About The Archetype
Labrynth is a Trap based archetype which triggers a variety of effects each time a Normal Trap is activated, and/or a monster leaves the field because of said Trap. This creates a playstyle where you control the game with simple monster removal, causing a snowball effect where the opponent gets weaker while our field becomes stronger. Not only that, but Labrynth is capable of commiting some deck space to add some engines and cover some of its weaknesses.
This guide will mostly cover some basics of every Labrynth card available, along the Trap Cards and other tools they can work in tandem with. Don't expect Decklists and/or step-by-step to win every game.
Disclaimer: I wanna make sure this guide mostly mentions the most basic and necessary things about the archetype so doesn't age too much as more cards are added in the TCG/OCG and Master Duel itself. If new Labrynth cards appear (And will appear) as well some cards only in physical form, I'll try to update this guide when possible.
Pros And Cons
Pros:
- Very easy to learn: As a Trap Deck, Labrynth doesn't require too much knowledge of long combos and/or investment in an Extra Deck of extenders and boss monsters. It is possible, but with just knowing when to use your Trap cards is enough.
- Adaptability: Since Labrynth can work with any Normal Traps (Monster removal or not), is an archetype that can change a few cards on its Deck to keep up with current threats in the meta. Additionally, it can be quite flexible in options when dealing with certain boards, requiring a bit of thinking outside the main game plan to create and opening towards victory. Lastly, we can add to the mix cards that will cover several weaknesses that I'll mention in the Cons.
- Increases and keeps momentum: While other Decks will burst out all its resources in Turn 1, Labrynth has a wide variety of recycling effects that allows it to keep a strong board at all times. As our effects rips apart the opponent's field, our field will stay as always in late game.
Cons:
- Going Second: As many Trap Decks, Labrynth can struggle when the opponent already sets a board. Fortunately it has some cards that allows us to play Trap Cards in their first turn, as well the usual board breakers we can add to the mix. But that's still up to luck to drawing them, so we require some Extra Deck options if needed.
- Backrow Removal: The bad news is that a wide variety of cards like "Evenly Matched" and "Lightning Storm" can easily destroy our entire board and be OTK'd right after. The good news is that there are some strong cards to protect or atleast mitigate that outcome, but again is either up to be drawn or Extra Deck choices.
- Mirror Match and Traptrix: Obviously some decks are better than others, and Labrynth can still have a chance against them. But it might have problems against another Labrynth, as each other's Traps will keep triggering both players' effects, becoming a duel of whoever plays the best cards first. Traptrix on the other hand completely ignores our whole playstyle unless we have the right counters, as the vast majority of cute and funny girls in that archetype have trap immunity.
The Monster Cards
Labrynth monsters obviously focus arround Trap Cards, and most of their effects can be summarized to managing the board and Traps, and/or giving us bonuses from using trap cards.
Lovely Labrynth of the Silver Castle
Run: 1-2 Copies
The boss monster of the archetype. Each time a Trap gets rid of a monster, we can go further and take away another card from the opponent's hand or field. Not only that, but not only can recycle our best Trap Cards every turn, but also protects them from monster effects and thus allowing us to ignore common negations in most decks. The main negativity is that she's a dead draw and will mostly rely on other cards to be summoned, but atleast can be used as discard cost for other cards and be summoned aftewards by the archetype itself.
Lady Labrynth of the Silver Castle
Run: 2-3 Copies
Depending of who you ask Lady is the actual boss monster, and they are kinda right. A monster that gains protection as long we have a Set card (Can be backrow or even another monster), very easy to summon by just playing the archetype, and the ability to search other Trap Cards every turn makes it a major threat. Maybe her reliance on the whole archetype, or atleast Trap Cards, can make her fall behind depending of the situation.
Labrynth Archfiend
Run: 0-1 Copies
Archfiend is a creature that can become quite powerful in very late game, and can make battle-based Trap Cards quite a threat with its pressence. However, is a monster that requires an investment arround its effects, and might affect the entire archetype just for trying to get its best performance.
Arias the Labrynth Butler
Run: Depends of Build
This monster is quite interesting in several aspects. She can cheat out the activation of Trap Cards, including during the opponent's turn, so makes her quite unpredictable as makes our Trap Cards into hand traps in a way. She also revives herself if the opponent tries to answer our plays, granting us the opportunity to use her main effect again or atleast have materials for other summons. What makes her an odd pick is that she's mainly used to shortcut Trap Cards, and we will very rarely use her summoning option (Which is often to summon a Lovely stuck in our hand). So her usage really depends of how many Trap Cards we run.
Arianna the Labrynth Servant
Run: 3 Copies
No deck is viable unless has a searcher to start Duels with. That's where Arianna comes in, giving us full access to the entire archetype to gather the missing pieces. Either looking for Trap Cards or the likes of Lady and Arias for extended plays, Arianna follows her support by giving us drawing power each time we remove a monster from the field by Trap Cards. If anything the main flaw is that she'll be the main target of effect negation, so either bait out the opponent or try to have a plan B ready.
