
Labrynth gameplay guide
Sections covered in this guide:
Skill
Sanctuary of the King's Treasures (Skill Card) (50%)




Sanctuary of the King's Treasures (Skill Card)
ATK:
0
DEF:
0
You can only use this Skill's second and third effects once per Duel if your Deck contains a total of 15 or more Trap Cards. 1: At the beginning of your first turn, place 1 "Temple of the Kings" from outside your Deck face-up on your field. You cannot activate the effect of "Temple of the Kings" on your first turn. 2: If you control a Continuous Trap Card, send 1 card from your hand to the Graveyard, return any number of Continuous Spell Cards and/or Continuous Trap Cards to your hand. Then, Set 2 Continuous Trap Cards from your Deck that can Special Summon themselves as monsters. (These cards can be activated the same turn.) 3: From turn 2 onward, add 1 Level 10 monster from your Deck or 1 "Mystical Beast of Serket" from outside your Deck to your hand.
This skill is highly valued and extremely popular in most Labrynth builds .
This skill places the Temple of the Kings card on your field, giving you the huge advantage of activating Labrynth traps on the same turn they were placed face down, regardless of whether you go first or second.
Additionally, this skill provides a powerful board-breaking tool because it allows you to search for Kaiju or The Winged Dragon of Ra - Sphere Mode.
However, Odion's abilities also have some conflicts with the deck's structure.
- First, you cannot use the Skill's side effect (which requires controlling a Continuous Trap) because the Labrynth deck doesn't play this type of trap at all.
. - Secondly, because there are no Continuous Traps to conditionally move Temple of the Kings to your hand, this Spell card will remain permanently stuck on the field, blocking one of your squares.
As a result, you can only play a maximum of two trap cards . Even so, the disruption provided by those two trap cards, combined with Lovely Labrynth of the Silver Castle on the field and the Graveyard effect of Big Welcome Labrynth, is still more than enough to put significant pressure on your opponent. .
Princess Adena's Protection (Skill Card) (Other skills)




Princess Adena's Protection (Skill Card)
ATK:
0
DEF:
0
You can only use this Skill's first and second effects once per Duel. 1: During your Main Phase, play 1 "Mystical Elf" from outside your Deck in face-down Defense Position. (Its battle position can be changed.) 2: If you control a "Mystical Elf", draw 1 card and excavate the top 2 cards of your Deck. Then, add 1 of the cards to your hand and shuffle the other back into your Deck.
- Precious Cards of the Dark : Increases the chance of drawing a card, fixes the hand.
- Princess Adena's Protection : Similar to the above, but with an additional level 4 body and increased risk - Flipping Mystic Elf on the field after activating the skill can result in the opponent chaining effects (e.g., destroying the Elf), rendering our skill useless.
- Makyura's Judgment : The biggest benefit of this is that it gives you the ability to Normal Summon an additional Makyura the Destructor beyond your basic Normal Summon or Set.
Next, by revealing this monster in your hand, you can randomly draw 1 Trap card from your Deck. This skill allows you to activate a trap card directly from your hand. When combined effectively with Labrynth Cooclock , you have the potential to unleash up to 3 Trap cards to disrupt your opponent in Turn 1. .
However, Makyura the Destructor is limited to level 1, so using this skill comes at a significant cost.
The monsters in the main deck
Lovely Labrynth of the Silver Castle (x1)




DARK
8Lovely Labrynth of the Silver Castle
ATK:
2900
DEF:
1900
Your opponent cannot activate monster effects in response to the activation of your Normal Trap Cards. You can only use each of the following effects of "Lovely Labrynth of the Silver Castle" once per turn. You can target 1 Normal Trap in your GY; Set it to your field, but it cannot be activated unless you control a Fiend monster. If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can destroy 1 card in your opponent's hand (at random) or their field.
This is an extremely powerful Boss monster with the ability to completely lock down your opponent. Specifically, when controlling this card, your opponent cannot activate monster effects to respond to your activation of Normal Traps. For example, if you use Big Welcome Labrynth to clear the monster, your opponent will be locked and unable to use monster effects to negate it, ensuring your plays are completely safe.
Additionally, once per turn, you can target a Normal Trap from the Graveyard and place it directly onto the field, but this only activates if you are controlling a Fiend monster. The true power of this monster lies in its ability to disrupt your opponent's resources. Whenever a monster leaves the field due to your Normal Trap effect, this card allows you to destroy one additional non-target card on the field or randomly discard one card from your opponent's hand as punishment. While in the past TCG players often used two of these cards, with the introduction of Big Welcome Labrynth in Duel Links, a single card is sufficient to operate the deck.
Arianna the Labrynth Servant (x3)




