Spell
FieldLabrynth Labyrinth
Archetype:
Labrynth
View:
16224
If you activate a Set "Welcome Labrynth" Normal Trap, you can add this additional effect to that card's effect at resolution. ● Also after that, destroy 1 card on the field. If you activate a non-"Labrynth" Normal Trap Card (except during the Damage Step): You can Special Summon 1 Fiend monster from your hand or GY. You can only use each effect of "Labrynth Labyrinth" once per turn.
Labrynth Labyrinth — Power Evaluation
Final Score: 53 ± 6 · Confidence: Medium
- Intrinsic: 49.6 · Deck: 55.5 · Meta: provisional
- Primary role: Extender · Secondary: Board breaker, Recovery/Recursion
Why it scores here
Labrynth Labyrinth is a field spell that only does something when a Normal Trap is activated: a Set "Welcome Labrynth" trap adds a destroy-1-card effect, and any other non-Labrynth Normal Trap lets you Special Summon a Fiend from hand or GY. Its power is a conditional trap-triggered extender with a light removal rider, which is a real but modest contribution; the score comes from 100% inclusion in the sample and a 1-of, garnet-free slot, not from any stat. The 100% inclusion across 400 Labrynth-leaning decks and high partner rates confirm it is a consistently played piece, but no combo boards were supplied, so the observed role is inferred from text and deck context only.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Played in 400/400 sampled decks at 1 copy each and 100% inclusion in the Labrynth gameplay StatisticsCard row, but no starter or searched-appearance data was supplied to show how it is reached (observed deck inclusion, with the access route inferred). |
| Combo & Conversion | 40 | The text converts one trap activation into a Fiend Special Summon and a possible destroy, but there are zero combo boards to confirm how far it converts from a realistic start (inferred from text). |
| Resource Economy | 50 | The Fiend Special Summon from hand or GY is a free body with some recursion value and the destroy is roughly even, so the card is roughly card-neutral rather than repeatedly advantageous (inferred from text). |
| Effect & Interaction | 45 | The destroy-1-card effect is a soft, trap-gated removal that needs a Normal Trap activation each time (inferred from text). |
| Material Utility | 25 | The card is a field spell and cannot serve as material; the Fiend it summons offers only modest material value (inferred from text). |
| Resilience & Flexibility | 40 | Its effects are once-per-turn and need a Normal Trap activation, so the card is awkward to use in many spots and is not redundant (inferred from text). |
| Deck-Building Efficiency | 80 | A single copy costs one slot with no garnets or self-lock, and the Labrynth shell is run at 1 copy in almost every deck (observed in copies_per_deck, 386 of 400 decks at 1 copy). |
Calculation
Weight profile: 0.7 Extender + 0.3 Board breaker. Intrinsic ≈ 49.6, Deck ≈ 55.5, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Included in every sampled deck at 1 copy, so the slot is reliably filled (observed)
- Low-cost, garnet-free, 1-of field spell with little deckbuilding drag (verified from decks copies data)
- Trap-triggered Special Summon gives a body from hand or GY without spending a Normal Trap (verified from text)
Weaknesses
- Needs a Normal Trap activation for every effect, so it is dead in hands without traps (inferred from text)
- Effects are once per turn each and the destroy is a single-card effect (verified from text)
- Its value is tied to the Labrynth/trap shell and is not a generic utility card (observed: 37 archetypes but dominated by Labrynth and Dogmatika)
Counters / choke points
- Not evidenced in supplied data; no counter cards or interaction records were provided (data gap)
Best use
Trap-triggered extender and light removal in a Normal Trap control shell. Decks: Labrynth (gameplay 3, 100% inclusion), Labrynth (gameplay 7, 53.8% inclusion). Suggested copies: 1.
Evidence & gaps
- Verified: Field spell with two triggered effects gated on Normal Trap activation (card text); Once-per-turn restriction on each effect (card text); Played at 1 copy in 386 of 400 decks (decks_evidence)
- Observed: 100% inclusion in the Labrynth gameplay 3 StatisticsCard row and 53.8% in gameplay 7 (usage_statistics); Top partners include Lovely Labrynth of the Silver Castle and Big Welcome Labrynth at 99-100% co-deck rate (decks_evidence); Four guides describe Labrynth as a trap-control shell built on Normal Traps (guides_evidence)
- Inferred: Trap-triggered extender value is real but modest, with no combo boards to confirm conversion; Deck context suggests the card is a stable slot in the shell rather than a generic staple; Deck synergy is inferred from partner rates since combo centrality is unavailable
- Data gaps: no combos supplied, so combo conversion and starter/searched/material roles are text-only inference no searcher or access-route evidence for the field spell itself no banlist token; assumed 3 copies (unlimited) no rulings or counter-card data supplied






