Labrynth Deck #759398 — Yu-Gi-Oh! Master Duel

42 Main, 15 Extra, incl. Arianna the Labrynth Servant x3, Big Welcome Labrynth x3, Dominus Impulse x3. Created Oct 2, 2026 by YGO Mod.

Deck Labrynth Master Duel

Created by: YGO Mod (20517634)

Created On: 10/02/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 17, 2026
57± 7/ 100
Power Score
Structural 60
Reliability 56
Going First 66
Going Second 64

Deck — Deck Power Evaluation

Final Contextual Deck Power: 57/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 60
Going First 66
Going Second 64
Meta Power provisional
Tournament Reliability 56
  • Primary strategy: Midrange
  • Secondary strategies: Control
  • Format: master-duel

Legality

Main 42 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Labrynth Lady / Lovely Labrynth and link or synchro bodies (3000 ATK class) on a board built from Normal Trap activations; Psychic End Punisher, Unchained Abomination and A Bao A Qu as late-game closers, where the Extra Deck allows them
  • Turn 1 (going first): Open a Labrynth starter or searcher (Arianna / Ariane / Cooclock) and chain Normal Traps to Special Summon or Set the next Labrynth monster, then hold Dominus Impulse or Trap Holic for the opponent's response
  • Turn 2 (going second): Use hand-trap or negation Normal Traps (Dominus Impulse, Songs of the Dominators, Dimensional Barrier) to stop the opponent's first board, then rebuild through Labrynth recursion (Stovie, Chandraglier, Big Welcome)
  • Recovery: Recur Normal Traps from the GY via Trap Holic and Labrynth GY effects (Chandraglier, Stovie, Lady) to rebuild the Labrynth board
  • After siding: No side deck registered (side_count 0); no post-side plan is evidenced

Why it scores here

The deck's score comes from how the system behaves, not from averaging card strengths. Its 24 Normal Traps, out of 42 main-deck cards, let it set and chain a Labrynth engine and recur resources from the Graveyard, which supports the resource (D6) and interaction (D7) scores. Consistency is middling: the probability that a 5-card opening hand contains at least one of the 3-copy starter Arianna is about 0.32, and the probability of a full all-trap hand is about 5% going first and about 2.6% going second, so brick risk is real but modest. No recorded boards exist in the evidence, so the combo ceiling and median are text-only inferences and are scored conservatively. The deck's bodies (3000 ATK Lady Labrynth, Unchained Abomination, Psychic End Punisher) lift the closing score, but popularity and archetype usage were not counted as power. The missing side deck and the absence of any meta or matchup data hold the total near the middle of the scale.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 Arianna in 5 cards) ≈ 0.32 and searcher-text group P(≥1 in 5 cards) ≈ 0.72; Labrynth archetype core well represented; engine depends on Normal Trap access (Inferred)
D2 Opening-Hand Quality & Brick Management 60 All-trap 5-card hand ≈ 5.0% and 6-card hand ≈ 2.6% (hypergeometric, computed); Normal Trap density 57% of the main deck (Inferred)
D3 Combo Conversion & Ceiling 52 No parseable boards, so the ceiling is a semantic read of Labrynth chains and Normal Trap recursion, not an observed value (Inferred)
D4 Combo Floor & Median Output 48 No recorded median or distribution available; median set conservatively below the ceiling (Provisional)
D5 Interruption Resilience & Route Redundancy 66 Multiple recursion routes (Trap Holic, Chandraglier, Stovie, Big Welcome, Cooclock) and Lady's protection support continuing after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Normal Trap recursion from the GY and draw/search text on Arianna, Ariane and Cooclock give strong grind (Inferred)
D7 End-Board & Interaction Quality 74 Negation and removal text in 8 negation and 19 removal hints; Dominus Impulse, Songs, Dimensional Barrier, Dominus Spark and Daruma provide layered interaction (Inferred semantic)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap group is thin (1 copy, ≈14% in a 6-card hand); Daruma and Dominus Spark carry board-breaking, with some self-risk (Inferred)
D9 Offensive Pressure & Closing Power 66 Lady Labrynth 3000/2900, Lovely 2900/1900, Unchained Abomination 3000 and Psychic End Punisher 3500 are the closers in the Extra Deck (Verified stats)
D10 Main Deck Efficiency & Flexibility 60 42 main cards with 21 distinct, 57% traps and a high Labrynth core; compact but low monster density (Inferred)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck is full at 15 with 14 distinct cards; several Unchained links are archetype-dependent (Inferred)
D12 Side Deck Adaptability 30 No side deck registered (side_count 0), so no post-side adaptability is evidenced (Provisional)
D13 Matchup Coverage & Format Fit 50 Tournament share and matchup data are absent; neutral score held (Provisional)
D14 Pilotability & Error Tolerance 40 Chain-timing Normal Trap sequencing and Labrynth/Dominus interactions raise decision load (Inferred)

How the score was computed

Strategy profile: 70% Midrange / 30% Control. Structural ≈ 60, Going First ≈ 66, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 56. Modifiers: Normal Trap access dependence (-2); Engine compactness (1); Banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers(-2) (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.32 · key two-card combo ≈ — · full-brick estimate ≈ 0.05 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • 24 Normal Traps give a dense engine that recurs resources from the GY
  • Layered interaction: negations, destruction and banish across Dominus and Labrynth traps
  • Link and synchro bodies at 3000 ATK-class close games
  • Large Labrynth core (31 copies) gives high starter presence

Weaknesses

  • 57% trap density raises the risk of monster-light hands
  • No side deck and no recorded combos to verify the ceiling
  • Chain-timing complexity lowers pilotability
  • Usage statistics flag Chaos Angel, Muckraker and Super Starslayer as absent, which conflicts with the card list

Critical choke points

  • A Normal Trap in hand is needed for most engine lines
  • Maxx C is the only hand trap and is a single Limited copy
Priority Remove Add Reason
1 1 Destructive Daruma Karma Cannon 1 Labrynth monster from the deck (e.g., a third copy of an existing Labrynth starter) Daruma sends the player's own face-up monsters to the GY, which is costly for a monster-light engine; a monster adds a starter and lowers brick risk (Inferred)

Evidence & confidence

  • Verified: Legality: 42 main, 15 extra, 0 side, all cards Unlimited except Maxx C (Limited, 1 copy); 24 Main Deck cards are Normal Traps (race Normal); Extra Deck composition: 9 link, 5 synchro, 1 xyz; Usage: Labrynth Cooclock, Maxx C and Lovely Labrynth at 84.6% inclusion
  • Inferred: Hypergeometric starter and brick estimates; Interaction density from card text; Recursion and resilience from card text; Going-second board-breaking from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament data); Post-side adaptability (no side deck)
  • Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry exists for this deck no side deck registered, so post-side is unevaluated usage_statistics marks Chaos Angel, Muckraker and Super Starslayer as not in deck, but the cards list includes them (Chaos Angel, Muckraker and Super Starslayer all zone extra, copies 1), so the usage in_this_deck flags conflict with the card list Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Labrynth

Labrynth Breakdown

 
 

 

 

 

 

 

 
 

 

 
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