Ariane the Labrynth Servant
Run: 0-2 Copies
This monster is mainly used towards variants that want to combo a bit, or atleast have some strong Extra Deck monster to depend on. That makes her not as important for an archetype that mostly plays passively, so is not a must have for most versions of this deck. However, because she shares the same drawing effect as her partner Arianna, the two together can cause a lot of hand advantage by just being together as we use Trap Cards on any monsters.
Labrynth Chandraglier
Run: 3 Copies (Or as many as the banlist allows it) or 0 On certain builds
This is one of two monsters that allows us to set Labrynth traps directly from the field, as well coming back to us the moment a monster leaves due said Trap Cards. That makes a recurring and reliable card to keep paying for costs, to the point the opponent might get annoyed and waste cards against it instead of other big threats under our sleeve. If your deck doesn't invest much on Labrynth Trap Cards is not necessary, but otherwise is a must.
Labrynth Stovie Torbie
Run: 3 Copies (Or as many as the banlist allows it) or 0 On certain builds
The only difference compared to Chandraglier is that Stovie summons itself when a Trap gets rid of a monster, placing it in a similar role as Arias. Either is brought back to keep bringing Traps, or becomes a material or bigger summons. It will become the main target of counterplays because of this, as the mere fact we can combine its effect along Chandraglier as discard cost makes it a very reliable creature to keep loading our backrow. If anything the main flaw is the same as Chandraglier where is up to the build itself how many we want' to run.
Labrynth Cooclock
Run: 0-2 Copies
Cooclock gives us the opportunity to use Trap Cards the instant they are Set on the field, making it a weak yet menacing card the opponent must be aware at all times. Given the likes of Lady and Stovie will keep bringing new Traps to the field, Cooclock can discard itself to make them ready to use no matter the player's turn. Not only that, but just for using the discard cost of some of our monsters and traps, Cooclock takes a similar role to Stovie and Arias where becomes a material or summons, or simply reutilize its effect every turn. But much like Arias, Cooclock's pressence is up to the build itself, and usually one copy is more than enough.
The Gardener
Run: ??????????
Hinted in one of the Labrynth cards, this monster is waiting for a release and potentially strenghten the archetype further and/or create interesting strategies arround her.
The Spell Cards
This might be a negative for some, as Labrynth has only two Spell Cards to work with. And they aren't even as important as the rest of its card pool, so you'll barely use them compared to other Spell Cards if any.
Labrynth Labyrinth
Run: 1-2
The Field Spell is quite interesting on its functionality. Usually it will become a recurring revival effect each time we use a Trap Card not related to the archetype, which depending of our build it will be plenty of times. The ability to turn our Welcome Labrynth traps into removal is indeed helpful as not only give us additional removal options but also will let us trigger the rest of our archetype effects. However, because the archetype only give us three Welcome Labrynth cards to work with, and two out of those three are already strong on their own merits, this card can be completely ignored in some builds.
Labrynth Set-Up
Run: 0-1
This card is only for recursion, or even counter some plays the opponent might use to limit our resources (e.g. "Dimensional Shifter" in response of using our Labrynth traps). This makes it a dead card at the very first turns of the game, and given most Labrynth traps can be recycled by Lovely and other options, it barely has any vital uses. On the bright side, the ability to search any Trap Cards unrelated to Labrynth allows our board to adapt to certain scenarios, making it atleast worth consideration.
The Trap Cards
Just because is a Trap deck doesn't mean that there's lots of Labrynth Trap Cards. But the ones available are plenty enough to carry the whole Deck, as a single resolution of some of these cards is enough to corner the opponent in combination with the other Labrynth effects.
Labrynth Barrage
Run: 0 (1-2 for fun strats)
The weakest Labrynth Trap Card becomes a copy of any Normal Trap we activate on the backrow, so it can actually become quite powerful as has the chance to ignore hard once per turn restrictions in some Trap Cards. It completely nullifies burn damage, but the ability to become an extra copy of a Set trap to actually barrage the opponent's board is worth trying out. Often than not is situational and even a dead draw, so only use if you wanna try some weird setups with it.
Farewelcome Labrynth
Run: 0-1 (1-2 if using "Labrynth Archfiend")
Farewelcome the first Welcome Labrynth card on the list, and at first might not seem that good since is a slow battle themed Trap Card. However, in conjunction with "Labrynth Labyrinth" its removal effect is enhanced to destroy additional cards on the field, to then be followed by the ability to search any non-Labrynth Trap Card in our Deck. Is a card that shouldn't be underestimated, as even without the Field Spell it can cause some solid results under the right hands.
