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Pojo's Yu-Gi-Oh Card of the Day
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Trap Hole
Common
When
your opponent Normal Summons or Flip Summons a
monster with an ATK of 1000 points or more, destroy
the monster.
Type
- Trap
Card Number
- SYE-041
Ratings
are based on a 1 to 5 scale
1 being
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 12.28.04 |
Tranorix |
Trap Hole
Ah, Trap Hole: good old Trap Hole, the Staple of
yore. Back in the day, every deck ran Trap Hole in
threes. It wasn’t questionable; there was absolutely
no reason not to. Trap Hole was nearly impossible to
get rid of, and with all decks based on offense,
Trap Hole was a necessity. Anyone who didn’t run
Trap Hole was either just a rentsy idiot, or didn’t
have one. Now, however, things have changed, and
Trap Hole is sadly outdated.
It’s a Normal Trap, non-chainable, and it’s
restricted in its use in that you may only activate
Trap Hole when your opponent summons a monster (and
that doesn’t include Special Summoning) with 1000
ATK or more. So don’t try to Trap Hole that Raging
Flame Sprite; it won’t work. Moreover, if your
opponent summons, say, Tribe-Infecting Virus, he is
allowed to use T-Virus’s effect one time before you
may activate Trap Hole. The same goes for Cannon
Soldier and similar monsters, I’m afraid. And in
case anyone out there is still wondering, NO, you
may NOT Trap Hole a Jinzo.
Of course, Trap Hole isn’t that bad. You can get rid
of that Airknight when he summons it, you can make
sure that Bounder won’t bother you, and you can
generally be extremely annoying. But there are
better options. Torrential Tribute and Bottomless
Trap Hole both surpass Trap Hole as far as
playability goes, and the same argument could be
made for Compulsory Evacuation Device and Sakuretsu
Armor. Nevertheless, Trap Hole remains a decent
option for anyone who can’t get his hands on those
other cards; and there’s absolutely nothing wrong
with it. The rating is lower in Advanced Format due
to the increased number of Burners.
Traditional – CCCC: 2.5/5
Traditional – Field Control: 3/5
Advanced – CCWC: 2/5
Advanced – Field Control: 2.5/5
OVERALL RATING: 2.5/5
|
Snapper |
Trap Hole
Today’s card is Trap Hole, a card I feel is
officially obsolete.
Trap Hole destroys one monster Normal Summoned or
Flipped Summoned by your opponent with an ATK equal
to or greater than 1000. My question is why would
you use this instead of Bottomless Trap Hole? Sure
Trap Hole’s standards are 500 ATK points lower, but
Bottomless Trap Hole works against Special Summoned
monsters AND removes them from play. You could argue
that Trap Hole works against more monsters than
Bottomless Trap Hole, but who cares? I can’t think
of many monsters that Bottomless Trap Hole can’t get
to that you wouldn’t be able to get rid of in
battle. There are exceptions to this but there
aren’t enough for Trap Hole to win my heart.
I feel I’ve said enough for today. I believe Warrior
Decks and Mother Grizzly-Type monsters are the only
reason you would ever use Trap Hole, but even then
you’d probably be better off with Bottomless Trap
Hole.
Advanced Format: 1.5/5. I’ll give Trap Hole credit
for being a Warrior killer, but that’s all it gets.
Traditional Format: .5/5. Why you would use it in
Traditional is beyond me.
Overall: 1/5.
Art: 2/5. The monster has a name in the T.V. show
but I can’t recall what it is.
|
ExMinion OfDarkness |
Trap Hole
OLD SCHOOL!
Now I remember, back in the day...if you didn't play
3 Trap Hole, you were a grade-A n00b. Now, if you
play even 1, you're questioned as to why. But is
Trap Hole REALLY that bad? No...but it's not that
great either.
Trap Hole was the king of the 1-1 cards -- one of
your cards to get rid of one of their cards and
their summon for the turn. Most players don't play
monsters in Attack position that have under 1,000
attack (except for Yata in Traditional, and
Scientist in either format...), so getting to use
this card on the turn after you set it was likely.
In Advanced, this gives you some defense against the
weaker Warrior swarmers (M. Captain, Zaloog) that
Bottomless Trap Hole can't cover. However, I'm going
to focus on Bottomless a bit here, as it's really
the superior card. In exchange for the monster
having to be 1500+, you can not only remove it from
play, but unlike Trap Hole, you can respond to
Special Summons with it (which is great against a
BLS, or something Prematured/Called, or the like.)
But regarding Trap Hole on its own, there are just
so many better traps.
2/5 Traditional
2/5 Advanced
|
sHecKii |
hRmmm, the
ever going debate on which card is better,
Bottomless Trap Hole or Trap Hole. First let's
compare and contrast (even though we probably
already know the difference).
