Pokémon TCG: Sword and Shield—Brilliant Stars

*BONUS COTD* 2010-8-8 Trapinch SW 115

Fighting / Ground Pokemon

  • Great Card

    Votes: 10 58.8%
  • Good Card

    Votes: 7 41.2%
  • League and Fun Card

    Votes: 0 0.0%
  • Collectible Card

    Votes: 0 0.0%

  • Total voters
    17
  • Poll closed .
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MrMeches

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"Before posting, please review the FAQ and follow the Guidelines provided for Card of the Day. Whereas we enjoy opinions of the cards, it is necessary to include a Brief Description for all players to understand your point of view and an optional Rating (ex. x/10). In the future, posts not using the FAQ information may be deleted and reported. Thanks, Mgmt"


[gal=31963]
2010-8-8 Trapinch SW 115
[/gal]​
 
With the new Ruling on Unown G, could this little fella cause some issues at World's?? Very interesting! 8/10
 
Today's CotD is Trapinch from SW, the preferred choice of Trapinch for Flygon decks (though again, since it's from SW, it'll be gone in less than a month). Statwise, 50 HP is a bit below average for a Basic, +10 Weakness to :water: is bleh, -20 Resistance to :lightning: is nice, and :colorless: to Retreat is cheap. Inviting Trap acts like a GoW for :colorless:, making it valuable once he's turned into Flygon with a Memory Berry attached. In that same vein, Sand Tomb is also good at :fighting: for 10 and preventing Retreat by the Defending, locking them into place.

Modified - 7/10 (Best Trapinch for Flygon decks, it'll hurt a bit without this guy)
Limited - 7/10 (The HP is a bit low, but being able to juggle your opponent's Pokemon is an attractive option)
Unlimited - 1/10 (No Flygon decks here, and there are many other effects that mimic this guy's attacks here)
 
I'm rating the card in the vacuum of just Trapinch, ignoring its Evolutions.

Inviting Trap is a very useful attack, especially if your opponent has a Bench-sitter that requires a lot of Energy to Retreat. Even if they have a Switch or a Poke-Turn in their hand, forcing them to waste resources can help. Then, it can lock that Pokemon in with Sand Tomb if the opponent can't get it out.

I think this one is better than the Grind one from RR, because it's always nice to have an attack on a Basic that either helps you set up or disrupts the opponent, rather than one that merely does straight damage.
 
Interesting, a good basic (that can evolve) for once!:smile:

50 HP is slightly low for a basic. The water weakness hurts, but the lightning resistance is fantastic, and the retreat cost is average.

Trapinch is a well-known good card thanks to its first attack, Inviting Trap. For one energy, you can use it just like Luxray GL's Bright Look. Because of this, Inviting Trap can potentially become one pretty annoying attack. The second attack, Sand Tomb, does 10 for one :fighting: energy, and it prevents the defending Pokemon from retreating. Yep, there is no doubt that this is the number one Trapinch for any Flygon deck.

Overall 7/10 in modified, 7/10 in limited, and 2/10 in unlimited

In modified, this basic can be very good. An attack that as the Bright Look effect? Yes please! The attack is pretty good, and with the help of Memory Berry, you can have your Flygon using the attack pretty well. Sand Tomb is also a good attack because it can stop a Pokemon from easily retreating. In fact, this Trapinch was what pretty what made the deck Stallgon back then too. To this day, this Trapinch is still good, but remember to have a plan to evolve it fast later in the game as its HP is low enough to make it an easy target.

In limited, this card is still good. Although only a basic, Inviting Trap can still be pretty annoying since it helps to pull out a Pokemon you want to take down, and Sand Tomb can combo pretty well with its first attack here as it can stop many heavy-retreaters cold in their tracks. Of course, be aware about that 50 HP, for it becomes an easy target, so don't always use this Trapinch as a big attacker.

In unlimited, this card won't be doing much. Sand Tomb won't really do much as there are better ways to prevent retreating. Inviting Trap is still good at least, but Gust of Wind is superior compared to this card. Therefore, I can see its use only in Flygon decks, as there are many usable Flygons here. In fact, the 'saving" factor about it is that Inviting Trap can help several Flygon decks in unlimited.
 
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