Welcome Labrynth
Run: 2-3 (0 in some builds)
At worst this Trap Card is just a searcher, at best can become a major annoyance. Is really up to the Deck how this card functions, but nonetheless its position as a Trap Card makes it quite valuable. Searchable by the majority of Labrynth staples, gains removal with the pressence of "Labrynth Labyrinth", and becomes recurring each time we get rid of a monster with a Trap Card. It can also become quite helpful when choking, as can summon for cards like Lovely, Lady, and/or Arianne and follow with another cards for further plays right after. Not exactly a must have for some variants, but quite helpful if needed.
Big Welcome Labrynth
Run: 3
One thing I need to point out is that Labrynth effects will trigger no matter whoever controls the monster leaving the field by a Trap Card. That's what makes Big Welcome the main playmaker of the Deck, as can bounce our own cards to be used later, as it summons Lovely and other monsters ready to trigger its various effects right away. While is preferable to keep using this card in our backrow with or without the field spell for additional advantages, its Graveyard effect can and will trigger our Labrynth cards as well, becoming quite a dreadful Trap Card at any situation. Just be aware you can only use in Big Welcome effect each turn, so once we start piling copies together better choose wisely.
Non-Labrynth Monster Cards
This is the section where I'll point some a wide variety of cards you can mix with the archetype. While a big number of them are quite obvious no matter the Deck, others grants them additional plays and some cover against certain counters the opponent might use against us.
Ash Blossom & Joyous Spring, Maxx "C", and other Hand Traps
Run: 3 Ash and Maxx if the build allows it. Everything else 2-1 depending of the meta
The must have monsters in any Deck. Ash Blossom negates most searchers in any Deck, while the bug is one of the most powerful hand traps in the game by punishing special summons with card advantage. In some variants Ash Blossom isn't needed, as depending of the build itself we can let the opponent set a board to then break it apart bit by bit with our Trap Cards and/or some board breakers.
Any other hand traps are really dependant of how is the current state of the game. "Droll & Lock Bird" can shut down Decks that keep searching cards over and over, "Ghost Belle & Haunted Mansion" punishes Graveyard heavy strategies, "Chaos Hunter" shutting down banishing effects, and "Nibiru, the Primal Being" and wipe out a whole board before the opponent gets a chance to negate its arrival. If you are struggling too much against certain Decks, is worth consideration adding any of these options and many others out there available.
Lord of the Heavenly Prison
Run: 0-3
Lord is a powerful supporter for any Deck that relies on its backrow. Its protection alone makes Labrynth able to ignore the vast majority of board breakers, and even able to protect Set monsters if needed. Not only that, but as soon we play a Trap Card this monster will be brought to the field along any Spell or Trap in our Deck, making it either a card that gives us further advantage or a strong comeback option. Just be aware that Lord has some small flaws that might happen once in a blue moon, like protecting ALL Set cards in the whole board or banishing the searched card after two turns if not played.
Radian, the Multidimensional Kaiju
Run: 0-2
Kaijus debutted as an archetype where you force your own monsters to fight each other, but gradually became a strong removal option for most decks due their tribute cost bypassing the effects of powerful boss monsters. Among all Kaijus, Radian is the preferable pick for Labrynth since some cards either benefit from having Fiends on the field, and/or will restrict us to only playing said Type. If played with bouncing effects like the Graveyard ability of Big Welcome, Radian becomes a recurring removal tool to get rid of problematic monsters.
Lava Golem
Run: 0-2
Similar to Kaijus, Golem debutted as a strong choice for Burn/Stall Decks to become yet another method to get rid of monsters. Sharing practically the same benefits to Radian above it, the major difference is that Golem will tribute two monsters for its summon, thus covering more boss monsters with its arrival. Its burn effect can also steal some games, either in late game or facing Decks that pay lots of Life Points like Dinomorphia or D/D/D.
Absolute King Back Jack
Run: 0-2
Back Jack is an odd monster due how it works, but is actually quite helpful if used properly. Either by being used as discard cost for the archetype or simply become material for a summon, Back Jack rearranges our Deck for its Graveyard effect fetch a Trap Card ready to be activated in that turn. Is a monster which performance really depends of how many Trap Cards we shove in the deck, as is very luck dependant might require a build depending of how many copies we wanna use.
Lilith, Lady of Lament
Run: 0-3
Lilith gives us another searcher to dig through our deck for key Trap Cards. Although makes the opponent make the final decission, often than not you'll look for three copies of the same card. Might be an odd pick since Arianne alone can carry the entire deck on her own, but for those that fear Ash Blossom might be another searcher to depend on.