DARK
4Arianna the Labrynth Servant
ATK:
1600
DEF:
2100
If this card is Normal or Special Summoned: You can add 1 "Labrynth" card from your Deck to your hand, except "Arianna the Labrynth Servant". If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can draw 1 card, then you can apply this effect. ● From your hand, either Special Summon 1 Fiend monster, or Set 1 Spell/Trap. You can only use 1 "Arianna the Labrynth Servant" effect per turn, and only once that turn.
Ariane the Labrynth Servant (x1)




DARK
4Ariane the Labrynth Servant
ATK:
1800
DEF:
1100
You can send 1 Normal Trap from your hand or that's Set on your field to the GY; Special Summon 1 Level 4 or lower Fiend monster from your Deck in Defense Position, except "Ariane the Labrynth Servant". If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can draw 1 card, then you can apply this effect. ● From your hand, either Special Summon 1 Fiend monster, or Set 1 Spell/Trap. You can only use each effect of "Ariane the Labrynth Servant" once per turn.
Labrynth Stovie Torbie (x2)




DARK
2Labrynth Stovie Torbie
ATK:
0
DEF:
2000
(Quick Effect): You can send this card from your hand or field to the GY and discard 1 card; Set 1 "Labrynth" Spell/Trap from your hand or Deck. If a monster(s) leaves the field by your Normal Trap effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card. You can only use each effect of "Labrynth Stovie Torbie" once per turn.
Labrynth Chandraglier (x2)




DARK
3Labrynth Chandraglier
ATK:
1500
DEF:
0
(Quick Effect): You can send this card from your hand or field to the GY and discard 1 card; Set 1 "Labrynth" Spell/Trap from your hand or Deck. If a monster(s) leaves the field by your Normal Trap effect, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Labrynth Chandraglier" once per turn.
Labrynth Cooclock (x1)




DARK
1Labrynth Cooclock
ATK:
0
DEF:
0
(Quick Effect): You can discard this card; this turn, you can activate 1 Normal Trap Card that was Set this turn, if you control a "Labrynth" monster. If a card(s) is sent from your hand to the GY to activate your Normal Trap Card or your "Labrynth" card or effect, except "Labrynth Cooclock", while this card is in your GY (except during the Damage Step): You can add this card to your hand, or Special Summon it. You can only use each effect of "Labrynth Cooclock" once per turn.
Furthermore, this monster has the ability to recall itself very flexibly.
Makyura the Destructor (x0-1)
However, as of July 6, 2026, this card is currently Limit 1, meaning there are trade-offs involved in adding it to your deck.
Soul Resonator (x1)




FIRE
3Soul Resonator
ATK:
500
DEF:
200
If this card is Normal or Special Summoned: You can add 1 Level 4 or lower Fiend monster from your Deck to your hand, except "Soul Resonator", also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK Synchro Monsters. If a card(s) you control would be destroyed by card effect, while you control "Red Dragon Archfiend" or a Synchro Monster that mentions it, you can banish this card from your GY instead. You can only use each effect of "Soul Resonator" once per turn.
The Winged Dragon of Ra - Sphere Mode, Jizukiru and the Star Destroying Kaiju (x1 each leaf)




DIVINE
10The Winged Dragon of Ra - Sphere Mode
ATK:
-1
DEF:
-1
Cannot be Special Summoned. Requires 3 Tributes from either side of the field to Normal Summon to that side of the field (cannot be Normal Set), then shift control to this card's owner during the End Phase of the next turn. Cannot attack. Your opponent cannot target this card for attacks or by card effects. You can Tribute this card; Special Summon 1 "The Winged Dragon of Ra" from your hand or Deck, ignoring its Summoning conditions, and if you do, its ATK/DEF become 4000.




