this card is Special Summoned, you +1 a Trap Card.

 

Also, Dionaea can summon another Dionaea.  Normal Dionaea.  Eff: Special Dionaea.  Set Traptrix Trap Hole Nightmare.  Then, XYZ to a Rank 4.

 

The downside is that you lose your free trap card if you don't use it.  Keep in mind that while it being banished will hurt a bit, you are only losing a card that you never had in the first place.  Even if you aren't able to trigger that trap card during your opponent's turn (you probably won't), it will scare your opponent into playing differently.  They're not going to want to summon a powerful monster knowing that you can just destroy it.  Or if they destroy your facedown with a card like MST, they just -1'd themselves to make that play.  Also, this card may not be that great early game.  You would want to fill your graveyard a little bit first. 

 

Being unaffected by trap cards containing the name "Hole" (and no, I don't mean Courtney Love's band Hole) is not too relevant, unless against a mirror match.  But 1700 ATK for a floater (that +1's or +2's) is quite good.

 

All in all, this is the card that will make Traptrix decks or at least Traptrix hybrid decks (People are now splashing playsets of Fire/Ice Hands in them) respect-worthy and seen as a serious deck.

 

Those who want to play Traptrixs should pick up 3 of these.

 

Traditional - 2.25

Advanced - 4.5


Kingof
Lullaby

Hello Pojo Fans,
 
It's trap time! Well...Traptrix that is. The first Traptrix monster to be reviewed on Pojo, that honor goes to Traptrix Dionaea. An Earth, Plant-Type, Level 4 with 1700ATK/1100DEF, Dionaea is unaffected by the effects of "Hole" Normal Trap Cards. When she is Normal Summoned: You can target 1 "Traptrix" monster in your Graveyard; Special Summon that target in face-up Defense Position. When Dionaea is Special Summoned: You can target 1 "Hole" Normal Trap Card in your Graveyard; Set that target, but banish it during the End Phase of your next turn if it is still on the field. You can only use this effect of "Traptrix Dionaea" once per turn.
 
Decent stats, inherits the Earth-based and Plant-based support cards, Dionaea will either get you another Traptrix monster from your Graveyard (when Normal Summoned), or, when Special Summoned, allow you to get a “Hole” Normal Trap Card from your Graveyard. Neither of these effects are mandatory, so you don't have to worry about any summoning conditions. Dionaea can Special Summon another Dionaea, then you can get a “Hole” Normal Trap Card from your grave with the second Dionaea's effect. All Traptrix monsters are level 4, so you will likely be Xyz Summoning if you Special Summon a Traptrix with Dionaea's effect.
 
If you don't have a “Hole” Normal Trap Card or Traptrix monster in your grave, then Dionaea is a 1700ATK monster whose effects are useless until your grave has something to bring back. The “Hole” card you bring back gets removed at the End Phase of your next turn. Your opponent can play around you setting the “Hole” Normal Trap, waiting until you are forced to remove it.
 
A staple in the fun deck that is Traptrix, but not very useful outside it. Lonefire, Miracle Fertilizer, Gigaplant can help, but the balance a Traptrix Deck is forced to have (4 Traptrix monsters: 2 Insect, 2 Plant) creates problems. 
 
Traditional-1/5
Advanced-1/5
Art-3/5
 
Until Next Time
KingofLullaby

Terrorking

Hello, you little guppies. Welcome. I will indulge you. I will teach you. I will hold your hand as we walk down the path of enlightenment together. I am the only one that can guide you, as it is a road I know well. Yes, quite.

Traptrix Dionaea is on the table, and we shall discuss it. This card is a Junk Synchron for Traptrix that self-interacts, and can be used to bring back your used up Bottomless Trap Holes and so on. Obviously the first effect is meant to lead to an Xyz summon, so we shan't speak of that. What we shall speak of is the second. If you do choose to set a trap, it will be banished during your next End Phase. Seems innocuous, no? It really isn't. Your opponent can either summon a monster and lose it, or be forced to pass his turn and sit through yours without summoning a monster. He could also set a monster, but DEF is usually far lower than ATK, which means that's essentially wasting a card. The second effect is powerful psychological warfare. I know when given the choice between losing a turn or losing a monster, most would say losing a monster is the preferable option, but sometimes a duel's outcome rests in the hands of that one single monster.

Traditional: 1.5/5
Advanced: 3.5/5
Art: 1/5. I really find this theme of monsters offensive. They're "alluring man eaters," but the bodies in these arts are prepubescent at best. Uh, they shouldn't be "alluring" you with this.


Snype
YouTube

Today we’re looking at one of my favorite cards from Primal Origin, Traptrix Dionaea. Dionaea is often compared to Coach Soldier Wolfbark due to the fact that it enables you to turbo into a rank 4 XYZ. However, among other differences, Traptrix Dionaea does not negate the effect of the monster it special summons. It is important to mention that Traptrix Dionaea and Traptrix Myrmeleo both have effects that activate when they are special summoned, this enables you to generate some pretty decent card advantage off a single Dionaea play.
 
For instance, if you activate Dionaea and target a Myrmeleo in your graveyard, you will be able to activate Myrmeleo’s effect to destroy a spell or trap card when it is special summoned. This can enable you to remove threats before you even make your rank 4 play. The Traptrix monsters have the added advantage of being unaffected by Trap Hole cards. Thus, you will be safe from cards like Bottomless Trap Hole and Traptrix Trap Hole Nightmare during this play as well. This makes this play extremely powerful as most of the commonly played trap cards will either be destroyed before they can be activated (such as Black Horn of Heaven and Dimensional Prison) or simply cannot affect the Traptrix monsters. From here you can simply choose the best rank 4 for the situation and proceed to generate more advantage from your XYZ monster.
 
Now if a Traptrix Dionaea targets another copy of Dionaea in your graveyard, you will be able to set one of your previously used Trap Hole normal trap cards when she is special summoned. This allows you to reuse cards like Bottomless Trap Hole or the recently popular Traptrix Trap Hole Nightmare. Be aware that they will be banished at the end phase of your next turn if you do not use them though. It’s important to note that your opponent will know that it is set and where it is so it’s quite possible that they could play around it. However, most of the time this will prevent your opponent from making the optimal play and they may not even have a decent way around the play other than just passing the turn to wait it out.
 
Because of plays like these and the viability of Traptrix Myrmeleo, Traptrix Dionaea has become a force to be reckoned with in the current metagame. Of course, because the Traptrix monsters favor slower, more control oriented games it probably wouldn’t fair too well in Traditional.
 
Advanced: 4.0
Traditional: 2.5


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