Performapal Five-Rainbow Magician
Run: 0-2 (If the banlist allows it)
The closest you'll get to a Pendulum Deck with this archetype. With the majority of current decks having no care over Set cards in their backrow, this become an insanely effective floodgate as Labrynth plays as usual. If they try to Set cards they can be removed away with our Labrynth effects and other options to clear backrow, becoming frustating for the opponent to break through this effect. Not only that, but by just setting something this monster will be back in a Pendulum Zone to keep the lockdown active. It might need some practice, but can cause some quite favorable outcomes.
Diabellze the Original Sinkeeper
Run: 0-2
This monster hasn't appeared in Master Duel yet, but can become a strong pick. With the Sinful Spoils being a recurring engine for various decks like Snake-Eyes and Azamina, Diabellze can turn into a free summon against certain matches. Her pressence will either lockdown the opponent's spells, or give us further removal options by simply setting our Trap Cards. Is a tricky card to use nonetheless, but if we invest some deck space arround Sinful Spoils it can become worth considering.
Non-Labrynth Spell Cards
Labrynth will very rarely use Spell Cards no matter the Deck. But just because doesn't need the help of Spell Cards doesn't mean it can add a few options to its arsenal.
Pot of Extravagance and Pot of Prosperity
Run: Depending of the build, or as many the banlist allows us
Labrynth will very rarely use the Extra Deck, as is often than not just an array of monsters to counter certain situations when needed. This allows us to use both Pots at their maximum cost, digging through our Deck to obtain the right cards to play. They also can be used as bait for the opponent's Ash Blossom and other negations so we can play the key cards of the archetype without any risks, so don't worry much for losing some drawing if we already have Arianna and/or Big Welcome ready in our opening hand.
Called by the Grave
Run: Depending of the build
While Labrynth can usually play arround most hand traps, they're still a threat to be aware of. Called will mostly be used against Ash Blossom since negating our Arianna or Big Welcome might be enough to interrupt our plans, but don't forget that it can be used against other possible targets. Graveyard effects are plentiful and thus Called can completely shut down a whole setup if timed properly, while in some cases if the opponent plays a monster while a previous copy is in their Graveyard we can negate its effects on the spot. Not a must have, but has plenty of practicability.
Crossout Designator
Run: Depending of the build
This option is mostly a must have if you wanna create a combo oriented Deck. Stopping a "Maxx "C"" from resolving is a blessing for players aiming for a strong board in turn one, while Ash Blossom once again can become the vain of our key Labrynth cards. Overall has way less uses than Called, but a savior for combo variants.
Triple Tactics Thrust
Run: 0-3 (This also applies to "Triple Tactics Talent")
In an age where monster effects happen every turn, Thrust becomes a strong counter against the counter. Talent might give us more options to choose from, and is indeed another pick worth considering. But given Thrust can search any Trap in our Deck, is a stronger pick if we really need a very specific card.
Angel of Blue Tears
Run: 0-2
An interesting pick often gone under the radar of various players. Its monster negation is already helpful to make sure a threat doesn't interrupt our plays, with some burn damage that might steal games in very late game. But its Graveyard effect is what makes it shine in Labrynth, either searching a Trap in our Deck, or setting one in our hand to be used. Given various Labrynth options discard cards as cost, this can become a solid payment as we can follow with its Graveyard effect right away.
Traptantalizing Tune
Run: 0 or 3 depending of the build
This turns any Normal Trap into drawing, always welcome in any Deck. What makes it an interesting choice is if we mix Labrynth with Traptrix, as the latter also becomes cost for this effect. Is its ability to mix two Trap archetypes into one what makes it worth playing it, although the fact we might have to rearrange an entire Deck arround it might be its major negative.
Non-Labrynth Normal Trap Cards (Removal Effects)
Of course a Trap archetype wants as many Trap Cards as possible. With hundreds of them to choose from, this is the biggest list you'll have to dig through. I am not gonna describe every single Trap Card with this ability, but I'll point some options worth consideration. Copies really up to you, but in most cases one or two are enough since the likes of Lady can search for them when needed.
Archfiend's Ghastly Glitch: Kinda Labrynth related. Basic monster removal and the ability to mill a Fiend from the Deck. Helpful to dig out Labrynth cards with Graveyard effects, and/or tech options like Back Jack.
Destructive Daruma Karma Cannon: At first this card might seem just to stall for a turn, which is already helpful for this deck's playstyle. But this Trap Card has the potential to wipe out whole boards on its own, as its effect not only counters Link Monsters, but also any monsters with heavy protection like Traptrix and some boss monsters.
Weighbridge: A weaker Daruma effect, but nonetheless effective as also punishes players that commit way too much, and/or monsters with protection. Since our Deck on average will have 1-2 monsters on the field, is quite simple to meet its requeriments.
Compulsory Evacuation Device: An old yet always reliable Trap Card. Given many monsters nowadays have protection to destruction, this card will bypass it as assist on our Labrynth effects. It can also bounce our own monsters if really needed.
