Labrynth Archfiend
DARK 7

Labrynth Archfiend

  • Archetype:
  • Archfiend

  • ATK:
  • 2000

  • DEF:
  • 2800

  • View:
  • 5442




Gains 400 ATK for each Normal Trap with a different name in your GY. Your opponent's monsters cannot target Fiend monsters for attacks, except "Labrynth Archfiend". You can only use each of the following effects of "Labrynth Archfiend" once per turn. If a Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can Set 1 Normal Trap from your Deck that can only be activated when an attack is declared.




 
 
AI Power Analysis
ExtenderConfidence: MediumEvaluated Oct 9, 2026
56± 8/ 100
Power Score
Intrinsic 56
Deck 55

Labrynth Archfiend — Power Evaluation

Final Score: 56 ± 8 · Confidence: Medium

  • Intrinsic: 56 · Deck: 55.4 · Meta: provisional
  • Primary role: Extender · Secondary: Floodgate/Control

Why it scores here

Labrynth Archfiend's 2000 ATK and Level 7 body earn nothing directly. Its score comes from two text effects: it can be Special Summoned from hand whenever a Trap is activated, and on Special Summon it Sets a Normal Trap from the Deck, which extends the Normal Trap engine. Its Fiend-only attack-target protection adds some soft interaction. Deck evidence confirms the card is live in its home shells (400 of 400 decks, with Labrynth partners at about 84%), but no combo boards were supplied, so combo conversion rests on text inference and is discounted.

Axis scores

Axis Score Evidence
Accessibility 60 Hand Special Summon needs a Trap activation and the Normal Trap setter needs the Deck, but it runs in all 400 sampled decks with a 1.4 average copies (verified; deck stats).
Combo & Conversion 55 The card converts a Trap activation into a board body plus a set Normal Trap, but no combo boards were supplied to measure its real conversion (inferred from text).
Resource Economy 55 Hand Special Summon and set-from-Deck add a body and a backrow card with no GY refuel or direct draw, so value is roughly even (inferred from text).
Effect & Interaction 55 Blocks opponent monsters from attacking Fiend monsters, but it is attack-target protection rather than negation or removal (verified text; scored as soft interaction).
Material Utility 50 A Level 7 DARK Fiend body is a standard Synchro/Xyz/Fusion material, but no as_material combo data exists, so the score stays mid-range (inferred from text and stats).
Resilience & Flexibility 55 Two once-per-turn effects give some redundancy across Trap timings, but both depend on Trap activations and the card has no recursion (verified text; inferred).
Deck-Building Efficiency 45 Average 1.4 copies in 400 decks with no garnet, but it commits the deck to a Normal Trap engine and its shell, which is a self-restriction (observed deck stats; inferred restriction).

Calculation

Weight profile: 0.7 Extender + 0.3 Floodgate/Control. Intrinsic ≈ 56, Deck ≈ 55.4, Meta = provisional. Modifiers: Self-restriction to Normal Trap shell (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Hand Special Summon on any Trap activation (except Damage Step) gives an early body in trap-heavy lines
  • Set Normal Trap from Deck refuels the Normal Trap engine without spending a hand card
  • Fiend attack-target protection shields Fiend monsters from being attacked
  • Appears in 400 of 400 sampled decks, with 1.4 average copies and 63 distinct archetypes

Weaknesses

  • Both hand-summon and deck-set need a Trap activation or a Trap-based start; no Trap activation means no conversion
  • The Normal Trap engine depends on Normal Traps in the Deck or GY
  • The protection only covers Fiend monsters, so it does nothing against non-Fiend attackers
  • 2000 base ATK is ordinary; the GY-based ATK boost depends on Normal Traps in the GY
  • No combo boards supplied, so the conversion rate is unmeasured

Counters / choke points

  • Non-Fiend monsters and attacks (the attack-target protection does not apply)
  • Opponent plays that remove or negate the Trap activation that triggers the hand summon
  • Deck-level Normal Trap removal or GY disruption, which shuts off the ATK gain and the set effect

Best use

Extender / Normal Trap engine body with Fiend protection. Decks: Labrynth shell (archetype 790), Labrynth shell (archetype 789). Suggested copies: 1.

Evidence & gaps

  • Verified: Text: Gains 400 ATK per different-named Normal Trap in GY; Text: Hand Special Summon when a Trap is activated (except Damage Step), once per turn; Text: On Special Summon, Set 1 Normal Trap from Deck, once per turn; Text: Opponent monsters cannot attack-target Fiend monsters except this card; Deck: 400 of 400 decks run it main, avg 1.4 copies, 63 archetypes; Deck: Labrynth archetypes 790 and 789 hold 55.2% of decks; Deck: partners Arianna and Lady Labrynth at 83.8%
  • Observed: Gameplay mix: type 7 at 46% and type 4 at 41% of decks; Copies distribution: 284 decks at 1, 70 at 2, 46 at 3
  • Inferred: The card is the Normal Trap engine's body and extender in Labrynth shells; Hand summon and set-from-Deck add value without card loss; The Fiend protection is a soft floodgate against Fiend-based decks
  • Data gaps: No combos supplied: combo conversion, as_starter, as_material and power_index are text-only No banlist token: assumed 3 copies (unlimited) No rulings or timing references for the Trap-activation trigger usage_statistics covers only one archetype (Myutant, 66.7%), which does not match the Labrynth home shells Guide snippets give qualitative context only, with no card-level performance data











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