Traptrix Stun: Traps, Hands, and Clownblades (Link Format)

Cross-posted from my work at

Prior to taking my break from Yugioh, I had a real interest in the Traptrix cards and way they join up with various engines to create a single, cohesive whole as a stun-based deck. Now that I’ve returned to the game and cards from my time in the Xyz era are cheaper than ever, I built myself a Traptrix deck that I can play in the modern format and advance upon for the upcoming Link Format. Without further ado, here’s my current Deck Profile for Traptrix Stun.

Monsters: 18

3 Traptrix Myrmeleo – Trap Engine: Searcher, S/T destruction
2 Traptrix Dionaea – Trap Engine: 1-Card Rank 4/Link
2 Fire Hand – Hand Engine: Monster destruction
1 Ice Hand – Hand Engine: S/T destruction
3 Heroic Challenger – Assault Halberd – Clownblade Engine
1 Heroic Challenger – Thousand Blades – Clownblade Engine
2 Performage Trick Clown – Clownblade Engine
1 Mathematician – Clownblade Engine Support: Foolish Burial
3 Cardcar D – Draw power

Spells: 10

2 Mystical Space Typhoons/Twin Twisters
3 Pot of Duality – draw power, search for pieces
1 Pot of Dichotomy – multiple targets, draw power
1 Reinforcement of the Army – search Halberd
1 Foolish Burial – Dump Clownblade Engine
1 Dark Hole/Raigeki
1 Book of Moon

Traps: 12

Time-Space Trap Hole*
1 Traptrix Trap Hole Nightmare*
1 Void Trap Hole*
1 Bottomless Trap Hole
1 Torrential Tribute
1 Vanity’s Emptiness – Banned as of March 31
1 Solemn Warning
2 Fiendish Chain
2 Call of the Haunted

*Note: Replace with Flood Gate Trap Hole as needed

Extra Deck: 15

2-3 Missus Radiant – Link 2, Earth-specific
2 Traptrix Rafflesia
2 Castel, the Skyblaster Musketeer
1 Dark Rebellion Xyz Dragon
1 Gagaga Cowboy
1 Abyss Dweller
5-6 Other Generic Rank 4 Extra Deck Monsters

Cards to Consider:
Daigusto Emeral - a better Pot of Dichotomy
Maxx "C"/Upstart Goblin - replacements for Cardcar D
Mirror Force/Quaking Mirror Force/Storming Mirror Force - anti-OTK, mass removal
Solemn Strike - more powerful than some Trap Holes but not searchable
Update (3/22) - Changes I'm Considering
-1 Pot of Dichotomy - A good card but too cloggy in the early game.
-1 Vanity's Emptiness - Banned as of March 31
+2 ??? - Undecided. Probably more traps.


Explaining the Plays/Tips and Tricks

The Traptrix Engine

Our Traptrix engine revolves around our two key players: Traptrix Myrmeleo, the Trap Hole searcher, and Traptrix Dionaea, the “one card” Rank 4. When normal summoned, Myrmeleo allows you to search for one normal trap hole card in your deck and add it to your hand, making it an excellent turn one opener. Ideally, you open Myrmeleo or Cardcar D, setting two or more traps along the way, to bring more resources into your hand, undisputed. Knowing how your opponent’s deck plays will dictate which Trap Holes you will search first but, either way, Myrmeleo allows us to set up a powerful minefield for our opponent. Traptrix Dionaea, on the other hand, brings a bit more speed to our plays. When normal summoned, Dionaea can special summon one Traptrix monster from your graveyard to your side of the field, allowing you to make Rank 4’s but also triggering the Traptrix secondary effect. When special summoned, Myrmeleo can destroy one spell or trap on the field and Dionaea can set one Trap Hole card from your graveyard to the field for a brief turn, the least likely ability you will use but still a neat one all the same. By running the Traptrix engine, we can run a Trap Hole suite that would otherwise be too slow compared to other generic trap cards, giving us an upper hand on controlling the playing field.

The Hand Engine

The Hand monsters, Fire Hand and Ice Hand, are one of the more ludicrous generic splashable engines in the game, or at least they were before the need for speed over took Yugioh. Still, it’s a powerful engine that proves both destruction effects and the ability to summon Hand after Hand to slow down your opponent. Fire Hand comes with a built in Monster Destruction effect when sent to the graveyard while Ice Hand has spell/trap destruction. When their destruction effect succeeds, you may special summon the opposite Hand to the field from your deck. As long as you have one Hand, preferably Fire Hand as there is almost certainty a target for its destruction effect, then you have a one card monster spam that pops on it’s way off the board and thins your deck. The only downside is drawing more than one Hand can be quite cloggly so in the Main Deck we run two Fire and one Ice to keep the plays precise and quick. I would recommend adding at least one of each Hand into your Side Deck for slower match-ups where the hands can easily dictate the battle.

The Clownblade Engine

After testing a variety of builds, I found the inclusion of the Clownblade Engine to be the most beneficial in the modern game. To be blunt, Clownblades bring speed to a deck that severely lacks it in a format where speed is everything. Our traps can only hold so much back so we need to be able to respond to problematic situations with quick Rank 4 monsters like Castel, the Skyblaster Musketeer and Traptrix Dionaea isn’t enough to facilitate that.