Dogmatika Punishment: Given Labrynth can ignore most of the Extra Deck, this is a Trap Card that grants more than what is written. Use its effect to mill Extra Deck monsters with Graveyard effects to gain additional benefits, like Shaddolls or Albaz Fusions to add cards to our hand, or "Wind Pegasus @Ignister" and "Elder Entity N'tss" giving us additional card removal. If an Extra Deck monster has a Graveyard effect, it works perfectly with this Trap Card.
Ice Dragon's Prison: This card not only is removal, but also a counter for Decks depending on Graveyard setups. So you can win a lot of advantage if you fully resolve this effect. However, at worst it will simply steal a monster from the opposite Graveyard, but can be still handy to counter a revival effect, or we just need an additional attacker to end the game with.
Paleozoic Dinomischus: Paleozoics in general can help Labrynth and themselves for being Normal Traps turning into monsters from the Graveyard. Dinomischus might be the preferable choice just for giving us another removal option.
Karma Cut: There's several Trap Cards that are about "Discard to get rid of a monster", but this one my be the best recommendation. Not only because banishes its target, but also any other copies that are resting in the opponent's Graveyard. Quite effective against Decks that mostly depend on key monsters.
Ring of Destruction: Despite being nerfed and a relic of the past, is still a removal option that can deal big chunks of damage to the opponent. It might not finish games like did in its glory days, but can weaken the opponent as the Labrynth effects triggers to create a opening to strike them down.
Torrential Tribute: Given the archetype barely commits to a board full of monsters, wiping out the whole field is a strong option against various decks. Try to chain it to a Welcome Labrynth card activation, clearing the board as the likes of Lovely arrive to an empty field to immediately trigger her effects.
Terrors of the Overroot: A tricky card to use since we just replace a card with another, and depending of their Graveyard we might get them something valuable. But if played properly it gets rid of a strong threat to be followed by our Labrynth effects, so although needs the right scenario to truly shine it can cause some problems to the opponent.
Trap Hole cards: Old Trap Cards that became the main engine of Traptrix Decks nowadays can give us some help to respond against opponent actions. "Bottomless Trap Hole" has the opportunity to banish several monsters at once, helpful against Pendulum Decks. "Terrifying Trap Hole Nightmare" not only destroys but also banishes if we commit to a Trap Hole engine. And "Traptrix Trap Hole Nightmare" completely shuts down a Special Summon before is too late.
Mirror Force cards: Another oldie which can shine under the right player, specially those that want to use "Labrynth Archfiend". While there's several variants as well the OG to choose, "Storming Mirror Force" is the biggest recommendation as assures monsters aren't resting in the Graveyard.
Non-Labrynth Normal Trap Cards (Non-Removal Effects)
Although Labrynth gets stronger the more monsters we get rid of with our Trap Cards, the fact a big number of their effects benefit Normal Traps gives us access to a huge array of powerful cards to halt the opponent. Similar to the previous section, due the massive number of Trap Cards to cover, copies are up to preference and game state.
Infinite Impermanence: Try to have three copies if possible. Aside of being a Trap ready to be played from the hand, the fact that can be searched and recycled by our Labrynth cards makes it a constant tool to interrupt opponent plays. Try to place it in a column where the opponent often uses their backrow on, like the middle (If they have autoplay settings) or the Pendulum Zones.
Fiend Griefing: A weird choice mostly to interrupt Graveyard strategies, which are often nowadays. The milling effect also help us to setup our own monsters, often Stovie or Chandraglier.
Dimensional Barrier: The bane of any Deck that doesn't rely on Link Monsters, and often discussed to be banned. As soon you know what is the opponent's deck, activate this to completely shut down all or most of their plays. Use it along Arias to be ready to use if the opponent goes first.
Different Dimension Ground: Another floodgate effect, this time against the Graveyard. This activation can instantly defeat any opponent that relies in the Graveyard, including other Labrynth decks at times. If the meta is too Graveyard dependant, this card will make players want to be banned.
The Black Goat Laughs: A Trap Card that needs some card and deck knowledge to get the best from it. Mainly to shut down key monsters from appearing on the field, but also with a negation ability while resting in the Graveyard.
Eradicator Epidemic Virus: A powerful Trap Card that has the potential to completely cripple whole Decks on its own. Sky Striker and even other Labrynth Decks will become completely unusable if this card resolves, giving us an automatic win. If "Labrynth Labyrinth" is on the field, the tributed monster can immediately come back to the field. While Lovely can recycle it to create a Virus lockdown for as long it is needed. "Deck Devastation Virus" is another strong choice, but Eradicator is often more dreadful.
Boo-Boo Game and Waking the Dragon: These are the bait cards against backrow hate, and if you're going to use them only run one copy of them since are often situational. "Boo-Boo Game" might be prefered since not only recovers our backrow, but can also be used against incoming damage if really needed. On the other hand, "Waking the Dragon" can cheat out incredibly powerful Extra Deck monsters such as "Naturia Exterio" or "Raidraptor - Rising Rebellion Falcon".