LIGHT
10Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.
Lord of the Heavenly Prison (x0-1)




DARK
10Lord of the Heavenly Prison
ATK:
3000
DEF:
3000
During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.
Spell/Trap
Labrynth Labyrinth (x1)




Spell
FieldLabrynth Labyrinth
If you activate a Set "Welcome Labrynth" Normal Trap, you can add this additional effect to that card's effect at resolution. ● Also after that, destroy 1 card on the field. If you activate a non-"Labrynth" Normal Trap Card (except during the Damage Step): You can Special Summon 1 Fiend monster from your hand or GY. You can only use each effect of "Labrynth Labyrinth" once per turn.
Big Welcome Labrynth (x2-3)




Trap
NormalBig Welcome Labrynth
Special Summon 1 "Labrynth" monster from your hand, Deck, or GY, then return 1 monster you control to the hand. You can banish this card from your GY, then target 1 Fiend monster you control, or, if you control a Level 8 or higher Fiend monster, you can target 1 card your opponent controls instead; return that card to the hand. You can only use 1 "Big Welcome Labrynth" effect per turn, and only once that turn.
Welcome Labrynth (x2-3)




Trap
NormalWelcome Labrynth
Special Summon 1 "Labrynth" monster from your Deck, also until the end of the next turn after this card resolves, you cannot Special Summon monsters from the Deck or Extra Deck, except Fiend monsters. If a monster leaves the field by your Normal Trap effect, while this card is in your GY, except the turn it was sent there: You can Set this card. You can only use each effect of "Welcome Labrynth" once per turn.
Temple of the Kings (x0 - Skill Odion)




Spell
ContinuousTemple of the Kings
You can activate 1 Trap Card the turn it was Set. You can send 1 "Mystical Beast of Serket" in your Monster Zone and this card you control to the Graveyard; Special Summon 1 monster from your hand or Deck, or 1 Fusion Monster from your Extra Deck. You can only use each effect of "Temple of the Kings" once per turn.
Versatile Trap Group




Trap
NormalInfinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.




Trap
NormalLost Wind
Target 1 face-up Special Summoned monster on the field; negate its effects, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in your GY (except during the Damage Step): You can Set this card, but banish it when it leaves the field.
Dogmatika Punishment (x1)




Trap
NormalDogmatika Punishment
Target 1 face-up monster your opponent controls; send 1 monster with an equal or higher ATK from your Extra Deck to the GY, and if you do, destroy that monster. Until the end of your next turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Dogmatika Punishment" per turn.
Archfiend's Ghastly Glitch (x1-2)
Cheap traps




Trap
NormalCentur-Ion Phalanx
Target 1 face-up Monster Card on the field; banish it, and if you do, during the Standby Phase of the next turn, Special Summon that banished monster to its owner's field. You can banish this card from your GY, then target 1 "Centur-Ion" Synchro Monster in your GY; Special Summon it, but it loses 1500 ATK. You can only use 1 "Centur-Ion Phalanx" effect per turn, and only once that turn.
Extra Deck
Chaos Angel (x1)




DARK
10Chaos Angel
ATK:
3500
DEF:
2800
1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.
Muckraker From the Underworld (x1)




DARKMuckraker From the Underworld
ATK:
1000
LINK-2
Link Arrow:
Left
Bottom
2 Effect Monsters Cannot be used as Link Material the turn it is Link Summoned. If a monster(s) you control would be destroyed by battle or card effect, you can Tribute 1 Fiend monster instead. You can target 1 Fiend monster in your GY, except "Muckraker From the Underworld"; discard 1 card, and if you do, Special Summon that monster, also you cannot Special Summon monsters for the rest of this turn, except Fiend monsters. You can only use this effect of "Muckraker From the Underworld" once per turn.
Dark Highlander (x1)




