Corbon said:
The card causes wounds, therefore +2 wounds is added. That some or all wounds may be prevented, does not change the fact that the card caused them.
[...]
You are correct that you don't add 2 damage to the SB trap for trapmaster. Thundercles is wrong - Trapmaster adds only to Trap Cards, not to Traps in general. But the SB Card itself tells you to treat the hero)(es) as if it (they) had moved onto the SB Trap (which it did not) so the effect of the
Card
(not the trap) is to deal 2 damage and a bleed, which becomes 4 damage and a bleed under Trapmaster.
I initially read it the way you do, but was shown the error of my ways (and it took me a while to 'see' it).
It is actually clear when you parse things down correctly.
For the first one, it is not so clear to me. The trap master card refers to cards that "deal" any wounds. It isn't clear enougth if preventing the wounds means not to be dealed them. After all, can't the hero completely prevent the damage from a spiked pit? But Ok, I supose it can be interpreted that way.
For the second, the effect of the card is not to deal 2 damage and bleed (by itself). If it was, then the mimic card and the dark charm card would benefit from trapmaster too, since their effect is to perform an attack that causes wounds. They are indirect wounds, not caused explicitly by the card. It seems more simple to say that the +2 wounds bonus applies to any trap card that says "sufer X wounds" (or something to that effect), and transform X into X+2.
On a diferent matter, I don't know if one of my posts didn't make it or was deleted, I just can't find it. I would like to add a vote for the question about familiars and pits. Can familiars enter and/or exit pits? How many MP does it cost to them? Also, on the current FAQ, in page 15, the first question under Environmental Hazards and Obstacles isn't propperly answered. It mentions "pits" as an obstacle that prevents crushing block, but then the answer gives a list of those obstacles and the pit doesn't appear.