Gravedigger’s Trap Hole
When your opponent activates a monster effect in their hand or GY, or when your opponent’s banished monster effect is activated: Negate its effect, and if you do, inflict 2000 damage to your opponent.
July 7th, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Gravedigger’s Trap Hole is the card to use against the Hand Traps that litter the game, but can also cover banished monster effects.
There are plenty of monsters that activate in the hand, be it Hand Trap or cards like Birdman. With the popularity of Hand Traps and monsters that activate in the hand, Gravedigger’s Trap Hole is a solid Side Deck choice. This seriously hurts decks like Thunder Dragons and Orcust, though one negation isn’t likely to stop their combos unless it is a well-placed Gravedigger’s Trap Hole. The burn damage can be a game-changing effect, 2000LP is ¼ of your opponents LP and can drop them low enough to make things like Strike and Warning useless or high risk. If Solemn Judgment had been played and then you hit your opponent with a Gravedigger’s Trap Hole they will be officially in the danger zone. The main use for it though will be against hand traps unless you find yourself facing against those previously mentioned dedicated decks. It is a card worthy of the Side Deck and some may run it in the Main Deck. Since the cards activate from the hand or banished you won’t have to worry about not destroying them, unless it was something where they Special Summon themselves.
Thunder Dragons may not be relevant anymore as a Tier 1, and Orcust have been hit rightfully by the ban list, that doesn’t take away from Gravedigger’s Trap Hole’s usefulness.
Until Next Time
Next up in the week is a brand new Trap Hole card for us: Gravedigger’s Trap Hole.
GTH is a Normal Trap that when the opponent activates a monster effect in hand or grave, or when a banished monster of the opponent’s uses its effect, you can negate that effect and then burn the opponent for 2000. More ways to negate hand traps and grave effects is nice, and it also throws in the banished pile for a sweet bonus. Negate an Ash Blossom, anything that floats, a Thunder Dragon that’s banished, etc. After that, you get a nice 2000 burn to add on top, which is something not to scoff at. 2000 damage is still big to get for free, which is probably why this isn’t a Counter Trap. It’s also not a hard once per turn, meaning you could use multiples of this in a turn, which gets scary using 3 for 6000 damage. Being a Hole Normal Trap means you got Traptrix synergy, which is something to appreciate as well. It’s a pretty good option against hand, grave, and banish effects, even if it can’t be used immediately like Called by the Grave can. A good card past turn 1 when you’re able to set it, though, as well as a good option for Traptrix Rafflesia to send.
Advanced Rating: 4.25/5
Art: 4/5 I’m kind of curious as to what is in that hole.
Gravedigger’s Trap Hole adds to the ever growing Trap Hole family, adding a neat twist of burn to their arsenal. Which fits things from yesterday as well. Monster effects being activated from anywhere but the Field is very important.
If said effect comes from your opponent’s Hand or Graveyard, or one who’s removed from play, allows you to negate the effect and deal 2000 Damage to your opponent. Assuming you were successful in the negation of said effect.
In an also ever growing world of Hand Traps, as well as the aforementioned Grave and Removal activated effects, being able to burn for that is amazing. 2000 Damage is amazing, and I think it’s very fair the negation isn’t guaranteed. If it were, 2000 Damage would be insane and this likely would be Banned.
Some things should be left to a certain degree of chance.
Art: 4/5 It is what it says. Too bad we didn’t get this closer to Halloween. But overall, I enjoy it
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