Holey Traps
Considered a Master Duel Tier 3 Archetype.
Deck Primer
Make Sera, Set 5, Pass. Maybe Rafflesia on occasion. Some Rank 4 options are nice. Zeus is a good card. Mostly just a pile of traps. Solemns and IO for Lightning Storm and Harpie's. Trap Trick pile with lots of extra goodies. Ice Dragon's Prison is a good card. Yeah, this pile is nice. If you're playing BO1 on the ladder and you can win coin tosses this deck is pretty cracked, and I think with Multifaker at 1 this might be the better dumb trap deck if NS a monster set 5 pass is you're preferred playstyle. Eldlich does better on the ladder, but I swear this is just by the power of floodgates - this deck probably takes slightly more brainpower, and it's engine is less powerful but less bricky as well.
Continued testing and learning the deck, adjusted the list. Here's the card by card.
For Generic interruptions, I decided to keep things pretty standard, because I don't want to be caught out without hand traps even in a BO1 going second scenario (especially in a BO1 going second scenario). This may be a control deck, but I want to play the game. Adjustments have been made - Gravedigger's, Ice Dragon's, and D. Shifter are performing some of the jobs of Called By the Grave, and we're on 0 Spells to make IO ridiculously broken, but also because we just need critical mass of Trap cards and have no room for Pot cards. D. Shifter and Maxx "C" conflict slightly, but there's some cool tech plays you can make with both in the deck. You can keep the GY empty for the Shifter and chain Maxx "C" to it in response to their first summon, also very plausible when going second. You play through Shifter admirably, and oddly it enables some Shade Brigandine plays as well, and having 3 Maxx "C", a mass of hand traps, and 3 Shifter gives you plenty of tools to steal games, and so despite minor conflict I think this list of hand traps is tight. Imperm and Ice Dragon's also can be found off of Trap Trick, a package I've run just for that which does much more here. Our last, sort of generic interrupt cards are 3 Solemn and the 1 IO. IO is a gamestealer, and is also just generically really good, and our deck loses very little to play it. It also gives us 4 cards against 3 Lightning Storm 1 Harpie's, a not uncommon ratio of sweepers that is perhaps even reasonable with Eldlich variants stealing games all over the place (sometimes a bad deck is good).
For Traptrick monsters, I've decided to run 9 - 3 Myrmeleo, I thought this would be the best one, until I learned the plays and realized in the deck Mantis is usually better, 3 Mantis, bester starter, 2 Vesiculo, this card has really impressed me, it is worth is as our 1 monster most of the time and is a way better extender than that effect reads on impression, and 1 Dionaea, I don't think you need this card, but it is a great follow-up and searchable and summonable with the engine - I think 1 for Sera makes sense, and you'll occasionally grab this off of Mantis. I'm fine seeing 2-3 names in this engine, because you'll usually see them with the Hole that unstucks you. I also do want to actually put monsters on the board in most of my games, and hate seeing Shade Brigandine alone. I'll accept some number of bricky hands existed to insulate me from different kinds of bricky hands - I'd rather brick out with 2 monsters and 2-3 interruptions than with 5 Trap cards, but your milage may vary.
We're obviously on 3 Shade Brigandine for our main extenders - this card turns the engine on by breaking the rules of Trap cards while making Rafflesia, this card is terrible alone and insane alongside any Traptrix monster. Do no trim this card - multiples suck, but you need to open the first copy as often as possible to actually feel like you're doing anything but setting trap cards.
There are also 8 "Traptrick" traps, 8 holes in pairs, and 2 Trap Trick. The pairs are mostly for Trap Trick, which is pretty nutty even if you only have a couple targets, and seems cracked open here. Paul (Gravedigger's) is the best Trap Hole, but Nightmare helps us hit 5 Monster negates in the deck, and Floodgates gum up the board while disabling most summoning mechanics. These are highly accessible within the engine, you should have access to 2-3 of these names every game. I like these numbers for the grind, this deck is slow.
In testing I found not having Accesscode was a mistake - Utopia Double takes 2 bricks in the extra deck and 1 in the main to never come up, whereas Accesscode. The extra deck is just good generic rank 4s and Zeus, with maxxed out numbers of the good Traptrix cards and single copies of the meh ones.
