This is a Pure Traptrix deck and my personal casual Traptrix deck. This deck is not meant to be competitive or meta, but it is made to be somewhat competent and playable. This deck is also fairly easy to learn, so I think it's a pretty beginner-friendly deck! It's also the deck I used to start learning to play actual and modern Yu-Gi-Oh!
To make the deck even more casual, some of the hand traps can be replaced with more copies of each trap hole cards, some trap holes I placed in the side deck, or more copies of the monsters not already at 3 if you really want to make this deck "pure".
Otherwise, if you want to make this deck a little better, some "not as good cards" (Traptrix Atrax, Traptrix Nepenthes, Traptrix Genlisea, Traptrix Vesiculo, Traptantalizing Tune, Traptrix Cularia) can be replaced with more hand traps, going second/board breaker cards, or otherwise better cards, or just a better engine, i.e Ragnaraika.
The Extra Deck can also be tampered with to add a more "pure" feel to it, or improved to add more generic rank 4s or generic links.
Another thing you can add or change, since this is a TRAPTRIX deck, is to run Trap Trick or, additionally, even Trap Tracks in the deck and add additional copies of your Trap Holes in the deck so Trap Trick has targets.
Deck Explanation
The goal of this deck is to go first and lay out your traps and monsters to deter your opponent from summoning their own monsters and to take control of the Duel. The difficulty of this deck comes from knowing how to pilot the deck and how to control the board. Knowing your matchups, your opponent's deck, overall game knowledge, and how to use your interruptions at the right moments is key to being able to master this deck.
Traptrix is a little more combo-oriented in terms of control and trap decks, but they aren't super complicated. Set 5 pass can sometimes fly, and even the combos that do exist are very short and still end up with multiple traps set pass. Traptrix Sera is one of your key, main pieces to enable all your plays. And with the addition of Traptrix Atypus and Traptrix Pinguicula, the deck can actually OTK or just set up very big "Boss Monsters" that are hard to remove with all your "Trap Holes" protecting them and with protection from Traptrix Rafflesia and Traptrip Garden. And with the addition of the Ragnaraika cards (Ragnaraika the Evil Seed, Ragnaraika Skeletal Soldier, Ragnaraika Hunting Dance as examples but not the full engine), the deck can do way more than it could as a pure form. But for now, this is a PURE Deck, so we will explain the Pure Deck :)
Your main and best Monsters will be Traptrix Myrmeleo, Traptrix Mantis, Traptrix Sera, and Traptrix Rafflesia. I will start with the Monsters in the Main Deck.
Traptrix Myrmeleo and Traptrix Mantis are both starters, with Myrmeleo adding a Trap Hole from your deck to your hand and Mantis adding a Traptrix Monster from your deck to your hand. Myrmeleo also has a mandatory effect when she is Special Summoned to destroy 1 Spell or Trap your opponent controls. Which can be an easy way to activate one of Traptrix Sera's effects, even if there is no Spell or Trap to destroy.
Traptrix Pudica can also be a starter, as well as having another Normal Summonable Traptrix monster, as Pudica can add the field spell Traptrip Garden, which allows you to Normal Summon another Traptrix Monster in addition to your regular Normal Summon. Pudica can also be used as removal for one of your opponent's Special Summoned Monsters to Banish it, but with the downside that they can Special Summon one of their Banished Monsters during the next Standby Phase. But this can be mitigated and comboed by using Traptrix Pinguicula or Traptrix Allomerus to add the card banished as material or Special Summon it to your side of the field, respectively.
Traptrix Dionaea can be used as recursion, as when she is Special Summoned, she can Set one of your "Hole" Normal Traps from the Graveyard to the field, but it will be banished the next time it leaves the field. This pairs well Traptrix Holeutea, as you can discard a "Hole" Normal Trap for cost of Holeutea's effect, and then set it back with Dionaea's Special Summon effect. Dionaea also has an effect when Normal Summoned to Special Summon a Traptrix Monster from your Graveyard in Defense. A small little combo you can do to extend your plays is whenever you have Traptrip Garden in play, you can Normal Summon again with Dionaea to Special Summon the Traptrix Monster you used to Link into Sera, and this will also activate one of Sera's effects.
Lastly, Traptrix Arachnocampa can be used as an extender, interruption, and protection. During the Main Phase, she can be Special Summoned from the hand to the field as long as you control a Traptrix Monster. You can also do this during your opponent's Main Phase, and this can also activate Sera's effect. And when she is on the field, the first time your Set Spell or Traps would be destroyed by a card effect, they are not destroyed.
Before getting into the Extra Deck Monsters, one thing to keep in mind is that all the Extra Deck Traptrix Monsters are UNAFFECTED by Trap Cards. The Xyz monsters specifically need to have at least 1 material to be unaffected by trap effects. But that does not save you from traps that say, target the field, such as Evenly Matched, as it is not targeting the Monsters; it is affecting the whole field. But cards like Infinite Impermanence do not affect your Extra Deck Traptrix Monsters.
For the Extra Deck:
Traptrix Sera is easily one of your most powerful cards in this deck. She is easy to bring out as she is a Link 1 Monster, and she has 2 powerful effects you can use each turn. One activates whenever another Traptrix's Monster effect activates, and Sera can set a "Hole" Normal Trap directly from the deck. And the second effect activates whenever ANY Normal Trap is activated. This allows you to Special Summon a Traptrix Monster from the deck.
