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Traptrix stuff and fusions!


razzy

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[spoiler=Monsters]

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This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can Special Summon 1 "Traptrix" monster from your Hand. When this card is Special Summoned: You can target 1 face-up card on the field; return that target to the hand.

 

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This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can send 1 "Traptrix" Card from your Deck to the Graveyard. When this card is Special Summoned: You can target up 3 "Traptrix" monsters and/or "Hole" Normal Trap Cards in your Graveyard and/or that you have banished'; shuffle them into the Deck, and if you do, all "Traptrix" monster(s) you currently control gain 200 ATK/DEF for each returned.

 

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"Traptrix Atrax" + 1 EARTH monster
Must be Fusion Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) This card is unaffected by Normal Trap Cards. The activation and effects of Normal Trap Cards activated on your side of the field cannot be negated. During either player's turn, you can activate 1 Normal Trap Card from your hand or during the same turn it was Set. You can only use this effect of "Traptrix Atrax - Unchained" once per turn. If this card leaves the field: You can target 1 "Traptrix" monster in your Graveyard; Special Summon that target.
 
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"Traptrix Nepenthes" + 1 EARTH monster
Must be Fusion Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) This card is unaffected by Normal Trap Cards. When this card is Special Summoned, if your opponent controls more monsters than you: You can Normal or Special Summon 1 "Traptrix" monster from your hand. Once per turn: You can target 2 "Traptrix" and/or "Hole" Normal Trap Cards in your Graveyard; shuffle both into the Deck, then draw 1 card. When this card you control is sent to your Graveyard: You can add to your hand or Special Summon 1 "Traptrix" monster from your Deck or Graveyard.

 

[spoiler=Spells/Traps]

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While in the Deck or Graveyard this card is treated as a "Hole" Normal Trap Card. All EARTH Plant-Type and EARTH Insect-Type monsters you control gain 300 ATK/DEF. Once per turn, if your opponent controls  the same or more monsters than you: You can target 1 "Traptrix" monster in your Graveyard; add that target to your hand. If this card leaves the field: You can Special Summon 1 "Traptrix" monster from your Deck or Graveyard.

 

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If you control no monsters: Special Summon any number of "Traptrix" monsters from your hand and/or Graveyard, but you cannot Special Summon other monsters for the rest of the turn, except, EARTH monsters from your Extra Deck.

 

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When your opponent Special Summons exactly 1 monster from their hand, Deck or Graveyard: Target that monster; banish 1 EARTH monster from your hand or side of the field, then activate 1 of the following effects.
o Shuffle that target into the Deck.
o Inflict damage to your opponent equal to that target's original ATK.
 
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Target 3 "Traptrix" cards in your Graveyard, except "Traptrix Revitalization Hole"; shuffle all 3 into the Deck, then draw 2 card. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; Add 1 EARTH Insect-Type or 1 EARTH Plant-Type monster from your Deck to your hand.

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The shuffling for the fusions more fits Madolche than Traptrix. You also seem to have missed the point a little with the first monster, as she does not seem to have anything to do with traps, which are the foundation of the Traptrix. With the exception of the Xyz monster the existing ones are: A pitcher plant, a funnel spider, an antlion and a venus fly trap, so, the new monsters you added don't really fit in. Also, why don't Myrmello or Dioenna get fusions?.

As for the support...

The field spell is nice, even if the searching effect is better suited to Madolche or Geargia than Traptrix. I would change the effect to allowing you to add 1 "Hole" normal trap from your deck to your hand once per turn. If you are running pure Traptrix then you can't pay the cost of Spiky Trap Hole, same with D. D. Trap Hole. Jamboree needs some kinda downside, like Madolchepalooza, which does the same thing for Madolche monsters but shuffles them all back into the deck. Revitalization Hole is about the only card here that wouldn't be better if adapted for another archetype.

Also, if I could suggest a card to add:

Traptrix Traphole Diggers

Quickplay spell

If you control no set spells or traps, search your deck for a number of "Hole" normal trap cards up to the number of Traptrix monsters you control and set them in your spell/trap zones.

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