Labrynth Deck #767597 — Yu-Gi-Oh! OCG

57 Main, 15 Extra, incl. Absolute King Back Jack x3, Arianna the Labrynth Servant x3, Arias the Labrynth Butler x3. Created Oct 20, 2026 by YGO Mod.

Deck Labrynth OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 22, 2026
53± 8/ 100
Power Score
Structural 57
Reliability 48
Going First 58
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 53/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 57
Going First 58
Going Second 50
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 57 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Normal Trap chains into Labrynth recursion and Lady Labrynth / Lovely Labrynth boards, closing with 3000-ATK beaters and Five-Headed Dragon (Inferred from card text).; Fusion and Synchro pressure through Chimera, Berfomet, Fossil Warrior Skull Knight and Chaos Angel (Inferred).
  • Turn 1 (going first): Open a Labrynth starter or Normal Trap, set Welcome Labrynth or Big Welcome Labrynth, and use Arias / Arianna / Chandraglier to extend and recur Normal Traps (Inferred).
  • Turn 2 (going second): Use Ghost Ogre & Snow Rabbit or Ice Dragon's Prison against the opponent's board, then rebuild through Labrynth GY recursion (Inferred).
  • Recovery: Recycle Labrynth monsters from the GY through Stovie Torbie, Back Jack, Cooclock and Chandraglier, then re-Set Normal Traps via Labrynth Set-Up or Lovely Labrynth (Inferred).
  • After siding: No side deck is registered, so there is no post-side plan; the list cannot adapt between games.

Why it scores here

The deck is scored as a system: a Labrynth Normal Trap engine with 9 core-named copies gives roughly a 59% chance of at least one core card in a 5-card opening hand, but the proxy brick rate of about 41% keeps consistency in the mid-50s (Inferred). Recursion through Chandraglier, Stovie Torbie, Back Jack and Cooclock gives the deck real resilience and grind after disruption. Interaction is dense (27 removal-text cards, Mirror Force, Ghost Ogre, Angelechy Verdict, Eradicator), and the closing power comes from 3000-ATK Labrynth beaters plus Five-Headed Dragon. The score is held back by the absence of any recorded combo boards (floor and median are text-only inference), the lack of a side deck, and a high-pilotage Normal Trap sequence. Usage statistics confirm the list is a real, accessible build and the archetype is present, but popularity did not earn points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one core Labrynth card in a 5-card opener) ≈ 0.59 with 9 core copies; 2-card bootstrap exists but is not guaranteed (Inferred)
D2 Opening-Hand Quality & Brick Management 48 proxy brick rate ≈ 0.41 for the core group; many dead-in-hand Normal Trap and GY-only cards (Inferred)
D3 Combo Conversion & Ceiling 60 no recorded boards; ceiling read from card text of Lady/Lovely Labrynth, Chandraglier and Set-Up chains (Inferred)
D4 Combo Floor & Median Output 45 no combo corpus, so median output is unmeasured and text-only (Inferred)
D5 Interruption Resilience & Route Redundancy 60 multiple recursion routes from GY and Set Normal Traps give continuity after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 GY recursion via Chandraglier, Stovie, Back Jack and Cooclock regenerates resources (Inferred)
D7 End-Board & Interaction Quality 70 27 removal-text cards plus Mirror Force, Ghost Ogre, Angelechy Verdict and Eradicator give broad interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 58 going-second answers are Ghost Ogre (hand trap, hand-6 odds 0.20) and Ice Dragon's Prison; no observed split (Inferred)
D9 Offensive Pressure & Closing Power 70 Lady and Lovely Labrynth at 3000 ATK and Five-Headed Dragon at 5000 ATK give closing power (Verified card stats)
D10 Main Deck Efficiency & Flexibility 55 57 main cards with 28 distinct, 3-copy-heavy build; only 31.9% exact-name Labrynth purity (Verified composition)
D11 Extra Deck Efficiency & Coverage 62 15 Extra slots with 10 distinct cards across Fusion, Synchro and Xyz; mostly flex, limited mandatory core (Verified composition)
D12 Side Deck Adaptability 15 zero side cards registered, so no post-side adaptation is possible (Verified legality)
D13 Matchup Coverage & Format Fit 50 no tournament link, no dated meta sample; archetype share unknown (Provisional)
D14 Pilotability & Error Tolerance 35 many Normal Trap sequencing decisions and Set-or-activate timing choices raise error load (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 57, Going First ≈ 58, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: no side deck (-2); no recorded combo boards (0). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.59 · key two-card combo ≈ — · full-brick estimate ≈ 0.41 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense Normal Trap and Labrynth recursion gives repeated value from the GY
  • Broad removal and negation text across traps and monsters
  • Strong closing bodies at 3000 ATK and 5000 ATK
  • Usage statistics show the core Labrynth package is the archetype standard

Weaknesses

  • No side deck means no post-side adaptation
  • Only 31.9% exact-name Labrynth purity, so engine coherence depends on generic Normal Traps
  • High proxy brick rate for the core group
  • No recorded combos to validate floor or median output

Critical choke points

  • The opening hand needs a Labrynth starter or Normal Trap to go live; roughly 41% of hands have no core card
  • Normal Trap Set-and-activate timing is a single-turn dependency
Priority Remove Add Reason
1 1 Destructive Daruma Karma Cannon 1 side-deck or flex slot that helps against boards without Normal Traps Daruma is a high-cost board reset that can hurt the deck's own board (Inferred)
2 none a 15-card side deck A 0-card side removes all best-of-3 adaptation (Verified legality)

Evidence & confidence

  • Verified: Legal 57 main / 15 extra / 0 side under OCG rules; Copy histogram sums to 57 main cards; Extra Deck breakdown 8 Fusion, 5 Synchro, 2 Xyz; Usage stats: Big Welcome Labrynth 84%, Lovely Labrynth 79%, Arias 63%, Arianna 58%
  • Inferred: Brick rate ≈ 0.41 for core group; Going-first and going-second plans from card text; Recursion and interaction density from card text
  • Provisional: Meta Power (null, no dated metagame sample); Matchup and format fit
  • 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 — going-first/second, matchup and brick rates are Inferred Meta Power is Provisional unless a dated metagame sample is supplied evidence lists Typhoon as a Trap Card; the real card is a Quick-Play Spell, so spell/trap counts may be off by one

More OCG Info

Labrynth

Labrynth Breakdown

 
 

 

 

 

 

 

 
 

 

 
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