Gravedigger's Trap Hole: Although part of the Trap Hole series, and thus technically a Traptrix card, is nonetheless a strong counter to both hand traps and Graveyard options. 2000 of damage is something that cannot be ignored, and might defeat opponents when they least expect it.
Trap Trick: A searcher for Traps, ready to use the moment they hit the backrow. It can be a bit tricky to use since locks down the use of Traps except the one we just obtained, but if we really need a specific Trap Card for certain situations is worth learning its activation timing. While requires as many copies as possible of Trap Cards to assure its cost, is often used to search the Welcome Labrynth cards. If you don't want to invest in too many copies of certain traps however, "Trap Tracks" offers a similar option in exchange of destroying a monster of yours, giving us also the chance to trigger Labrynth effects in the process.
Transaction Rollback: You will rarely use its main effect, as the main appeal is when it hits the Graveyard. While this ability bypasses hard once per turns and let us reuse a variety of powerful Trap Cards, the fact that completely ignores costs makes it either an abusable card or something worth making fun Decks arround it. Due its Graveyard reliance and its first effect will only be used against very specific Trap decks, it might require a build arround it.
Evenly Matched: A powerful board breaker that will wipe out most boards in the game on its own. Labrynth doesn't mind losing a Battle Phase to play this card from the hand, and with the likes of Lovely and Lady making sure is always available makes it a constant threat. If you combine it with "Transaction Rollback", you get the opportunity to make sure the opponent doesn't keep any cards if our field is completely empty. The main problem is that its mainly effective going second and/or on an empty board, so might become a dead card at times.
Heavy Storm Duster: Comparable to the likes of "Twin Twisters" and even "Harpie's Feather Duster", at first might seem a subpar choice to deal with backrow. However, we are talking about Labrynth, with a variety of cards that either searches or recycles this card turn after turn. Worth a single copy to deal with other backrow heavy decks.
Dominus Impulse: Not available in Master Duel for now, but possibly one of the most menacing options to negate summons with. With Labrynth taking full advantage of its Normal Trap status, it makes it a recurring threat if combined with Impermanence and the rest of Trap Cards. Its Attribute demerit will at most shut down our "Maxx "C"", so don't be afraid to go nuts with it.
Non-Labrynth Non-Normal Trap Cards
Personally I don't like using any Trap Card that won't sinergize with Labrynth, AKA those that aren't Normal Traps. But if the meta really pushes you to use them, then go ahead.
Solemn Judgment and Solemn Warning
Run: Up to preference
Counter Traps. You activate them, and unless the opponent has another Counter Trap, the interruption is guaranteed. Quite effective if you truly wanna assure a troublesome card isn't resolved. Just be aware that since they cannot be searched compared to Normal Traps, is up to pure luck to become accessible.
Skill Drain
Run: Up to preference
The stalemate card at times, the heavy counter to others. Despite negating most of our monsters on the field, a big chunk of them have Graveyard and hand effects to keep relying on. So while the opponent tries their best to get rid of this card, Arias and Stovie among others will keep the Trap Cards active.
Anti-Spell Fragrance
Run: Up to preference
Personally, if you have to pick a single floodgate, this is my pick. Since Labrynth barely relies on Spell Cards in most builds, this card alone will shut down the opponent most of the time. Once again, effectiveness depends of when is drawn.
Rivalry of Warlords and/or Gozen Match
Run: Up to preference
These cards are dependant of the game state and what we are confronting. Something like Tri-Brigade and Ancient Warriors, or Decks that try to bring out a variety of generic boss monsters, will crumble the moment this card is active. But needs repeating that is up to be drawn at the right moment, as if the opponent already has something to negate them won't do much.
Summon Limit
Run: Up to preference
Possibly the most effective overall to work along Labrynth. The archetype will rarely go up to three summons per turn, so we can play normally under the pressence of this card. Meanwhile, combo heavy players will hate you for life for using this floodgate on them and will try to find workarround to deal with it.
Extra Deck
Yes. I said several times that Labrynth will rarely use the Extra Deck for summons. But if the situation needs it, better have some strong picks ready to come out. Is also worth mentioning that number of copies also depends if you are using "Pot of Extravagance" and/or "Pot of Prosperity", assuring atleast one copy remains available after paying their costs.
Super Polymerization Targets
Run: Depends of the build
A solid pick to completely wipe out strong boards as we obtain a big body in return. Given the Labrynth monsters are used to become discard cost, the Spell's cost will barely matter as we turn boss monsters into the likes of "Mudragon Of The Swamp" and "Starving Venom Fusion Dragon". If you are playing "Dogmatika Punishment" then is worth running several copies of "Garura, Wings of Resonant Life", not only to be a possible summon for this card but also giving us a drawing effect when sent to the Graveyard.
