2 Level 4 monsters
This card is unaffected by Trap effects while it has Xyz Material. "Traptrix" monsters you control, except "Traptrix Rafflesia", cannot be destroyed by battle or card effects. Your opponent cannot target "Traptrix" monsters you control, except "Traptrix Rafflesia", with card effects. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card and send 1 "Hole" Normal Trap Card that meets its activation conditions from your Deck to the Graveyard; this effect becomes that Trap Card's effect when that card is activated.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
January 19, 2016
We continue our
Shadow week with another hyped up Xyz Monster:
Traptrix Rafflesia is yet another generic Rank 4
monster (as if we didn’t have enough of those),
sporting a weak 300 ATK, but a monstrous 2500 DEF.
Add in immunity to all Trap effects as long as she
has an Xyz Material, and you have a monster that can
be quite annoying to deal with.
Her main draw, however, is the ability to send any
“Hole” Normal Trap Card from your Deck to the
Graveyard and copy its effect, so long as that
card’s activation timing has been met. For example,
if your opponent summons a monster with 1500 or more
ATK, you can send Bottomless Trap Hole from your
Deck to the Graveyard and Rafflesia copies that
effect, destroying and banishing the monster.
This is an incredibly powerful defensive effect, as
the Trap Holes are some of the strongest Trap Cards
in the game, but are offset by the fact that you
have to draw them early for them to be effective.
Rafflesia circumvents the need to draw them by
pulling them right out of the Deck (while also
making them immune to Spell/Trap removal), so long
as you have 2 Level 4 monsters to Xyz Summon with.
The fact that she requires you to run the Trap Holes
in the first place may make it seem like she doesn’t
have a place in more aggressive combo-oriented
Decks, but Rafflesia in fact has notable
prowess as well, thanks to the existence of
Treacherous Trap Hole. Because you can activate it
at will, Rafflesia can be easy spot removal for any
two monsters on the board at any point in time,
provided there are no Traps in your Graveyard. Since
combo Decks tend to run a low Trap count as it is,
this shouldn’t be an issue. The best part is that
Treacherous Trap Hole is also a potent
card, adding more versatility to Rafflesia.
The OCG actually shied away from this card for a
while due to the large plethora of stronger Rank 4
monsters at their disposal that didn’t require the
use of Trap Holes, but recently she’s started to
make appearances in their metagame again (in part
thanks to the banning of Shock Master over there
finally). The TCG has a significantly weaker Rank 4
toolbox to work with, so there isn’t much reason not
to use her if you have a Rank 4 centric Deck. It’s
not difficult to splash a Trap Hole or two to make
her effective, and she puts a lot of pressure on the
Rating: 4/5 (not quite the behemoth Cyber Dragon
Infinity is, but she’s still a strong card in her
I believe the artwork on Traptrix cards is
exceptionally good. Traptrix Rafflesia is a Rank 4
Earth Plant-type XYZ Monster with 300 Atk and 2500
Def. Switching the Atk and Def would create a truly
excellent monster, but Plant-type monsters have
notoriously low Atk. I love that this requires any 2
Level 4 monsters to XYZ summon Rafflesia.
Shey (she/they) has very useful effects. Traptrix is
completely unaffected by Trap effects while it has
XYZ material. My first thought is to torrential the
field, but with 300 Atk it's not really worth it
even with her survival. Except for herself Traptrix
monsters on the field are given protection while she
is on the field. They cannot be targeted by
opponent's effects and cannot be destroyed by
anyone's battle or effects. So with that protection
you could Dark Hole, lose Rafflesia, but keep all
your other Traptrix monsters. Finally, the only
effect that has a cost lets you ditch a material to
send a 'Hole' Normal Trap Card from your Deck to the
Graveyard and activate it as Rafflesia's effect if
the timing is correct.
There are many Trap Cards that work, but it is
usually a problem to draw them. Rafflesia solves
that problem nicely, so long as she has material.
The only question becomes do you have space in the
Extra Deck for another Rank 4 monster? Time will
Score: 4/5 Auto-correct is annoying for Traptrix.
Art: 4/5 Art is great for Traptrix.
While I admire the effort put into this card's
effect, I don't see it being played competitively.
Don't get me wrong, there's a lot of potential here-
not to mention that this card is way more easy to
summon than yesterday's- but there are some
considerable downsides here.
Firstly, it's abysmal 300-ATK; obviously you want
to play DEF with this card, but it's not hard for
your opponent to switch its position, but that's
only if he or she desperately needs to.
Secondly, while it can save other Traptrix
monsters from being destroyed, it doesn't protect
itself from battle damage or (non-trap) effects. (On
a side note: why would you even run other Traptrix
monsters? Once this card is on the field, their
usefulness is pretty much moot.)
Thirdly, and most sad of all, Hole Trap cards are
pretty much obsolete in modern play. You might see
Bottomless Trap Hole once in a while, but it is far
outclassed by cards like Dark Hole, Lightning
Vortex, Pulling the Rug, and... oh yeah, Solemn
Warning. Heck, we're getting another Solemn card
soon, so why are you running Holes again?
The plus side to this card is that while it has XYZ
material, Traps of all kinds don't effect it. She's
a pretty solid defense block because of that. Also,
her last effect can be fun- basically allowing you
to throw a Hole Trap card out of your deck to get
its effect at just the right time- but again, I just
don't see this working very well outside of casual
play. Feel free to try it, but don't expect easy
victories. I'm sorry, but I believe the whole
Traptrix theme was doomed before it even took off.
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