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Pojo's Yu-Gi-Oh Card of the Day


Trap Hole

When your opponent Normal Summons or Flip Summons a monster with an ATK of 1000 points or more, destroy the monster.

Type - Trap
Card Number
- SYE-041

Ratings are based on a 1 to 5 scale 1 being 
the worst.  3 ... average.  5 is the highest rating

Date Reviewed - 12.28.04

Tranorix Trap Hole

Ah, Trap Hole: good old Trap Hole, the Staple of yore. Back in the day, every deck ran Trap Hole in threes. It wasnít questionable; there was absolutely no reason not to. Trap Hole was nearly impossible to get rid of, and with all decks based on offense, Trap Hole was a necessity. Anyone who didnít run Trap Hole was either just a rentsy idiot, or didnít have one. Now, however, things have changed, and Trap Hole is sadly outdated.

Itís a Normal Trap, non-chainable, and itís restricted in its use in that you may only activate Trap Hole when your opponent summons a monster (and that doesnít include Special Summoning) with 1000 ATK or more. So donít try to Trap Hole that Raging Flame Sprite; it wonít work. Moreover, if your opponent summons, say, Tribe-Infecting Virus, he is allowed to use T-Virusís effect one time before you may activate Trap Hole. The same goes for Cannon Soldier and similar monsters, Iím afraid. And in case anyone out there is still wondering, NO, you may NOT Trap Hole a Jinzo.

Of course, Trap Hole isnít that bad. You can get rid of that Airknight when he summons it, you can make sure that Bounder wonít bother you, and you can generally be extremely annoying. But there are better options. Torrential Tribute and Bottomless Trap Hole both surpass Trap Hole as far as playability goes, and the same argument could be made for Compulsory Evacuation Device and Sakuretsu Armor. Nevertheless, Trap Hole remains a decent option for anyone who canít get his hands on those other cards; and thereís absolutely nothing wrong with it. The rating is lower in Advanced Format due to the increased number of Burners.

Traditional Ė CCCC: 2.5/5
Traditional Ė Field Control: 3/5
Advanced Ė CCWC: 2/5
Advanced Ė Field Control: 2.5/5
Snapper Trap Hole

Todayís card is Trap Hole, a card I feel is officially obsolete.

Trap Hole destroys one monster Normal Summoned or Flipped Summoned by your opponent with an ATK equal to or greater than 1000. My question is why would you use this instead of Bottomless Trap Hole? Sure Trap Holeís standards are 500 ATK points lower, but Bottomless Trap Hole works against Special Summoned monsters AND removes them from play. You could argue that Trap Hole works against more monsters than Bottomless Trap Hole, but who cares? I canít think of many monsters that Bottomless Trap Hole canít get to that you wouldnít be able to get rid of in battle. There are exceptions to this but there arenít enough for Trap Hole to win my heart.

I feel Iíve said enough for today. I believe Warrior Decks and Mother Grizzly-Type monsters are the only reason you would ever use Trap Hole, but even then youíd probably be better off with Bottomless Trap Hole.

Advanced Format: 1.5/5. Iíll give Trap Hole credit for being a Warrior killer, but thatís all it gets.
Traditional Format: .5/5. Why you would use it in Traditional is beyond me.
Overall: 1/5.
Art: 2/5. The monster has a name in the T.V. show but I canít recall what it is.
ExMinion OfDarkness Trap Hole


Now I remember, back in the day...if you didn't play 3 Trap Hole, you were a grade-A n00b. Now, if you play even 1, you're questioned as to why. But is Trap Hole REALLY that bad? No...but it's not that great either.

Trap Hole was the king of the 1-1 cards -- one of your cards to get rid of one of their cards and their summon for the turn. Most players don't play monsters in Attack position that have under 1,000 attack (except for Yata in Traditional, and Scientist in either format...), so getting to use this card on the turn after you set it was likely.

In Advanced, this gives you some defense against the weaker Warrior swarmers (M. Captain, Zaloog) that Bottomless Trap Hole can't cover. However, I'm going to focus on Bottomless a bit here, as it's really the superior card. In exchange for the monster having to be 1500+, you can not only remove it from play, but unlike Trap Hole, you can respond to Special Summons with it (which is great against a BLS, or something Prematured/Called, or the like.)

But regarding Trap Hole on its own, there are just so many better traps.

2/5 Traditional
2/5 Advanced
sHecKii hRmmm, the ever going debate on which card is better, Bottomless Trap Hole or Trap Hole. First let's compare and contrast (even though we probably already know the difference).

