Labrynth Deck #771091 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Arianna the Labrynth Servant x3, Arias the Labrynth Butler x3, Lady Labrynth of the Silver Castle x3. Created Oct 21, 2026 by YGO Mod.

Deck Labrynth OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Oct 22, 2026
50± 8/ 100
Power Score
Structural 57
Reliability 48
Going First 55
Going Second 57

Deck — Deck Power Evaluation

Final Contextual Deck Power: 50/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 57
Going First 55
Going Second 57
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Control
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Labrynth Normal Trap chains into Lady Labrynth / Lovely Labrynth boards, then Synchro/Xyz beaters (Chaos Angel, Super Starslayer TY-PHON, Psychic End Punisher) for closing pressure; Interaction-led grind: hand traps and Normal Traps (Ash Blossom, Solemn Judgment, Mirror Force, Torrential Tribute) strip the opponent's board until a 3000-ATK Labrynth or Extra Deck boss can attack
  • Turn 1 (going first): Open a Labrynth starter (Arianna, Arias, Big Welcome, Welcome) to search or summon a Labrynth monster, set Normal Traps, and hold Ash Blossom / Infinite Impermanence for the opponent's first combo activation
  • Turn 2 (going second): Use hand traps (Ash Blossom, Evenly Matched, Dominus Impulse, Infinite Impermanence) to break the opponent's first board, then Set Normal Traps and rebuild through Big Welcome and Lady Labrynth
  • Recovery: Recover via Labrynth GY effects (Stovie Torbie, Welcome Labrynth, Lovely Labrynth reviving a Normal Trap) and Big Welcome banished from the GY
  • After siding: No side deck in this list; post-side plan is not defined (see D12)

Why it scores here

The list is legal, but its score comes from the system rather than from averaging card scores. The Labrynth core (13 copies of archetype cards, about a 76% chance of at least one in a 5-card opening hand) gives it a reasonably reliable first engine. Its interaction suite (Ash Blossom, Solemn Judgment, Mirror Force, Torrential Tribute, Infinite Impermanence, Evenly Matched, Dominus Impulse) is dense and is the strongest part of the deck. Against that, the 55-card main deck with 32 Trap Cards and only about 23% exact-archetype purity dilutes the engine, which lowers the efficiency and pilotability scores. Combo data is absent, so no ceiling or median is observed; those figures are inferred from card text only, and the deck gets no credit for popularity or usage share.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(≥1 Labrynth core in opening 5) ≈ 0.76; 3-copy starters at ≈0.25 each for going first (Inferred)
D2 Opening-Hand Quality & Brick Management 50 32 Trap Cards and 55 main slots imply a high Normal-Trap set-dependency brick rate; 8 hand traps reduce dead hands (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; Lady/Lovely Labrynth and Big Welcome conversion read from card text only (Inferred)
D4 Combo Floor & Median Output 50 No recorded boards, so no observed median; floor is inferred from starter redundancy alone (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Multiple recursion routes (Stovie Torbie, Welcome Labrynth, Big Welcome from GY) and several interaction lines (Inferred)
D6 Resource Economy, Recovery & Grind 60 GY recursion and Lovely Labrynth Set-from-GY give some resource regeneration; net card advantage is not measured (Inferred)
D7 End-Board & Interaction Quality 75 8 hand traps plus Solemn Judgment, Mirror Force and Torrential Tribute give broad, layered interaction (Inferred semantic read of card text)
D8 Going-Second & Board-Breaking Power 62 Going-second Dominus/Mirror Force/Torrential Tribute and hand traps challenge established boards (Inferred)
D9 Offensive Pressure & Closing Power 60 Closing via 3000/2900-ATK Labrynth beaters and 3500-ATK Synchro/Xyz bosses; only 2–3 copies of each closer (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 main slots and 34 generic-frame cards reduce compactness; flexibility is high but engine density is low (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 62 15-card Extra Deck with 3 Chaos Angel, 3 TY-PHON, 3 Malong, 2 Psychic End Punisher, 2 Muckraker, 2 Packbit; coverage is broad but spread (Verified composition)
D12 Side Deck Adaptability 35 No side deck (Side Deck size 0); no post-side plan can be scored (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament or meta-share link; archetype usage data only covers core-card inclusion (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Labrynth lines and many Normal Trap timing decisions raise pilot demands (Inferred)

How the score was computed

Strategy profile: Control primary; Stun secondary weights not blended (single profile used). Structural ≈ 57, Going First ≈ 55, Going Second ≈ 57, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: Engine dilution / splash (-3); Compactness (-2); Banlist exposure (0). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.76 · key two-card combo ≈ — · full-brick estimate ≈ 0.24 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense hand-trap and Normal Trap interaction across both turn orders
  • Multiple Labrynth recursion routes from the GY
  • Broad Extra Deck coverage of 3000+ ATK closers

Weaknesses

  • Low exact-archetype purity dilutes the engine
  • 55-card main deck with 32 Trap Cards is clunky to pilot
  • No side deck, so no post-side adaptation

Critical choke points

  • Reliance on Normal Trap sets (Welcome, Big Welcome) for the engine to start
  • Going-first hands without a Labrynth starter stall until a hand trap or Set card lands
Priority Remove Add Reason
1 1 copy of a low-impact tech/splash card (e.g., Dominus Impulse) 1 copy of an additional Labrynth starter or Normal Trap Raise exact-archetype purity and reduce dead Normal Trap draws
2 1 copy of a generic Trap with no engine link (e.g., Destructive Daruma Karma Cannon) 1 copy of a Labrynth Spell/Trap enabler Trims generic bulk and improves engine density
3 none A 10-15 card side deck, if the format allows Enables a post-side plan; D12 scores low without one

Evidence & confidence

  • Verified: Legal list: 55 main, 15 extra, 0 side; banlist-limited cards each at 1 copy; Exact-archetype purity 22.9%; 32 Trap Cards; 8 hand traps; Usage: Big Welcome, Lovely Labrynth, Arias and Arianna are core (≥58% inclusion)
  • Inferred: Opening-hand consistency ≈ 0.76 for a Labrynth core starter; Interaction density is high on a semantic read of card text; Going-second strength from hand traps and Dominus/Mirror Force
  • Provisional: Meta and matchup fit (no dated sample or tournament link); Side-deck adaptability (no side deck)
  • 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 No side deck supplied (Side Deck size 0)

More OCG Info

Labrynth

Labrynth Breakdown

 
 

 

 

 

 

 

 
 

 

 
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