The engine itself is based around Performage Trick Clown and Heroic Challenger – Thousand Blades. When sent to the graveyard, Trick Clown can special summon one Performage monster to the field from the graveyard at the cost of 1000 life point damage. Based on the looseness of Trick Clown’s effect wording and the fact that he activates within the graveyard, allows himself to be the target for his own effect, meaning you need no other, Performage monsters in the graveyard prior to go off. Trick Clown is very spammy as simple destruction or detaching as an Xyz material triggers his effect.

The other side of this engine is Heroic Challenger – Thousand Blades, the perfect compliment to Trick Clown. When you take damage while Thousand Blades is in the graveyard you can special summon him to the field. On his own, his effect is pretty helpful for giving you board protection after an attack but the fact that Trick Clown can forcefully trigger his effect in conjunction with his own gives you a quick two cards to the board for 1000 life points, an almost too easy Rank 4 combo. To help make sure our engine goes off, we play various support cards such as Heroic Challenger – Assault Halberd, a pressuring body that can special summon from the hand and search Thousand Blades so we can dump him to the graveyard quicker, Reinforcement of the Army, for searching your Heroics, Foolish Burial for quick graveyard set up, and Mathematician, a 1500 body with the Foolish Burial effect and the bonus of drawing a card when destroyed.

Now, this deck profile is being made with the new Link Format in mind which, in theory, will slow down the game quite a bit and discourage decks that rely on the extra deck. Lucky for us, that will not be a problem even with the Clownblade Engine. First, we’ll be one of the few decks that can partake in Link Summoning at the early stages (See Link Summoning below for more information). Second, while we’re using the Clownblade engine for increased speed, we’re not looking to spam the field with our extra deck but instead have quick, reliable ways to get out a single Xyz that can turn the tide of battle in our favor.

Stunning the Opponent

Traps, traps, and, that’s right, more traps. Returning to what brings this deck together is our lovely collection of trap cards. Thanks to the Traptrix cards, especially Myrmeleo, we can proliferate our hand with a variety of powerful trap cards to the point that almost any opponent has to dance around our board before striking. Trap Hole cards have only gotten more powerful with age with cards like Time-Space Trap Hole being a personal favorite, shuffling special summoned monsters back to the deck at the price of 1000 life points per monster. Newer Trap Hole cards like Floodgate offer a lot additional utility, for a higher dollar amount, that makes our searches even more powerful. On top of searching, our boss Xyz, Traptrix Rafflesia, allows us to, once per turn, play a Trap Hole straight from our deck when the conditions are met. An insane effect that keeps our plays going on top of a 2500 defensive wall. Along with our Trap Hole plays, we’re running other powerful generic trap cards like the “One of” suite (Solemn Warning, Vanity’s Emptyness, etc.) and effect negation cards like Fiendish Chain. Our goal is simple, lock our opponent down and remove their pieces before they even get a chance to play the game their way.

Link Summoning

Link Summoning, the new mechanic being introduced to Yugioh this year, is going to change the way we play the game, if only for a short while. Link Monsters, along with the new Extra Deck Zone, now limits the player’s ability to summon monsters from the extra deck, a harsh backtrack made after the insanity that were Pendulum Monsters and the overall unprecedented speed of the current game. Luckily for us, extra deck spamming isn’t the core of this deck so the new rules around Link Summoning isn’t much of a worry. Our aim focuses on controlling the board with our trap cards and splashable engines. When we Xyz summon it’s usually to sit on a Traptrix Rafflesia or to “Castel” an opponent’s troublesome card but rarely do we find ourselves with more than one extra deck monster at a time. To improve matters for our deck even further, among the first Link Monsters to be revealed, most of which are pretty crummy, is one gem that we can actually utilize. Missus Radiant is the first good Link-2 monster to be shown as it’s lack of generic summoning condition means there’s no Link drawback, specifically requiring two Earth Monsters for its summon.

Missus Radiant
2 EARTH monsters
All EARTH monsters on the field gain 500 ATK and DEF. All WIND monsters on the field lose 400 ATK and DEF. If this card is destroyed by battle or card effect: You can target 1 EARTH monster in your Graveyard; add it to your hand. You can only use this effect of “Missus Radiant” once per turn.

Thanks to the increased speed given to us by our Clownblade engine on top of the fact that the Heroic Challengers are Earth types along side the Traptrix monsters, we’re able to make Missus Radiant fairly easy while also unitizing the Clownblade engine a step further by having continued ease of access to our Rank 4’s. As it stands, Earth-based decks can utilize Link Summoning without compromising much of the state of their game, especially Traptrix Stun. Missus Radiant on it’s own can turn our Traptrix Monsters into 2100-2200 beaters as we defend our line with a constant stream of powerful trap cards. I was already very excited to see the game of Yugioh shift from an OTK format to something slower but feeling confident in my Traptrix deck right off the bat makes the new Link Summoning mechanic even sweeter for me. As of right now, play testing the deck is out of the question but, in time, I intend to advance upon the theories in this Deck Profile. So, if you’re interested in Traptrix like I am, keep your eyes pealed for updates to this deck in the coming months.


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