
Trap Holic – #DUAD-EN078
Target 1 Spell/Trap you control; destroy it, and if you do, Set 1 Normal Trap from your Deck, except “Trap Holic”. It can be activated this turn, while you have 3 or more Traps in your GY. You can only activate 1 “Trap Holic” per turn.
Date Reviewed: October 1st, 2025
Ratings
Advanced: 3.50
Genesys: 3.25
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:

King of
Lullaby
Hello Pojo Fans,
Trap Holic is pretty obviously made for the Labrynth archetype, but lets see if it can be used in other archetypes.
Normal Trap that trades a Spell/Trap of your own on the field with one from the Deck. It can be activated the turn you set it if you happen to have three or more traps in your graveyard. Immediately I think about using this on something that was turned into a Continuous Spell on my side of the field. That way, I get a monster into the grave and get a trap from the Deck. Looking more broadly at it, trading a Spell/Trap for a Normal Trap can be the difference between a win and a loss. If you’ve gotten use out of a Field Spell or a Continuous Spell already, then getting rid of it is worth it if it gets you to any of the powerhouse staple Normal Traps currently in the meta. All the Dominus traps are Normal Traps, as is Infinite Impermanence. And of course, if your opponent is targeting a Spell/Trap for destruction, popping it with this card is a no-brainer.
Easily can see this being played like Trap Trick is played. The question is if you’d rather play Trap Trick over this. Trap Trick banishes a Normal Trap and sets another copy of it. Both cards offer the ability for that card to be activated, however, Trap Trick doesn’t have a requirement of three or more Traps in the grave. In Labrynth, you could use either of these two to further search and get to your Normal Trap Cards without losing really any momentum. As for other decks, if you aren’t playing a set of each Normal Trap that you are searching, losing one to Trap Trick to get to another may not be up your alley, and you’d prefer popping a Spell/Trap instead. It would have been over-the-top ifyou could pop an opponent’s Spell/Trap and then set one of yours and activate it in the same turn if you had three or more Traps in your grave. Crystal Beasts would use this to get to a Normal Trap, Cen-tur-ion, and anything utilizing a few of the Snake-Eye Spells that make things into Continuous Spells (including the Snake-Eye archetype). Really, it just comes down to preference between Trap Trick and this.
Advanced- 3.5/5 Art- 4/5
Until Next Time,
KingofLullaby

Crunch$G
Next up for this week is a sequel to Trap Trick and Trap Tracks, as we now have Trap Holic.
Trap Holic is a Normal Trap that lets you target a Spell/Trap you control and destroy it to then set any Normal Trap directly from your Deck. Said card can also be activated same turn if you have 3 or more Traps in the graveyard. Always nice to get another Trap directly from the Deck, especially with such an irrelevant cost considering you can just pop a Spell or Trap you’re activating and would go to the graveyard anyways. Filling your grave with Traps to use it same turn shouldn’t be an issue for a Trap Deck as well, considering how many Traps you’d run, some of which can use turn 1 or fill the grave with Traps via other means for grave effects. It’s perfect for Decks like Labrynth, Traptrix, and Dinomorphia who mainly run Trap Cards since they’ll fill the grave with Traps quickly, and this should count towards the 3 Trap requirement once it hits the grave. Also no downside of only being able to use 1 more Trap that turn like with Trap Trick. HOPT still, of course, but that’s fine. It’s great for Trap Decks still.
In Genesys format, this does cost 7 points, so you’d allocate 21 if you want to run the playset, but Trap Trick is at least free. Transaction Rollback is also 7 points, so more there for Trap Decks. Labrynth having Welcome, Big Welcome, and Lady Labrynth all at 33 points each makes that basically not an option since playing all 3 only lets you use 1 copy max and only have a point to spare. Traptrix doesn’t have Sera sadly, but the new support still should make it decent, and Rafflesia is only 10 points per copy. For Dinomorphia, Intact is 1 point and Rexterm is 91 points. So you can only really do 1 Rexterm, a copy of this, and 2 Intact for your 100 points. Trap Dustshoot is 94 points, so that instantly prevents this from comboing with that, though Appointer is only 50. All the Dominus cards having points will also be super costly, and Metaverse for Mystic Mine was killed on arrival basically. It’s trickier over there, but you might be able to find something. Last Turn is 75 points if you want to try something silly.
Advanced Rating: 4/5
Genesys Rating: 3.5/5
Art: 4.5/5 Cute seeing the Labrynth monsters keeping the mansion looking nice.

Mighty
Vee
A Labrynth card in all but name, today’s card is Trap Holic, which caused a minor doomposting stir that was quickly shut down. This Normal Trap can only be activated once per turn and has a single effect, targeting and destroying a Spell or Trap card you control to Set any Normal Trap directly from your deck except for, of course, another Trap Holic. As a bonus, if 3 or more Traps are in your Graveyard, you can activate it the same turn. Let’s get the obvious out of the way– it follows the same ruling as Mystical Space Typhoon, so unfortunately, no, Trap Holic cannot target and destroy itself; you’ll have to have another Spell or Trap somewhere on the field to blow up. It’s essentially a superior alternative to Trap Trick if you’re running a Trap deck, giving you another 3 copies of a Trap you want or need, and if you have 3 Traps in the Graveyard, you’ll be able to use it immediately. Ironically, Labrynth itself does not need this at all, because the deck is already proficient at searching any Normal Trap you’ll ever want. Instead, Trap Holic really shines in Trap-heavy decks that can’t be bothered with Trap Trick’s drawbacks. Paleozoic can use it well since it fills the Graveyard with Paleozoics to summon later, while Trap toolbox decks like Traptrix and Odion use it the more traditional way to fish for power Traps like Dominus Impulse. While it unfortunately hasn’t come up in any tournament tops (not even in the now-famous Primite Odion deck), it’s a card to keep an eye on for future Trap decks.
+Can help access powerful Normal Traps
+Fewer drawbacks than Trap Trick in the right deck
-Much more cumbersome to activate than Trap Trick, especially in the wrong deck
-Very mediocre unless you can quickly get 3 Traps in the Graveyard
Advanced: 3/5
Genesys: 3/5
Art: 4.25/5 I think the fact that Lady uses duct tape for this diorama speaks volumes.
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