Labrynth Deck #736641 — Yu-Gi-Oh! Duel Links
24 Main, 9 Extra, incl. Arianna the Labrynth Servant x3, Labrynth Chandraglier x2, Nibiru, the Primal Being x2 - Skill: Precious Cards of the Dark. Created Jul 30, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/30/2026
Precious Cards of the Dark
Main Deck (24)
- Arianna the Labrynth Servant x3
- Arias the Labrynth Butler x1
- Labrynth Chandraglier x2
- Labrynth Cooclock x1
- Labrynth Stovie Torbie x1
- Lady Labrynth of the Silver Castle x1
- Lovely Labrynth of the Silver Castle x1
- Nibiru, the Primal Being x2
- Radian, the Multidimensional Kaiju x2
- Labrynth Labyrinth x1
- Archfiend's Ghastly Glitch x1
- Big Welcome Labrynth x2
- Dogmatika Punishment x1
- Ice Dragon's Prison x1
- Terrors of the Overroot x1
- Traptrix Trap Hole Nightmare x1
- Welcome Labrynth x2
Extra Deck (9)
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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 | 68 |
| Meta Power | provisional |
| Tournament Reliability | 58 |
- Primary strategy: Control
- Secondary strategies: Midrange
- Format: duel-links
Legality
Main 24 / Extra 9 / Side 0 — status: Legal.
Identity & game plan
- Win condition: High-ATK Fiend boss monsters protected by Normal Trap synergies; Resource attrition via trap recursion and removal
- Turn 1 (going first): Set Normal Traps, Normal Summon Fiends, activate traps to trigger search/draw/effects, establish board with Lady/Lovely Labrynth.
- Turn 2 (going second): Use hand traps or removal traps to disrupt, then leverage GY recursion and trap effects to rebuild and counter-attack.
- Recovery: Recycle monsters via Arianna, Chandraglier, and Stovie Torbie; replay Normal Traps from GY/hand to restart loops.
- After siding: Not applicable; side deck is empty.
Why it scores here
This Labrynth deck operates as a trap-control midrange system in Duel Links, leveraging a compact 24-card main deck to reliably open with Fiend monsters and Normal Traps. Its structural power stems from strong resource economy and layered end-board interaction, where traps like Welcome Labrynth and Big Welcome Labrynth enable continuous recursion and board establishment around resilient bosses like Lady and Lovely Labrynth. While the deck boasts excellent consistency and defensive depth, its zero side-deck count severely hampers post-side adaptability, and the absence of parsed combo telemetry forces reliance on text-based inference for ceiling metrics. Popularity and archetype share did not inflate this score; it reflects the system's actual grind capability and format alignment. The final contextual rating accounts for moderate pilotability and the inherent variance of trap-timing windows.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | Hypergeometric P(≥1 core in hand 5) ≈ 0.9987; 24-card main ensures frequent engine activation (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 68 | Low brick rate due to compact construction and multiple independent starter types across Fiends and Traps (Inferred) |
| D3 | Combo Conversion & Ceiling | 58 | Text-only inference required; Normal Trap chains yield value but lack recorded parseable boards for verified ceiling (Inferred) |
| D4 | Combo Floor & Median Output | 62 | Median output relies on standard Fiend/Normal Trap loops establishing a resilient board with protective bosses (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 64 | Redundant Fiend targets and GY recursion mitigate single-point failures when initial lines are interrupted (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 68 | Strong loop potential via Arianna, Chandraglier, and trap recycling effects sustains long games (Inferred) |
| D7 | End-Board & Interaction Quality | 72 | High trap density (8+ removal/negation texts) provides layered defense and board control (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 66 | 8 removal texts and dedicated board-breakers allow effective response to established opponent boards (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | High-ATK bosses (Lady/Lovely Labrynth) and Kaiju/Nibiru secure lethal threats and close out games (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 68 | Compact 24-card construction optimizes draw consistency within Duel Links size limits (Verified) |
| D11 | Extra Deck Efficiency & Coverage | 72 | 9-slot ED covers Synchro, Link, and Fusion with versatile utility monsters for diverse situations (Verified) |
| D12 | Side Deck Adaptability | 15 | Side count is 0, severely limiting post-side adaptability and Best-of-3 resilience (Verified) |
| D13 | Matchup Coverage & Format Fit | 45 | No dated metagame sample available; archetype viability assumed provisional pending tournament data (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Timing windows for Normal Traps and Fiend triggers require precise execution, lowering error tolerance (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 63, Going First ≈ 65, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.52 · key two-card combo ≈ 0.38 · full-brick estimate ≈ 0 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High consistency via compact 24-card main deck
- Strong resource recursion and trap synergy
- Resilient boss monsters with protection effects
- Diverse removal and negation suite
Weaknesses
- Zero side-deck cards limits post-side adaptability
- Lacks parsed combo telemetry for verified ceiling/floor
- Complex timing windows for Normal Traps increase error risk
- Slow setup speed compared to aggressive formats
Critical choke points
- Dependence on drawing specific Normal Traps to trigger engine chains
- Vulnerability to mass board breaks before traps are set
- Side-deck absence prevents targeted matchup adjustments
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | None | Side Deck Cards (e.g., Anti-Spell Fragrance, Dimension Shifter, Solemn Judgment) | Adding a side deck is mandatory for Best-of-3 adaptability and addressing specific format threats. |
Evidence & confidence
- Verified: Legality status; Main/Extra deck counts; Card text roles and effects; Side deck count is 0
- Inferred: Consistency estimates from hypergeometric probabilities; Combo floor/median/ceiling from card text analysis; Strategic classification and weight application; Resource economy and interaction quality
- Provisional: Matchup format fit due to missing metagame 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
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