The maindeck remains the same, but I've realized something kinda big, that a lot of people don't seem to be one in any format... With Zoodiac Chakanine, any Rank 4 Xyz can go into Boarbow to attack directly 9 (for 0) and make a 4 material Zeus. It also mean Drident is accessible, albeit with no stats, rounding out the interruptions. I think having a 4 material Zeus out of a Rank 4 material that attacks directly is kind of huge, I can't believe I haven't thought of this before.
Continued testing and learning the deck, adjusted the list. Here's the card by card.
For Generic interruptions, I decided to keep things pretty standard, because I don't want to be caught out without hand traps even in a BO1 going second scenario (especially in a BO1 going second scenario). This may be a control deck, but I want to play the game. Adjustments have been made - Gravedigger's, Ice Dragon's, and D. Shifter are performing some of the jobs of Called By the Grave, and we're on 0 Spells to make IO ridiculously broken, but also because we just need critical mass of Trap cards and have no room for Pot cards. D. Shifter and Maxx "C" conflict slightly, but there's some cool tech plays you can make with both in the deck. You can keep the GY empty for the Shifter and chain Maxx "C" to it in response to their first summon, also very plausible when going second. You play through Shifter admirably, and oddly it enables some Shade Brigandine plays as well, and having 3 Maxx "C", a mass of hand traps, and 3 Shifter gives you plenty of tools to steal games, and so despite minor conflict I think this list of hand traps is tight. Imperm and Ice Dragon's also can be found off of Trap Trick, a package I've run just for that which does much more here. Our last, sort of generic interrupt cards are 3 Solemn and the 1 IO. IO is a gamestealer, and is also just generically really good, and our deck loses very little to play it. It also gives us 4 cards against 3 Lightning Storm 1 Harpie's, a not uncommon ratio of sweepers that is perhaps even reasonable with Eldlich variants stealing games all over the place (sometimes a bad deck is good).
For Traptrick monsters, I've decided to run 9 - 3 Myrmeleo, I thought this would be the best one, until I learned the plays and realized in the deck Mantis is usually better, 3 Mantis, bester starter, 2 Vesiculo, this card has really impressed me, it is worth is as our 1 monster most of the time and is a way better extender than that effect reads on impression, and 1 Dionaea, I don't think you need this card, but it is a great follow-up and searchable and summonable with the engine - I think 1 for Sera makes sense, and you'll occasionally grab this off of Mantis. I'm fine seeing 2-3 names in this engine, because you'll usually see them with the Hole that unstucks you. I also do want to actually put monsters on the board in most of my games, and hate seeing Shade Brigandine alone. I'll accept some number of bricky hands existed to insulate me from different kinds of bricky hands - I'd rather brick out with 2 monsters and 2-3 interruptions than with 5 Trap cards, but your milage may vary.
We're obviously on 3 Shade Brigandine for our main extenders - this card turns the engine on by breaking the rules of Trap cards while making Rafflesia, this card is terrible alone and insane alongside any Traptrix monster. Do no trim this card - multiples suck, but you need to open the first copy as often as possible to actually feel like you're doing anything but setting trap cards.
There are also 8 "Traptrick" traps, 8 holes in pairs, and 2 Trap Trick. The pairs are mostly for Trap Trick, which is pretty nutty even if you only have a couple targets, and seems cracked open here. Paul (Gravedigger's) is the best Trap Hole, but Nightmare helps us hit 5 Monster negates in the deck, and Floodgates gum up the board while disabling most summoning mechanics. These are highly accessible within the engine, you should have access to 2-3 of these names every game. I like these numbers for the grind, this deck is slow.
In testing I found not having Accesscode was a mistake - Utopia Double takes 2 bricks in the extra deck and 1 in the main to never come up, whereas Accesscode. The extra deck is just good generic rank 4s and Zeus, with maxxed out numbers of the good Traptrix cards and single copies of the meh ones.
The maindeck remains the same, but I've realized something kinda big, that a lot of people don't seem to be one in any format... With Zoodiac Chakanine, any Rank 4 Xyz can go into Boarbow to attack directly 9 (for 0) and make a 4 material Zeus. It also mean Drident is accessible, albeit with no stats, rounding out the interruptions. I think having a 4 material Zeus out of a Rank 4 material that attacks directly is kind of huge, I can't believe I haven't thought of this before.
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