Labrynth Deck #698564 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 05/07/2026
Main Deck (40)
- Arianna the Labrynth Servant x3
- Arias the Labrynth Butler x3
- Droll & Lock Bird x2
- Labrynth Chandraglier x2
- Labrynth Cooclock x1
- Labrynth Stovie Torbie x2
- Lady Labrynth of the Silver Castle x2
- Lovely Labrynth of the Silver Castle x1
- Maxx "C" x1
- Unchained Soul of Sharvara x1
- Big Welcome Labrynth x3
- Destructive Daruma Karma Cannon x2
- Dimensional Barrier x2
- Dominus Impulse x3
- Eradicator Epidemic Virus x1
- Escape of the Unchained x1
- Songs of the Dominators x3
- Transaction Rollback x3
- Trap Holic x2
- Welcome Labrynth x2
Extra Deck (14)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 63/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 63 |
| Going First | 60 |
| Going Second | 50 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Control
- Secondary strategies: Trap Stun
- Format: master-duel
Legality
Main 40 / Extra 14 / Side 0 — status: Legal. Restricted cards run: Maxx "C" (Limited), Droll & Lock Bird (Semi-Limited).
Identity & game plan
- Win condition: Floodgate control and incremental advantage via trap recursion and hand-trap disruption; None consistent; no reliable OTK or alternate win path identified
- Turn 1 (going first): Open with hand-trap or searcher (Arianna/Labrynth Servant), establish board with low-cost traps, use Dimensional Barrier/Trap Holic to clear threats, recycle traps via Transaction Rollback and setup for attrition
- Turn 2 (going second): Six-card hand prioritizes backrow/traps, early Droll & Lock Bird to deny draws, answer threats with instant-speed traps and removal, look for board-breaker finishers late
- Recovery: Return-to-hand recursion (Arias, Cooclock) and set-traps from GY to rebuild board after disruption
- After siding: Not analyzed — no post-side specific tech or win condition defined
Why it scores here
The Labrynth shell is fundamentally a control/stun engine that reliably opens to a functional floodgate plan (D1 65) but suffers from brick risk on opening hands (D2 55) and very low combo ceiling (D3 40) with only median output (D4 50). It is resilient to interruption thanks to hand-traps, recursion, and redundant trap lines (D5 70) and maintains decent resource flow through trap reuse (D6 60). End-board interaction is strong (D7 75) while going-second pressure is limited (D8 55) and offensive closing power is modest (D9 45). The main deck is reasonably compact (D10 60) but Extra Deck coverage is shallow (D11 50). Matchup fit is below average against current formats (D13 40) and side adaptability is weak (D12 30), while pilot-dependent consistency keeps the floor survivable (D14 65).
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 65 | |
| D2 | Opening-Hand Quality & Brick Management | 55 | |
| D3 | Combo Conversion & Ceiling | 40 | |
| D4 | Combo Floor & Median Output | 50 | |
| D5 | Interruption Resilience & Route Redundancy | 70 | |
| D6 | Resource Economy, Recovery & Grind | 60 | |
| D7 | End-Board & Interaction Quality | 75 | |
| D8 | Going-Second & Board-Breaking Power | 55 | |
| D9 | Offensive Pressure & Closing Power | 45 | |
| D10 | Main Deck Efficiency & Flexibility | 60 | |
| D11 | Extra Deck Efficiency & Coverage | 50 | |
| D12 | Side Deck Adaptability | 30 | |
| D13 | Matchup Coverage & Format Fit | 40 | |
| D14 | Pilotability & Error Tolerance | 65 |
How the score was computed
Strategy profile: Control. Structural ≈ 63, Going First ≈ 60, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Archetype purity below threshold (-5); No combo ceiling defined (-5); Weak extra deck coverage (-5); No side deck plan (-5); Strong trap density (5); Limited tournament data (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ 0.12 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very strong trap-based interaction and board control
- High disruption redundancy via hand-traps and GY recursion
- Consistent turn-2 engine once traps are drawn
- Good resource sustainability through trap reuse
Weaknesses
- Low combo ceiling and limited OTK potential
- Opening hand brick risk due to mixed trap/combo ratios
- Shallow Extra Deck coverage and follow-through
- No defined side deck or post-side adaptation
Critical choke points
- Dependence on early trap draws for engine integrity
- Limited card advantage outside trap recursion
- No reliable alternate win condition
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Add 1-2 dedicated floodgates (e.g., "Droll & Lock Bird" or "Maxx "C"") to stabilize opening hand | Improves D1 and D2 by reducing brick variance | |
| 2 | Include 1-2 compact combo or Synchro enablers to raise ceiling | Raises D3/D4 without breaking the control shell | |
| 3 | Consider 2-3 side slots for format-specific counters when side deck becomes available | Improves D12/D13 flexibility |
Evidence & confidence
- Verified: D5; D6; D7; D10; D11
- Inferred: D1; D2; D3; D4; D8; D9; D13; D14
- Provisional: D13
- Data gaps: no combos supplied — combo floor/median/ceiling inferred from text only no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry in YGOVN (going-first/second, matchup, brick/starter/OTK rates) Meta Power is Provisional unless a dated metagame sample is supplied
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