Trap Hole stops normal summoned monsters of 1000 or
above. Bottomless stops special AND/OR normal
summoned monsters of 1500 or more and removes them
from play. Now the thing is 1500 IS the cut off from
different styles of monsters. Mystic Tomato, Giant
Rat, White Magical Hat, Dream Clown, Pyramid
Turtle...to DD Warrior Lady, Breaker the Magical
Warrior, Berserk Gorilla, Airknight Parshath, Blue
Eyes White Dragon? ... You get the point. On most
cases (and it really does depend on your metagame)
Bottomless Trap Hole should be better just because
of a) Black Luster Soldier.Decks, b) Berserk
Gorilla.Decks, and c) Water Decks. But let's say
your meta is either those or the counter of the
cookie-cutter warrior decks, such as the 2 kinetic
soldier main-decked theme. Then maybe Trap Hole is
better. Or even let's say your going against the old
Mystic Tomato + Creature Swap decks. then trap hole
is WAY better than Bottomless Trap Hole since all
the monsters are literally 1400 ATK or lower in that
deck...
The point is that no one knows what is better
because it really depends on your metagame. Also you
could know and build the deck around the metagame
and you get one of those rouge decks as one of your
matches and have NO idea what it contains and it
might hurt you....
I've seen (Bottomless) Trap Holes be empty cards
because the monster is already there. I've seen the
cards do nothing because it's the wrong one for that
instance. For example (for you magic players), it's
like drafting the CoK block...when you draft Rend
Spirit, they always have non-spirit monsters and
same for Rend Flesh (they have spirit monsters
etc....). This is just the case...
Bottomless seems like the overall better choice just
because of the metagame which normally includes 2
tribute monsters + Black Luster Soldier and maybe
even Chaos Sorceror and either 1-3 Berserk Gorillas,
2-3 DD Warrior Ladys, King Tiger Wanghu and
such...But sometimes people play cards like Kinetic
Soldier, Mystic Tomato, Don Zaloog, yesterday's card
of the day Tsukyomi (i think i mis-spelled it), and
Giant Rat. Notice trap hole DOES stop all the other
monsters that Bottomless stops too, just not the
special summoned ones...
I say even though sometimes those cards can be your
answer and a perfect defence...you might try using
cards like Sakuretsu Armor over it because it
basically does what you want it to do...kill a
monster like (Bottomless) Trap Hole....
I'm curious to read other people's review on
this...I hope you guys can also send me play-testing
advice on these cards if you could...just for
personal knowledge
Rating~
Constructed: 2.5/5
Limited: 5/5
|
Coin Flip |
NOTE: I
apologize for my lack of performance over the past
few weeks.
If all goes well, I'll have another New Creed in
eventually, but too much stuff has come up and I've
not had access to a working computer for long enough
to do enough work. I would reccomend that all of you
go take a peek at Monday's review. It, along with
Friday's card, were the two things that made me want
to do this week. Basically, I like Tsukuyomi. It's a
good card. And good karma to ExMoD for mentioning
the "lock picker" - may you rip off twice as many
kids this upcoming new year, scale four times the
packs, and copy every good decklist conceivable. On
with the review.
Okay, for a shorter review today, we have Trap Hole.
Last reviewed… 2002. Cough, huge metagame change…
Well, on with the review.
Basically, people are using a lot of the more
interesting cards in the Advanced format. Trap Hole
is no exception. Three of the trap removal cards
seeing play today are:
Bottomless Trap Hole
Trap Hole
And Sakuretsu Armor.
All of them are pretty interesting, and all three
are rentsy choices for your deck. Let's take a look
at them in a side by side comparison.
Trap Hole:
Kills on summon
Kills 1 monster
Kills 1000 ATK or above, but fails to catch Mystic
Swordsman LV2, some special monsters like Spirit
Reaper, and all Special Summons.
Bottomless Trap Hole:
Kills on summon
Kills possible multiple monsters
Kills 1500 ATK or above and catches Special Summons,
but loses any monsters summoned with BELOW 1500
attack. No luck against that Spirit Reaper, Don
Zaloog, Mystic Tomato, Shining Angel, or Marauding
Captain.
Sakuretsu Armor:
Kills on attack and is thus not limited to them
summoning a card Kills 1 monster Kills any monster,
but fails to catch cards like Breaker and Mobius
like the Trap Holes can.
Personally, I'd use all three, but where I'd use
them depends on the deck. For example, if I'm using
King Tiger Wang(hu), I wouldn't use Trap Hole
because I've already covered the monsters with under
1500 attack save a few awkward 1450 attack monsters
with no effect that no one uses. Bottomless Trap
Hole instead. If I'm using some method of stall,
though, Sakuretsu Armor is the best because I can't
catch the cards like Marauding Captain or Mystic
Swordsman with either Trap Hole, and they can slip
under Messenger of Peace and Gravity Bind.
Trap Hole on its own is a useful 1 for 1 trade. That
earns it a gold star. I'm only giving you a rating
for standard decks today…
2.7/5 Traditional (choose the better banned cards
for removal, please)
3.7/5 Advanced
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