After AOrgs and Markshalls, this is (technically) only the third "original" archetype I am now uploading here for BT approval. I present to you
Trappit, a brand-new Trap-centric archetype that heavily revolves around three of the oldest mechanics of this game: Normal Summoning, Flip Summoning, and Normal Setting.
Below there's a brief overview of the archetype, but all the cards are listed in this gallery:
https://imgur.com/a/0F1tiJbMain Deck MonstersThe 6 Main Deck Monsters (DARK Beasts, 3 Level 1, and 3 Level 4) are a bunch of hardhat-wearing bnuuys which spend their time digging holes in the ground. The effects of the Level 1s and 4s are structured differently.
- The Level 1 monsters each have a Quick Effect that can be activated from the hand (call them handtraps if you will), ranging from consistency boost to disruption, while the other effect is a Trigger Effect that activates upon any Normal or Flip Summon: the latter type of effect always adds a "Trappit" monster from a certain location (Deck, GY, or banished pile, depending on the particular effect) and allows you to perform a Normal Summon/Set after the resolution
- The Level 4 monsters each have an Ignition Effect that allows you to perform a Normal Summon, or forces your opponent to Normal Summon a monster from their hand (even though they will also draw 1 card in that case). As you will see, Normal Summoning is a very important action for this archetype, since all the Traps can only be activated in response to the Normal (or Flip) Summon of a monster
SpellsThere is only 1 Field Spell, but with very useful effects.
- While it is active, if your opponent controls a Special Summoned monster, they will not be able to respond to your Normal Summons/Sets or Flip Summons: this grants you a wider range of action against their board, especially when going second.
- Each time a Trap is activated, the monsters of the activator's opponent will permanently lose 500 ATK/DEF, becoming less threatening in battle scenarios
- If a monster is Normal Summoned/Set, or Flip Summoned, to your field, a targeting disruption Trigger Effect can be activated, in order to mess up your opponent's plans
TrapsThere exist 6 Traps, each with very different effects, but all united by the fact that they require a Normal Summon (or Flip Summon) in order to be activated. Additionally, even though they're Traps, they can be activated from your hand during your turn only if you control a "Trappit" card: this grants an important speed boost to the archetype, which can play actively without relying on just setting backrow and passing. Some of them also have GY effects, which can be useful in certain scenarios.
Examples of what the Trap can do are:
- Searching other Traps or "Trappit" cards
- Forcing a player to Normal Summon/Set, or Flip Summon
- Granting stats boosts and protection to your monsters
- Disrupting the opponent's plays in various ways (popping, Setting cards, forcing Tribute Summons,...)
Extra Deck MonstersDon't let the cute looks fool you, these rabbits also have heavy machinery on their side. There are 3 DARK Machine Link Monsters that will aid you during the games. Their quirk is that they can also use your Set backrow as Link Material, which makes them easier to Summon in-archetype (even though you lose some of their advantages if you do so).
One of them is, obviously, the Link-1
that Sets the Trap from the Deck . It also has a nifty protection effect that applies while in the GY, and that allows you to save exactly 1 of your "Trappit" cards from destruction or banishment (even a Set one, so you do not lose immediately to backrow wipeout cards).
The other Links are Link-4, and constitute the real powerhouses of the archetype. Quarrycrane Train can reach high ATK values to beat over things, it searches a Beast upon its Link Summon (and opens very funni lines), and has a fantastic Quick Effect that allows you to fill your field with resources, AND conducts a Normal Summon/Set as well. Bedrock Buster is essentially one of your OTK enables, even though it has a lower ATK potential. It is, however, equipped with a strong protection effect and a targeting pop effect. Furthermore, it rewards your Trap activations by gaining ATK and additional attacks. But more importantly, its name is funny.
ConclusionsReject Labrynth, embrace Trappit.
Or are you really gonna skip over bunnies with hats, and sheer industrial power?As a little extra, I also attached a list of all TCG/OCG Normal Traps that activate when a monster is Normal Summoned, Flip Summoned, and/or Normal Set (if you need to check which one can interact with this archetype).[/list]