Chaos Angel
Run: 1-3 Copies
Probably our Extra Deck boss monster in most circumstances. Given Stovie keeps going back and forth on our field, makes this Synchro Monster almost always available when needed. The battle protection won't do much most of the time, but the fact we have the opporunity to summon it several times to keep banishing cards is worth mentioning.
Number 41: Bagooska the Terribly Tired Tapir
Run: 1-2 Copies
Bagooska is mostly used as the Plan B of our deck, creating a floodgate monster to force the opponent to play through it. If our Deck contains Ariane makes it much easier to summon, making her the most valuable use in the archetype at times.
Divine Arsenal AA-ZEUS - Sky Thunder
Run: 0-2 Copies
Easy to summon big body that will wipe out the entire board. No much else to say about it. However, because its shortcut Xyz Summon requires a Xyz Monster to attack, might not be as simple as it looks depending of which build we are running.
Super Starslayer TY-PHON - Sky Crisis
Run: 1-2 Copies
Personally prefered over Zeus, TY-PHON completely shuts down most boss monsters with its pressence alone. Is also a Fiend monster, gaining some benefits of some Labrynth cards if needed. And despite the summon demerit for the rest of turn, most Labrynth variants will barely care about such drawback.
Muckraker From the Underworld
Run: 1-2 Copies
A little Link Monster which purpose is to assist in our big creatures. The revival effect can bring back Lovely and Lady if needed, along a protection effect to make sure they stay alive even when facing monsters with same ATK. Not prominent, but worth a slot in the Extra Deck.
Dharc the Dark Charmer, Gloomy
Run: 1-2 Copies
We run a DARK Attribute Deck, and DARK is the most prominent Attribute in the game. Thus making Dharc a prevalent tool to steal opponent monsters when needed. Either we turn his target in another material for our summons, or simply attack with the opponent's monster for the win. Let's not forget its searching effect, which although limited can obtain a few Labrynth monsters.
Knightmare Monsters
Run: 0-1 of each (Excluding Gryphon, Goblin, and Mermaid)
Knightmares are literally toolbox cards to deal with certain problems when needed. Usually Unicorn and Phoenix are enough to cover the deck's needs, but if our deck struggles to bring out the former then Cerberus is worth considering. And given Labrynth cards tend to be discarded, their effects aren't as costy compared to other decks out there. Gryphon can be worth considering since recycles cards along a floodgate effect, but due its high summon requeriments isn't worth the effort.
S:P Little Knight
Run: 1-2 Copies
While has similarities to Knightmares, this monster instead remains on the field to temporarily get rid of problem cards for that turn. Although her target will return, interrupting the opponent's plays is what makes her so valuable. If you go even further and summon her with a Extra Deck monster as material you'll get extra benefits, specially if you also include "I:P Masquerena" to your Extra Deck due their sinergy together.
Relinquished Anima
Run: 0-1 Copies
A monster that catches most players by surprise, as makes any zone under the Extra Monster Zone something to avoid no matter what. Usually Cooclock will be the candidate to Link Summon this monster, but depending of your build it can have other material candidates.
Underworld Goddess of the Closed World
Run: 0-1 Copies
For any other Deck out there, this can be an easy summon. For Labrynth, up to how we approach it. Despite an array of restrictive effects and the opportunity to get rid of a troublesome boss monster, is a big investment of a summon for a slow paced deck like this one. However, her high ATK makes it a viable cost for "Dogmatika Punishment", so is that kind of card that if is not used for one thing it will be for another.
Engines
While Labrynth can perfectly work with its own mechanics and half a Deck full of Normal Traps, some archetypes can work along to provide other advantages or simply diversify our options.
Yubel
Probably the most prefered engine. There's two variants to go with it: Either you use "Nightmare Throne" to prepare the summon of "Phantom of Yubel", or play most of its cards to prepare a variety of Link Summons. Really up to you prefering a basic setup that can bait negation to follow with our Labrynth plays as usual, or commit to Yubel plays as Labrynth works as support. It also provides us with support for "Super Polymerization", making going second a threat for the opponent.
Dogmatika
An archetype that hates Extra Decks to the point of milling our own, makes a solid pick to support our Deck. This is a very small investment as mostly "Nadir Servant" becomes not only a searcher for either "Dogmatika Ecclesia, the Virtuous" or "Dogmatika Fleurdelis, the Knighted", but in conjunction with "Dogmatika Punishment" we can take advantage of Extra Deck monsters with Graveyard effects. Don't forget that "Fallen of Albaz" and various Branded cards can work along as well.
