Labrynth Deck #736279 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 07/26/2026
Main Deck (40)
- Arianna the Labrynth Servant x3
- Arias the Labrynth Butler x1
- Labrynth Chandraglier x3
- Labrynth Cooclock x1
- Labrynth Stovie Torbie x3
- Lady Labrynth of the Silver Castle x1
- Lovely Labrynth of the Silver Castle x1
- Maxx "C" x1
- Fydraulis Harmonia x3
- Big Welcome Labrynth x3
- Destructive Daruma Karma Cannon x3
- Dominus Impulse x3
- Infinite Impermanence x3
- Songs of the Dominators x3
- The Black Goat Laughs x1
- Transaction Rollback x3
- Trap Holic x2
- Welcome Labrynth x2
Extra Deck (15)
- Clara & Rushka, the Ventriloduo x1
- Muckraker From the Underworld x1
- S:P Little Knight x1
- Underworld Goddess of the Closed World x1
- Chaos Angel x2
- Enigmaster Packbit x1
- PSY-Framelord Omega x1
- Psychic End Punisher x1
- Wind Pegasus @Ignister x1
- Deep Sea Prima Donna x1
- Golden Cloud Beast - Malong x1
- Evilswarm Exciton Knight x1
- Super Starslayer TY-PHON - Sky Crisis x2
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 63 |
| Going First | 65 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Control
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Control via Labrynth trap activation and monster special summons; Board lock and resource denial
- Turn 1 (going first): Set a Labrynth Normal Trap, activate a hand trap (e.g., Infinite Impermanence), then use Arianna or Stovie Torbie to search and special summon a Labrynth monster, building a lock.
- Turn 2 (going second): Utilize hand traps and board‑breaker traps such as Destructive Daruma Karma Cannon, then lock opponent with Lovely Labrynth of the Silver Castle and other control cards.
- Recovery: Recycle traps with Trap Holic, draw extra cards with Maxx "C", and re‑search Labrynth cards via Arianna and Chandraglier.
- After siding: Rely on flexible extra‑deck summons and the remaining Labrynth toolbox; no side deck present.
Why it scores here
The Labrynth deck reliably opens with at least one core engine piece (≈99.99% chance), allowing a starter trap or monster to begin its control loop. Its suite of hand traps, searchers and multiple independent starters gives strong resilience and interaction density, while high‑ATK lock monsters provide closing power. However, the high trap count creates moderate brick risk, the lack of a side deck limits adaptability, and the many decision points lower pilot tolerance, keeping the overall contextual power in the low‑60s.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 85 | Core engine cards appear in opening hand with probability 0.9999, giving a near‑certain starter (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 60 | 23 traps and 14 monsters create moderate brick risk; hypergeometric estimates suggest ~30% non‑starter hands (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Labrynth can generate up to 8+ monsters and lock opponent with multiple traps, giving a high ceiling (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Typical games resolve 2–3 monsters and a few traps, reflecting a median output around 55 (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Multiple independent starters (Arianna, Chandraglier, Stovie Torbie) and many hand traps provide redundancy against disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Searchers, trap recycling (Trap Holic) and draw engine Maxx "C" give moderate resource recovery (Inferred) |
| D7 | End-Board & Interaction Quality | 75 | Nine cards have explicit negation or removal text, yielding interaction density ~3.5 (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 65 | Hand‑trap count (4) and board‑breaker traps like Destructive Daruma give decent second‑player breaking power (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | High‑ATK monsters such as Lovely Labrynth (2900) and Chaos Angel (3500) provide strong closing pressure (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 40‑card main deck with 18 distinct cards and 66% archetype purity shows moderate efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15‑card extra deck uses 13 distinct summons, many situational, giving average coverage (Inferred) |
| D12 | Side Deck Adaptability | 20 | Side deck is empty, offering no post‑side adaptability (Observed) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; archetype meta‑share unavailable, so format fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Complex decision tree with many hand‑trap choices reduces pilot tolerance (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 63, Going First ≈ 65, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Side deck lack (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 1 · key two-card combo ≈ — · full-brick estimate ≈ 0.3 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Near‑certain engine start
- Rich interaction suite (negates, hand traps)
- Multiple independent starters
Weaknesses
- Moderate brick potential due to high trap count
- No side deck limits adaptability
- Complex decision tree lowers pilot tolerance
Critical choke points
- Reliance on Labrynth Normal Trap activation to start engine
- Limited extra‑deck flexibility for certain matchups
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Twin Twisters | Adds trap removal and extra flexibility without increasing brick risk |
Evidence & confidence
- Verified: Legality status Legal; Card copy limits from legality; Archetype core probability from probabilities
- Observed: Side deck count 0
- Inferred: Engine accessibility from core probability; Brick risk from trap/monster ratio; Combo ceiling from card effects; Combo floor from typical board expectations; Interruption resilience from multiple starters; Resource economy from searcher and draw cards; Interaction quality from negation/removal counts; Going‑second breaking from hand‑trap count; Closing power from high‑ATK monsters; Main deck efficiency from purity and distinct count; Extra deck efficiency from distinct extra cards; Pilotability from decision complexity
- Provisional: Matchup format fit due to missing tournament data
- Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied
Couldn't load the combos





