Traptrip Garden
Traptrip Garden

Traptrip Garden – #SDBT-EN023

During your Main Phase, you can Normal Summon 1 “Traptrix” monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) The first time each Insect or Plant monster you control would be destroyed by battle each turn, it is not destroyed. You can banish 1 monster you control; Special Summon 1 “Traptrix” monster from your hand or GY. You can only use this effect of “Traptrip Garden” once per turn.

Date Reviewed:  May 30th, 2023

Rating: 3.25

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Traptrip Garden is the first Field Spell for Traptrix. Where Arachnocampa helped get another body on board for Traptrix, Traptrip Garden does the same, but in a more conventional sense. Extra Normal Summon for Traptrix helps with searchers like Dionaea and Myrmeleo that need to be Normal Summoned, as well as give you another summon off of Traptrix Pudica who searches this card. Where Arachnocampa had once per turn protection for your set Spell/Trap cards, Garden has one time battle protection each turn for all your Insect and Plant monsters. This is to counter the low ATK stats of the Traptrix archetype, however, I feel destruction protection in general would have been better.

Banish a monster you control for a Traptrix Special Summon from your hand or grave is an alright 1-for-1, but would be better if Traptrix would inherently steal opponent’s monsters. Trading a Traptrix you have for another would only benefit you if you get something out of the new Traptrix, like Pudica banishing an opponent’s monster until their next Standby Phase, Dionaea getting back a “Hole” trap from your grave until the End Phase of the next turn, Myrmeleo destroying a Spell/Trap your opponent controls. You run multiple copies of several of your Traptrix so you shouldn’t be in any danger of being without a copy.

Was only a matter of time before the archetype got a Field Spell. Battle protection does something with forcing your opponent to use two attacks per each Traptrix you have, but “destruction” protection is much more preferred. The 1-for-1 Special Summon trade is good to recycle your best effects that trigger off Special Summoning. It would have been nice to see this as a Quick Effect.

Advanced-3/5     Art-3.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

We continue Traptrix Week with one of the first Spells meant for the archetype, Traptrip Garden.

Traptrip Garden is a Field Spell that during your Main Phase lets you Normal Summon a Traptrix monster in addition to your Normal Summon/Set for the turn, being an effect you can only gain once a turn. It’s another way to put more bodies on board to make Extra Deck plays in your Deck, hopefully making your Rank 4s or your Link Monsters easier to get to. You also get all the Normal Summon effects of all your Traptrix monsters, ensuring 2 of those a turn, which should generate some nice advantage. The first time each Insect or Plant you control would be destroyed in battle each turn, it isn’t destroyed, giving your monsters some sort of protection I guess. Finally, you can banish a monster you control to summon a Traptrix monster from your hand or graveyard, which can be nice to revive something like Traptrix Sera you used to Link Summon something else so you can use her effects for activating your cards again. Hard once per turn on that last effect, as expected. It’s an alright Field Spell for the archetype. It’s nothing too broken, but the extra Normal Summon is nice, some battle protection is fine for how middling most Traptrix stats are, and the ability to swap a monster for a Traptrix you might want is pretty good. It’s searchable off one of the new Traptrixes as well, so it might not be something you max out on, but playing it does feel recommended for Traptrix.

Advanced Rating: 3.5/5

Art: 4/5 The Traptrixes do keep their gardens looking nice at least.


Mighty Vee
Mighty
Vee

In a rare departure for the archetype, Traptrix Garden is neither a monster nor a Trap, being a Field Spell instead! Because of this, the only way to directly search it is with Traptrix Pudica, another new Traptrix card, though there are still ways to search Pudica itself, so getting to Garden isn’t particularly difficult. Garden’s first effect is a fairly common additional Normal Summon for Traptrix monsters, which can only be gained once per turn like most additional Normal Summons. Can’t really complain about a standard extension effect to go into a Link 2 or Rank 4, plus it can be a board fixer if your Normal Summon gets zinged by a quick pop or some other quick removal. The second effect is a lot like Arachnocampa, saving your Insect and Plant monsters from being destroyed by battle the first time they would be destroyed each turn. This effect would be pretty useless in most archetypes, but in Traptrix in particular, it’s welcome since Traptrix monsters in general are lacking in terms of raw stats and often you’ll find yourself ending on the main deck monsters on the field. Garden’s last effect is a hard once per turn, letting you banish any monster you control to Special Summon a Traptrix monster from your hand or Graveyard. In emergencies (such as if Traptrix Sera gets negated), this effect can help you extend, but I think it’s main purpose is in the grind game, recycling all of your good Traptrix effects and maintaining momentum. Traptrix Garden does quite a few things, and while they’re not all particularly impactful, I think it’s worth keeping at least one around just in case, especially when Pudica is pretty easy to get to.

Advanced: 3.25/5

Art: 4.25/5 No spores indoors…


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