Moving to the simpler end of things in the Yugioh
world, Treacherous Trap Hole comes along, which is a
Secret Rare. The effect is incredibly
simple...destroy two monsters on the Field. Yours,
or your opponents, there are no holds barred.
Broken, no? NO...well, not quite anyway. You cannot
activate this card if you have any Trap Cards in
your Graveyard. Most Decks, as I'm sure you're
aware, don't play that many Trap Cards. It's usually
the smallest ratio from as few as 1-2 or as many as
5-7.
Does that kill this card? Yes and no. Honestly, this
card probably gets better, being able to just
destroy two monsters later in the Duel because you
will have more powerful and difficult things to
destroy.
Consequently, the odds of you having other Traps in
your Graveyard increases as you proceed.
Ratings:
Traditional: 1.5/5
Advanced: 2.75/5
Art: 3/5? I don't hate it, I don't like it.
General Zorpa
Treacherous Trap Hole
Well here is a cards that has sparked more than it's
share of debate. TTT is a great card. It is an auto
+1 in card advantage that is mitigated by it's
limiting effect, very Reckless Greedish. You kill 2
of their monsters and you cannot activate it if you
have traps in the grave.
People have discussed using it in decks packing Mask
of Darkness and Diskblade Rider in order to get
around it's limiting effect. That's all great, but
situational. what the card should really be used in
is a deck that wouldn't play any trap cards anyway,
and that need a card other than Torrential Tribute
to deal with opposing monsters. Dark World Synchro
comes to mind right now, as they could always use
some monster removal.
The uses for TTT are few, but there is no denying it
is one of the best cards to come out of CSOC.
Traditional-2/5
Advanced-4/5
Jeff Lang
Treacherous Trap Hole
[Trap Card]
Destroy 2 monsters on the field. You cannot activate
this card if you have
any Trap Cards in your Graveyard.
99590524
Secret Rare
Todayʼs card up for review is Treacherous Trap Hole.
This card is very very interesting and has so much
potential. It is very hard to get this card off
besides the first opening turns possibly. Best way I
have found to break this card would be in Macro
decks. If all of your stuff gets removed with your
main cards, this card will be brutal. The only other
way I have found this card to be useful as of now,
is to flip Mask of Darkness to grab your only trap
in your graveyard and then your set(Decks use like
5-8 traps at the moment so this scenario will occur
quite a bit). I am still working on a way to
efficiently use this card, and will for sure do an
article based off of this card when I find the
answer!
Trad:
3/5
Adv:
4/5
CSOC-EN056
Mr. Random
CSOC-EN089
Treacherous Trap Hole
[Trap Card]
Destroy 2 monsters on the field. You cannot activate
this card if you have
any Trap Cards in your Graveyard.
99590524
Secret Rare
Treacherous Trap Hole is a chainable trap to
anything that can automatically destroy two monsters
on the field. The downside to this card is if you
have traps in the grave, this card is useless, so it
is best used in the early game. It would also work
with Macrocosmos and multiple copies because you can
destroy the two monsters and won't have to worry
about traps in the grave. If your opponent has one
monster, D.D. Survivor can be used as the other
monster and come back at the end phase. Its a nice
tech card, but it needs to be in a special deck to
maximize its use.
Traditional: 2.5/5
Advanced: 3.5/5
Otaku
Today’s CotD is Treacherous Trap Hole. I
got into Yu-Gi-Oh shortly after the release of
the Yugi and Kaiba Starter Decks in the U.S. so
I remember the prominence of both the original
Trap Hole way back then as well as the
on-again-off-again use of Bottomless Trap
Hole. I guess this has become a whole
family of cards right now: there are a total of
eight “Trap Hole” related cards. In
addition to the first two well-known ones and
today’s card, there are Acid Trap Hole,
Adhesion Trap Hole, D.D. Trap Hole,
Gemini Trap Hole, and Giant Trap Hole.
I wonder if Konami has thought about creating
some support for these so they could be their
own deck-type?
