Traptrix Arachnocampa
Traptrix Arachnocampa

Traptrix Arachnocampa – #SDBT-EN002

Unaffected by the effects of “Hole” Normal Traps. The first time each Set card in your Spell & Trap Zone would be destroyed by card effect each turn, it is not destroyed. During the Main Phase, if you control a “Traptrix” monster (Quick Effect): You can Special Summon this card from your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Insect or Plant monsters. You can only use this effect of “Traptrix Arachnocampa” once per turn.

Date Reviewed:  May 29th, 2023

Rating: 3.42

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

Hello Pojo Fans,

Traptrix Arachnocampa begins our week back at looking at Traptrix…been a while.

Low ATK for a Level 4, like almost all Traptrix monsters she is unaffected by “Hole” Normal Trap cards. For an archetype that is geared around “Hole” Normal Trap Cards they should have some form of protection for those trap cards, and now they do with Arachnocampa. Not complete protection, but forcing two destruction effects out of an opponent to destroy your set Spell/Trap cards helps where there wasn’t any aid before. Traptrix have ways of Special Summoning themselves through Dionaea and Sera, but they have lacked a Special Summon Traptrix of their own until Arachnocampa. Special Summon her if you have another Traptrix monster puts your protection Traptrix on the field and gets you a Link 2 chance for Traptrix Sera, or, if you had Dionaea and another Traptrix on the field before, you now have enough for Traptrix Atypus. Locking yourself into Insect and Plant monsters for the turn is another one of those “restrictions” that doesn’t really matter. If you were to need to Special Summon something other than those two types, make sure to do it before Special Summoning Arachnocampa. It is only through her effect that you get locked into Insect and Plant monsters, so if you Special Summon Arachnocampa through Sera or Dionaea you are free to do whatever.

Some protection is better than none. The Special Summon ability while having another Traptrix on the field is better. As a Quick Effect you can during either Main Phase as long as you have a Traptrix monster. Good monster to help get more bodies on the field for Traptrix.

Advanced-3/5     Art-3.5/5

Until Next Time

Crunch$G Avatar

It took a little bit, but we made it to the new Traptrix support from the Structure Deck and we start the week with another extender for the Traptrix archetype: Traptrix Arachnocampa.

Arachnocampa is a Level 4 EARTH Insect with 1300 ATK and 1500 DEF. Pretty mid stats for a Level 4, but EARTH is always nice and Insect is fairly solid. It’s unaffected by Hole Normal Traps, as are all the other Traptrix monsters you’d run in the Main Deck. The first real effect protects your Set cards in the Spell & Ttrap Zone from destruction once a turn each, which any kind of protection for your backrow in a backrow strategy is nice. You also got a Quick Effect during the Main Phase if you control a Traptrix monster, letting you Special Summon this card from the hand, but you can only summon Insect or Plant monsters from the Extra Deck for the rest of the turn. A free body on board is never bad, it helps Traptrix get more resources to make their Links or Xyzs with greater ease, though you never had too much trouble summoning the Link-1, which is the best Traptrix in the Extra Deck still. It also comes out on the opponent’s turn, which is good to respond to a Harpie’s Feather Duster or Lightning Storm with. Hard once per turn on the Special Summon ability, which is fine. Arachnocampa is the one of few Traptrix monsters we got to Special Summon itself, and this is at least free to do basically, considering you mainly only summoned Insects and Plants from the Extra Deck in Traptrix anyways. A good addition to the archetype to make the Extra Deck toolbox more live.

Advanced Rating: 3.5/5

Art: 3.5/5 A blue Traptrix feels kind of weird, I don’t know why.

Mighty Vee

Memorial Day week starts our coverage of the Traptrix support introduced in the Beware of Traptrix structure deck, a fan favorite (if controversial) archetype. Traptrix Arachnocampa is the first card, a level 4 EARTH Insect like most Traptrix monsters. While not as expansive as Plant support, being an Insect does give it some generic searchability, though generally Traptrix cards can’t really be used in Insect piles anyway; the more important part is being level 4 for Rank 4 Xyz plays, as Traptrix are known for. Balanced but middling stats of 1300 attack and 1500 defense are pretty normal for a level 4 monster, so nothing particularly stands out statwise.

Like all Traptrix monsters, Arachnocampa is unaffected by Hole Normal Trap card effects, which usually isn’t too significant but it obviously comes up often in mirror matches. Arachnocampa’s first effect prevents your set Spells and Traps from being destroyed the first time they would be destroyed each turn, which is very helpful against common backrow removal like Knightmare Phoenix as well as generic pops, though it won’t help against Cosmic Cyclone or other banishing effects. Arachnocampa’s other effect is a hard once per turn quick effect, letting you Special Summon it from your hand during the Main Phase as long as you control a Traptrix monster, in exchange for locking you into Plant and Insect monsters from the Extra Deck for the rest of the turn. Obviously, this effect makes Arachnocampa a great extender, and lets Traptrix Mantis jumpstart your Link and Xyz plays by itself. As a bonus, you can chain its summon to your vulnerable effects like from Traptrix Sera and potentially save yourself from negates or hand traps. Overall, an excellent extender that provides a lot of bonuses while encouraging in-archetype plays.

Advanced: 3.75/5

Art: 4/5 Watch out for glowworms!

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