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.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
June 3, 2014
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.
Advanced: 2.5/5 Potential for sure,
there just needs to be more
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
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
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
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.
Until Next Time
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
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.
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.
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