Labrynth Deck #698564 — Yu-Gi-Oh! Master Duel

Created by: YGO Mod (20517634)

Created On: 05/07/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: Medium
63± 8/ 100
Power Score
Structural 63
Reliability 55
Going First 60
Going Second 50

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
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

More Master Duel Info

Labrynth

Labrynth Breakdown

 
 

 

 

 

 

 

 
 

 

 
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