Well, back on topic, TreacherousTrap
Hole is the latest member of the family, and
paradoxically may be both the easiest and
hardest to use. Acid Trap Hole has the
easiest requirements to met (just activate it
when the opponent has something Set, and odds
are the DEF will be low enough to destroy it),
but how often are Monsters Set in the current
metagame? I was given the impression not often
by the players I’ve chatted with. Adhesion
Trap Hole works whenever an opponent Normal,
Flip, or Special Summons a Monster (or even
multiple Monsters all at once)… but it has to
survive that long. Bottomless Trap Hole,
of course, works only when the opponent
Summons a Monster (or
again, Monsters) with 1500 or more ATK, and that
does ignore a significant number of useful cards
as well. D.D. Trap Hole only works when
the opponent Sets a Monster in DEF position
(yes,
there is at least one obscure way to Set a
Monster in ATK position), and on top of that you
need a Monster of your own to destroy and remove
as payment. Gemini Trap Hole only works
if a Gemini Monster whose effect has been
activated dies in battle – very specialized.
Giant Trap Hole requires multiple Monsters
be Special Summoned at the same time. The
classic Trap Hole only worked against a
Normal Summon, and then one with 1000 or more
ATK (the Normal Summon being the really
restrictive part).
Treacherous Trap Hole
doesn’t car about something being Summoned or
Set. It doesn’t care about ATK, DEF, or even
Monster position. It doesn’t require you give
up a Monster of your own. You can activate once
it has gone through an End Phase of being
Set and there are at
least two Monsters in play (since it has to hit
two for its effect). That means it can be
chained to removal effects, allowing you to
potentially net three cards for the price of
one. So that is how it is the easiest… why did
I say it was also the hardest. It does have one
restriction clause, and it’s a severe one: you
cannot have another Trap in your Graveyard!
So where does that leave this card? It leaves
it in the decks of the dedicated, the deprived,
and the daring. Players willing to build a deck
around using (abusing?) this card can.
Diskblade
Rider is Level 4 Monster that bulks up from
1700 ATK to 2200 ATK for the price of removing a
Normal Trap from your Graveyard. So one could
run that, maybe Soul Release, and try to
build a deck to abuse those two cards. You’d
probably want to flesh it out with Bazoo the
Soul-Eater and Chaos Rider
Gustaph for the
whole “empty Graveyard” theme, enabling some
interesting supporting Spell cards. If that
doesn’t strike your fancy, you can simply add
this to Macros Cosmos decks. It seems an
obvious choice there: you’re almost guaranteed
to have no Normal Traps in your Graveyard so
you’ll just enjoy that sweet two Monster piece
of removal, and as an added bonus, you probably
have a safe target on the field in case you just
need one Monster killed (D.D. Survivor
and D.D. Scout Plane).
Players lacking Mirror Force have always
had other, lesser options. Torrential
Tribute has been easy to come by for quite
some time, but running one Torrential and
a single Treacherous seems workable.
Even just running Treacherous as your
only Trap might work, since how often will
Torrential Tribute kill more than two
Monsters (excluding your own or ones you know
won’t matter like
Treeborn Frog)? After all, we
have many nasty Quick-Play Spells that can more
or less replace most commonly played Traps:
things like Shrink, Rush Recklessly,
and Enemy Controller… even more
specialized ones like My Body
As Shield.
Then there are players just willing to chance
Treacherous in the deck because they aren’t
running many Traps and when it’s used, it’s
going to be a huge boon, and when it can’t be
used… it can still be S/T removal bait and used
to bluff. And of course, like Reckless Greed,
you can set multiple copies and hope to be able
to chain them to each other (and that there will
be enough Monster targets). Pity almost every
strategy I can think of that you’d counter with
that already has a better side deck option
available.
So all in all, this seems like a worthy addition
to the TrapHole family but
probably not something most players will want to
main deck.
Ratings
Traditional:
2/5
Advanced:
3/5
Art:
2.5/5
-Otaku
Anteaus
Treacherous Trap Hole
Ah, yet another entry into the "Trap Hole"
family.Treacherous Trap Hole is a sketchboots kind
of card, considering how you have to destroy two
monsters on the field (you don't have an option),
and it doesn't discriminate against your monsters or
your opponent's monsters. Now, if you're backed into
a corner, this can come in handy, but it's
definitely not something you want to be playing to
get rid of their lone Spirit Reaper when you have
three or four monsters on the field.
Also, another big drawback to this card is the fact
that you can't have any Trap cards in your
graveyard, which ultimately limits this card to a
one-per-deck status (unless you're playing Macro or
something along those lines). Despite the fact that
most decks still only roll with 4-6 Trap cards, the
drawback to TTH is still too much to keep the effect
of the card from seeing too much table time.
In Traditional, this won't even be touched,
guaranteed. With so many better Trap cards, this
will just take up space.