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Trick or Trap! Traptrix 2014


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Monster:

1x Beetron 

2x Effect Veiler 
1x Esper Girl 
2x Golblindbergh 
1x Gorz 
1x Lonefire Blossom
1x Spore 
2x Tin Goldfish 
2x Tour Guide of the Underworld 
2x Traptrix Atrax
3x Traptrix Myrmeleo 
2x Traptrix Nepenthes  
 
Spells 
1x Book of Moon 
1x Dark Hole
2x Forbidden Lance
1x Emergency Teleport 
3x MST 
2x Pot of Duality 
1x Verdant Sanctuary 
 
Traps
1xBottomless Trap Hole
1xComplus 
2xD.Prisons 
2x Trap Hole 
2x Traptrix Hole Nightmare 
 
Extra 
1x Ally of Justice Catastor 
1x BRD 
1x Barkion 
1x Daigusto Emeral 
1x Laval Chain 
1x Sky Pegasus 
1x Ouroboros 
1x DDW 
1x Wind-Up Zenmaines 
1x Exciton Knight 
1x Maestroke 
1x Fairy King Albverdich 
1x Blackship of Corn 
1x Photon Papilloperative
1x Silent Honor ARK
 
 
Thoughts?
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Sorry to say this, but yes, there is a problem, officer!

 

There is no point in the Goblindberghs and Goldfishes at 2 each. They simply waste resources that could be another, more valuable card. Beetron is infinitely superior. Also, Esper does prctically nothing for the deck, as she cant even make Underground Arachnid. Also, you need more holes to make Nepethenes worth it, and Doniea is a must unless you are playing pure Traptrix in the TCG, where they are much worse than in the OCG. Also, Atrax is pretty bad, even at 1. Also, Sky Pegasus? SKY PEGASUS? Why no 2 Ark - he is one of your most important forms of removal in this deck as a great Rk4? Gorz is not good with Continuouses, which you WILL want to run for Beetron and because verdant is awesome, so:
 
-1 Gorz
-2 Goldfish
-2 Goblindbergh (you can keep it at 1/2 if its TCG)
-2 Atrax
-1 Nepenthenes (unless either it tests well at 2 OR you add 2 more Trap Holes
-1 Esper
-2 Tour Guide (Has no synergy with the main strategy and Zenmaines isn't all that useful nowadays. You don't even need to stall either. What were you thinking?)
-1 MST (You'll be popping S/Ts all day with your revival of Myrmeleos)
-1 E-Tele
 
+1/2 Beetron
+3 Doinaea

+1/2 Spacetime/Void Trap Hole (run 2 in your preferred ratio if you want to keep Nepenthenes at 2)
+1/2 Verdant (NEED Myrmeleo/Beetron/Dioneaaiauaaeiaieaeuiuaauiuae or however you spell it)
+1 Duality (optional, but you NEED that Myrmeleo)
+2 COTH (Continuous,
+2/3 Fiendish Chain (Continuous, good, needed negation)
+X Staple Traps (depending on how much room you have)
 
+3 Eradicating Aerosol

 

I'm a bit iffy on the D-Prisons.

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