ÆƵ– Posted April 25, 2015 Report Share Posted April 25, 2015 [spoiler=Deck List] 3x Absolute King Back Jack (adds a bit of consistency, target for bowwow) 2x Fire Hand (consistent and pops monster, xyz fuel) 2x Ice Hand (Fire hand for S/T) 2x Kagetokage (Makes Xyz stuff much easier) 2x Traptrix Atrax (holes from hand and immunity to royal decree? Yes please) 3x Traptrix Dionaea (ss's traptrix from grave, when ss'd gets a hole back for a turn, great xyz fuel) 3x Traptrix Myrmeleo (searches holes and pops backrow) Traptrix Nepenthes (ss's/searches traptrix, nice DEF) 3x Zombowwow (gets high ATK fast, searches jack or valley when destroyed) 2x MST BTH 2x CotH (gets back hands and myr for shenanigans) CED 2x Mind Crush (gotta deter searching somehow) 3x Mirror Force Ring of Destruction (last minute wincoin, pops problematic monster) 2x Rocket Hand (nice boost, free pop) 3x Traptrix Trap Hole Nightmare (hole card, can screw over an excition/ black rose/ other such things) 3x Void Trap Hole (stops beaters, hole card) Bujinki Amaterasu (nice ATK, recycles jack/ valleys) 3x Castel, the Skyblaster Musketeer (good removal, decent ATK) Evilswarm Excition Knight (Fieldwipe just in case) 2x DRXD (makes a great beater, cuts down opponet's beaters) Fairy King Albverdich (cuts down opponent's monsters, doesn't effect traptrix) Gagaga Cowboy (can help with running over, also burns for win) Lavalval Chain (sends jack to grave to set up, can also set up for a dio) Maestroke the Symphony Djinn (probably not the best choice but is a wall and can change positions) 101 (removal, stops self destruction once) Ragnazero (works good with adhesion and stops boosted beaters) Blackship of Corn (non-destruction removal and burn is p good) Burner Visor (direct attacking is cool) [spoiler=Side Deck] Zephyros (recycling is cool) Birdman (same as zeph, also helps for synchro things for reasons) Traptrix Atrax (in case I want to use decree) Foolish Burial (for zeph/jack/ dio setup) 2x Magic Planter (in case I want to unclog field/ Atrax gets taken out) 2x Deep Dark Hole (for those synchro/high level decks) Quantam Cat (in case I need to make a quick Xyz/ wall) 2x Royal Decree (combined with Atrax, I can stop opponent from using traps, main planter target) Swamp Mirrorer (same as cat but with ATK) Time-Space Trap Hole (just in case the other holes don't work out) Zoma the Spirit (see cat mirrorer but add burn) Genex Ally Triforce (works because birdman and when synch'd with a trix stops S/T during attack) [/spoiler] [/spoiler] So basically I wanted to make Traptrix viable all on their own, but it doesn't work nearly as well as hoped. I really do need help with this, as i really like this Deck. [spoiler=Old Deck here][/spoiler] Link to comment Share on other sites More sharing options...
Βyakuya Posted April 26, 2015 Report Share Posted April 26, 2015 Everything else but the main Traptrix is totally beyond me. I can't really comprehend most of the choices here but I might as well tackle them. Traptrix in general standalone is not too good, and are very likely paired with another stun engine or defensive setup like Hands or Artifacts to keep the deck sufficient in advantage. The Back Jack engine is neat but I can't really imagine a very ideal playstyle with and Traptrix; They might have Normal Traps in common but they contradict each other in synergy. Myrmeleo and Dionaea are the only good ones to keep out of here, bar everything else. The only ideal trap holes to run are their own Trap Hole, BTH, and Void. Chaos Trap maybe, but likely sided against Danko Rekka and other hindering LIGHT/DARK monsters. The rest are situational and bad. Dust Tornado is awful cause why bother using the last eff when you should have set them immediately last turn. D-Prison is now heavily obsolete due to the superior Mirror Force and Fiendish Chain now, as with Ring of D. You might consider those. Metalmorph is just beyond dumb; You might as well run Kunai with Chain or Inspiration instead. Jar of Avarice is unnecessary. Why bother recycling your Holes when if you were using a good build, you'd already be in a good advantage to victory? To advance that, CotH is really good. Defense Draw is also pretty lame cause why would you need such slow draw power, or even need to have any in the first place? Extra Deck is a mess. You'd rather use 1 of each card for diversity's sake. I'll leave it to everyone else to recommend the better tech options. You can still stick to Backjack somehow, but you need to weigh the importance of synergy with consistency, and cut down to as minimal as possible with a lot of trolly backrow support. You've also got other options to use Traptrix with; might as well tech another. Link to comment Share on other sites More sharing options...
ÆƵ– Posted April 26, 2015 Author Report Share Posted April 26, 2015 Everything else but the main Traptrix is totally beyond me. I can't really comprehend most of the choices here but I might as well tackle them. Traptrix in general standalone is not too good, and are very likely paired with another stun engine or defensive setup like Hands or Artifacts to keep the deck sufficient in advantage. The Back Jack engine is neat but I can't really imagine a very ideal playstyle with and Traptrix; They might have Normal Traps in common but they contradict each other in synergy. Myrmeleo and Dionaea are the only good ones to keep out of here, bar everything else. The only ideal trap holes to run are their own Trap Hole, BTH, and Void. Chaos Trap maybe, but likely sided against Danko Rekka and other hindering LIGHT/DARK monsters. The rest are situational and bad. Dust Tornado is awful cause why bother using the last eff when you should have set them immediately last turn. D-Prison is now heavily obsolete due to the superior Mirror Force and Fiendish Chain now, as with Ring of D. You might consider those. Metalmorph is just beyond dumb; You might as well run Kunai with Chain or Inspiration instead. Jar of Avarice is unnecessary. Why bother recycling your Holes when if you were using a good build, you'd already be in a good advantage to victory? To advance that, CotH is really good. Defense Draw is also pretty lame cause why would you need such slow draw power, or even need to have any in the first place? Extra Deck is a mess. You'd rather use 1 of each card for diversity's sake. I'll leave it to everyone else to recommend the better tech options. You can still stick to Backjack somehow, but you need to weigh the importance of synergy with consistency, and cut down to as minimal as possible with a lot of trolly backrow support. You've also got other options to use Traptrix with; might as well tech another. Heard ya loud and clear! Added some hands and Kage, swapped out a ton of traps, added mst, rearranged Extra, and added a Side Deck! Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted April 26, 2015 Report Share Posted April 26, 2015 You are gonna want nepenthes. She helps go for power plays with myrmeleo, and has looping potential with dio. Atrax is unnecessary. Link to comment Share on other sites More sharing options...
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