Traptrix Rafflesia is also one of your most powerful cards in this deck. She acts as protection for all of your other Traptrix Monsters on the field. Making it so that your opponent can only target Rafflesia with card effects, and makes it so all other Traptrix Monsters you control can't be destroyed by battle or card effects. For example, if the opponent plays Raigeki but Rafflesia and, let's say, Sera and Mantis are also on the field, only Rafflesia would get destroyed by the effects of Raigeki.
Traptrix Rafflesia also has her own powerful effect. In which she can detach a material to send 1 Normal "Hole" Trap from the Deck to the Graveyard to make her effect become that "Trap Hole's" effect, as long as its activation requirements are met. For example, if the opponent summons a monster with 1,500 ATK or more, and Bottomless Trap Hole is in the deck, and Rafflesia is on the field with a material, she can detach 1 to send Bottomless to the grave and use herself as its effect. Essentially making her a walking "Trap Hole."
Traptrix Pinguicula can be considered one of your "Boss Monsters" as she has a lot of attack and can do some big damage. She can also be used as an extender to search one of your Traptrix Monsters from the deck to add to the hand by detaching one material. Also, she can act as interruption and removal; if a Monster owned by the opponent is sent to the Graveyard or banished by any card effect, you can attach that Monster as material.
And lastly, Traptrix Atypus can also act as one of your "Boss Monsters" as she enables you to go on the offensive and start attacking. This is because of her effect whenever you have ANY Normal Trap in your Graveyard; all your Traptrix Monsters gain 1,000 ATK. This effect could stack if you brought out multiple Atypus on the field. She also has a form of removal and negation by targeting face-up cards your opponent controls, up to the number of Plants or Insects you control, and negating them. And then, by Banishing 1 Normal Trap from your Graveyard, you can destroy one of those cards you targeted.
Traptrix Holeutea is another fantastic card that can actually be searched by many of the Traptrix Monsters because it is a Normal Trap, and it is also technically a "Hole" Trap Card. Holeutea can be activated the turn it was set by discarding another Normal Trap in your hand as well, and it will Special Summon itself as a Monster. And it has an effect in the Graveyard to Banish itself to Special Summon any Traptrix monster in your Graveyard. But only one of these effects can be activated per turn. Holeutea can also activate Traptrix Sera's effect, as it is still considered to be activating a Normal Trap.
Traptrip Garden can allow you to have an additional Normal Summon of a Traptrix Monster. It also acts as protection, as it can protect your Plant and Insect Monsters once if they are to be destroyed by Battle. It can also act as recursion, as you can Banish 1 monster you control to Special Summon a Traptrix Monster from the Hand or Graveyard.
And lastly, all of your "Hole" Normal Traps that you can switch around as you please; each having their own specific and powerful effects to deter your opponent from summoning their Monsters.
A sample combo for this deck is as follows (Traptrix Myrmeleo + 1 "Hole" Normal Trap Card in hand):
Normal summon Traptrix Myrmeleo and activate its effect. Add Traptrix Holeutea from deck to hand. Link Myrmeleo into Traptrix Sera. Set Holeutea. Activate Holeutea by using her effect to discard a normal trap from the hand and summon Holeutea as a monster. Activate Traptrix Sera's effect upon the usage of a normal trap card to Special Summon a Traptrix monster from the deck. Special Summon Traptrix Dionaea. Use Dionaea's effect to set the Normal "Hole" Trap we discarded. Activate Traptrix Sera's second effect. Set a "Hole" Normal Trap card from the deck to the field. Xyz Summon Traptrix Rafflesia using Holeutea and Dionaea. Set whatever other trap cards you might have in hand. Pass.
This end board consists of a trap hole, Traptrix Rafflesia effect to essentially be a walking trap hole, and Traptrix Sera to activate whenever you activate a Traptrix effect or any normal trap is activated. If you pitch Traptrix Holeutea when using Rafflesia to use a material, you also have Traptrix Holeutea's effect in the grave, and then whatever trap cards you might have set as well.
Overall, my favourite deck!!! And the first more so competent decks I have made myself! I hope you enjoy!
Edit: Added explanation section to description, added a bit more info to the deck explanation, changed some keywords in description, changed most hand traps to more "Hole" Normal Traps, added Ragnaraika the Evil Seed as stand-in for the whole Ragnaraika engine to Side Deck for consideration, added Baromet the Sacred Sheep Shrub to Side Deck for consideration, added Lord of the Heavenly Prison to Side Deck for consideration.
Edit 2: Removed Regular Trap Hole, Chaos Trap Hole, Adhesion Trap Hole, and Trap Hole of Spikes from Side Deck; can still be considered; added Aromaseraphy Jasmine, Lonefire Blossom, and Rikka Princess to Side Deck for consideration;
Changed Deck Category from Non-Meta Decks to Fun/Casual Decks since I didn't know that was an option at the time of the original writing. Whoops!
Edit 3: added beginner-friendly tag; added additional information in the description; formatting, wording, and grammar; added one last quip :3
P.S. My personal favourite card of all time is Traptrix Nepenthes! :D