Unchained
An archetype about destroying its own cards. But you only need the bare minimum to destroy, often focusing arround "Unchained Soul Lord of Yama" and "Unchained Soul of Sharvara" to climb through Link Summons. Personally I don't like it much since you need "Escape of the Unchained" which at times is a dead draw, but the ability to create Link setups instantly when needed cannot be ignored.
Horus
An archetype that grants practically any deck with Rank 8 Xyz Summons and Link Summons any time needed. Many Rank 8 monsters become quite handy when going second, and given Labrynth likes to discard cards for its costs some of these dead draws can become summons once "King's Sarcophagus" is present.
Slifer the Sky Dragon
The Egyptian God itself can become a valuable boss monster thanks to "The Revived Sky God". It requires some setup, but giving us a powerful drawing effect as Osiris arrives to shut down a big number of summons makes it worth the investment.
Live☆Twin
An interesting archetype due the fact its Deck mostly consists of hand traps to assure their setup goes through. That makes it quite accessible for Labrynth as their Link Monsters are Fiends and can obtain some advantages. While Labrynth play as usual, the twins will use the Extra Deck at its fullest.
Red Dragon Archfiend
This Signer Dragon and its support creates the Synchro variant for this archetype. The Resonators are small fiends with easy to summon conditions and work in tandem with Labrynth, giving us perfect access to not only common boss monsters but also "Hot Red Dragon Archfiend Abyss" specifically. Their main searching tool, "Crimson Gaia", also can give us "Fiendish Golem" to temporarily banish monsters and support our Labrynth cards in the process.
Paleozoic
Mentioned in a segment above, an archetype solely consisting of Normal Traps can become a wonderful ally for Labrynth. You can go for a greedy approach arround "That Grass Looks Greener" to not only pile Paleozoics in the Graveyard to be summoned, but also take advantage of "Transaction Rollback" to cheat out powerful Trap Cards.
Diabellstar
Often seen with Snake-Eyes, Diabellstar shouldn't be ignored due her favoritism. It can become a recurring problem for the opponent as keeps searching for Sinful Spoils, specially if Diabellze gets involved to half Spell Cards while destroying cards by simply setting our traps.
Kashtira
Hated and for good reasons. Usually a single "Kashtira Fenrir" is enough to keep the opponent on check for a turn or two, but is possible to go all out and include staple Kashtira cards and bring out the dreadful "Kashtira Arise-Heart". However, its one of those options that the more you invest on, the less Labrynth your deck will be.
Dinomorphia
Another Trap archetype that can benefit from Labrynth's assistance. Because this strategy keeps reducing our Life Points to single digits, gives us the option to abuse the likes of "Ferret Flames" and "Soul of the Supreme King" to corner the opponent in a few turns.
Labrynth Combos And Common Plays
Fortunately, Labrynth is not a Deck that requires a flowchart of 20+ cards to learn, even with some of the engines mentioned. I will only highlight a few things you can do with the right cards, giving you some advantage or atleast fix things when struggling.
- Arias or Cooclock along Big Welcome becomes a very strong play first turn as long we have a monster to bounce with the latter. This will summon Lovely to discard an opponent's card, retrieve Big Welcome, and be ready for the opponent's turn along any other Traps and monsters we brought out.
- Both "Welcome Labrynth" and "Big Welcome Labrynth" can be chained together in response of a threat like backrow removal. First activate Big Welcome, then the OG to have a monster ready to bounce with the former.
- "Welcome Labrynth" is a problem solver at times despite being only a way to summon monsters most of the time. Summon Arianna to trigger her effect, search Lady, to then summon her with her own effect. This alone gives us a decent board with the right backrow.
- Stovie and Chandraglier are prefered to discard each other to keep a steady hand during a duel. Since often than not our main target is Big Welcome, is not recommended to discard other cards to use both searchers. Just use Stovie since is the one summoning itself, discarding the returning Chandraglier over and over.
- Dead draws can become discard cost quite easily however, making both Stovie and Chandraglier have resources to work with. Lovely despite being the Deck's biggest threat won't do much at hand, but thanks to Big Welcome and other options can come back from the Graveyard. If we work along other engines and archetype the same applies, like Yubel monsters being recyclable from the Graveyard to summon "Phantom of Yubel", or "Transaction Rollback" preparing itself to copy a Trap in our Graveyard.
Epilogue
As you can see, Labrynth has quickly become my favorite Deck in the game. I played since the very beginnings, ranging from a jank playground deck involving "Dark Magician" and the forgotten "Tri-Horned Dragon", going to locals and a pair of nationals with Chain Burn FTK, to trying to experiment things with Blind Second and Madolche among other things. But I am mostly comfortable with Trap Decks, as Trap Cards is what makes this game different from the rest. And although current decks are all about shutting down the game with a variety of powerful omninegates and floodgates, I am glad Labrynth and other Trap archetypes bring the popular phrase "You activated my Trap Card" back to the spotlight.
Also the waifus
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3333897196
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