Trap Hole stops normal summoned monsters of 1000 or above. Bottomless stops special AND/OR normal summoned monsters of 1500 or more and removes them from play. Now the thing is 1500 IS the cut off from different styles of monsters. Mystic Tomato, Giant Rat, White Magical Hat, Dream Clown, Pyramid DD Warrior Lady, Breaker the Magical Warrior, Berserk Gorilla, Airknight Parshath, Blue Eyes White Dragon? ... You get the point. On most cases (and it really does depend on your metagame) Bottomless Trap Hole should be better just because of a) Black Luster Soldier.Decks, b) Berserk Gorilla.Decks, and c) Water Decks. But let's say your meta is either those or the counter of the cookie-cutter warrior decks, such as the 2 kinetic soldier main-decked theme. Then maybe Trap Hole is better. Or even let's say your going against the old Mystic Tomato + Creature Swap decks. then trap hole is WAY better than Bottomless Trap Hole since all the monsters are literally 1400 ATK or lower in that deck...

The point is that no one knows what is better because it really depends on your metagame. Also you could know and build the deck around the metagame and you get one of those rouge decks as one of your matches and have NO idea what it contains and it might hurt you....

I've seen (Bottomless) Trap Holes be empty cards because the monster is already there. I've seen the cards do nothing because it's the wrong one for that instance. For example (for you magic players), it's like drafting the CoK block...when you draft Rend Spirit, they always have non-spirit monsters and same for Rend Flesh (they have spirit monsters etc....). This is just the case...

Bottomless seems like the overall better choice just because of the metagame which normally includes 2 tribute monsters + Black Luster Soldier and maybe even Chaos Sorceror and either 1-3 Berserk Gorillas, 2-3 DD Warrior Ladys, King Tiger Wanghu and such...But sometimes people play cards like Kinetic Soldier, Mystic Tomato, Don Zaloog, yesterday's card of the day Tsukyomi (i think i mis-spelled it), and Giant Rat. Notice trap hole DOES stop all the other monsters that Bottomless stops too, just not the special summoned ones...

I say even though sometimes those cards can be your answer and a perfect might try using cards like Sakuretsu Armor over it because it basically does what you want it to do...kill a monster like (Bottomless) Trap Hole....

I'm curious to read other people's review on this...I hope you guys can also send me play-testing advice on these cards if you could...just for personal knowledge

Constructed: 2.5/5
Limited: 5/5
Coin Flip NOTE: I apologize for my lack of performance over the past few weeks.
If all goes well, I'll have another New Creed in eventually, but too much stuff has come up and I've not had access to a working computer for long enough to do enough work. I would reccomend that all of you go take a peek at Monday's review. It, along with Friday's card, were the two things that made me want to do this week. Basically, I like Tsukuyomi. It's a good card. And good karma to ExMoD for mentioning the "lock picker" - may you rip off twice as many kids this upcoming new year, scale four times the packs, and copy every good decklist conceivable. On with the review.

Okay, for a shorter review today, we have Trap Hole. Last reviewedÖ 2002. Cough, huge metagame changeÖ Well, on with the review.

Basically, people are using a lot of the more interesting cards in the Advanced format. Trap Hole is no exception. Three of the trap removal cards seeing play today are:
Bottomless Trap Hole
Trap Hole
And Sakuretsu Armor.

All of them are pretty interesting, and all three are rentsy choices for your deck. Let's take a look at them in a side by side comparison.

Trap Hole:
Kills on summon
Kills 1 monster
Kills 1000 ATK or above, but fails to catch Mystic Swordsman LV2, some special monsters like Spirit Reaper, and all Special Summons.

Bottomless Trap Hole:
Kills on summon
Kills possible multiple monsters
Kills 1500 ATK or above and catches Special Summons, but loses any monsters summoned with BELOW 1500 attack. No luck against that Spirit Reaper, Don Zaloog, Mystic Tomato, Shining Angel, or Marauding Captain.

Sakuretsu Armor:
Kills on attack and is thus not limited to them summoning a card Kills 1 monster Kills any monster, but fails to catch cards like Breaker and Mobius like the Trap Holes can.

Personally, I'd use all three, but where I'd use them depends on the deck. For example, if I'm using King Tiger Wang(hu), I wouldn't use Trap Hole because I've already covered the monsters with under 1500 attack save a few awkward 1450 attack monsters with no effect that no one uses. Bottomless Trap Hole instead. If I'm using some method of stall, though, Sakuretsu Armor is the best because I can't catch the cards like Marauding Captain or Mystic Swordsman with either Trap Hole, and they can slip under Messenger of Peace and Gravity Bind.

Trap Hole on its own is a useful 1 for 1 trade. That earns it a gold star. I'm only giving you a rating for standard decks todayÖ
2.7/5 Traditional (choose the better banned cards for removal, please)
3.7/5 Advanced



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