DARK
7Dark Highlander
ATK:
2800
DEF:
2300
1 Fiend-Type Tuner + 1 or more non-Tuner Fiend-Type monsters Neither player can Synchro Summon. Once per turn: You can target 1 monster your opponent controls that is equipped with an Equip Card; destroy all Equip Cards equipped to that monster, and if you do, inflict 400 damage to your opponent for each card destroyed.
Underworld Goddess of the Closed World (x1)




LIGHTUnderworld Goddess of the Closed World
ATK:
3000
LINK-5
Link Arrow:
Top
Top-Right
Right
Bottom
Bottom-Right
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.
Elder Entity N'tss, Golden Cloud Beast - Malong and Fossil Machine Skull Wagon (x1)




LIGHT
4Elder Entity N'tss
ATK:
2500
DEF:
1200
1 Synchro Monster + 1 Xyz Monster Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Once per turn: You can Special Summon 1 Level 4 monster from your hand. If this card is sent to the GY: You can target 1 card on the field; destroy it. You can only Special Summon "Elder Entity N'tss(s)" once per turn.




LIGHT
6Golden Cloud Beast - Malong
ATK:
2200
DEF:
1000
1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can increase or decrease its Level by 1. If this card is sent to the GY: You can target 1 face-up card your opponent controls; return it to the hand. You can only use this effect of "Golden Cloud Beast - Malong" once per turn.




EARTH
6Fossil Machine Skull Wagon
ATK:
1700
DEF:
1500
1 Rock monster in your GY + 1 Level 5 or 6 monster Must first be Special Summoned with "Fossil Fusion". This card can make up to 2 attacks on monsters during each Battle Phase. When this card destroys an opponent's monster by battle: You can inflict 800 damage to your opponent. You can banish this card from your GY, then target 1 Spell/Trap on the field; destroy it. You can only use this effect of "Fossil Machine Skull Wagon" once per turn.
Fiend mercenaries




FIREKnightmare Phoenix
ATK:
1900
LINK-2
Link Arrow:
Top
Right
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.




LIGHT
Evilswarm Exciton Knight
ATK:
1900
DEF:
0
2 Level 4 monsters Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and field than you do (Quick Effect): You can detach 1 material from this card; destroy all other cards on the field, also your opponent takes no further damage this turn.




FIRE
Number 60: Dugares the Timeless
ATK:
1200
DEF:
1200
2 Level 4 monsters You can detach 2 materials from this card, then activate 1 of the following effects; ● Skip your next Draw Phase, also draw 2 cards, then discard 1 card. ● Skip your next Main Phase 1, also Special Summon 1 monster from your GY in Defense Position. ● Skip the Battle Phase of your next turn, also double the ATK of 1 monster you control until the end of this turn. You can only use this effect of "Number 60: Dugares the Timeless" once per turn.




DARK
Super Starslayer TY-PHON - Sky Crisis
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.




DARKKnightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
How to play
Gameplay Overview
Labrynth's gameplay revolves around an extremely annoying trap control mechanism, similar to Eldlich but considered superior due to its ability to constantly recycle resources.
How to play this deck (since it's a control deck, not a combo deck)
1. Handling when going first - board setup
This is the perfect sequence of actions using Odion's Skill to create multiple layers of disruption right in Turn 1:
Flip Welcome Labrynth and activate it instantly thanks to the Temple of the Kings card available from the Skill.
.Special Summon Arianna The Labrynth Servant and use its effect to find Big Welcome Labrynth in your hand.
.Place the newly found Trap Card face down on the field, then you can activate the effect of Labrynth Cooclock from your hand to flip this Trap Card during your turn.
. (if any)Activate Big Welcome Labrynth , directly summon Lovely Labrynth Of The Silver Castle onto the field, and choose to send Arianna The Labrynth Servant to her.
This action satisfies the condition of removing a monster using a trap, activating Lovely Labrynth Of The Silver Castle and immediately destroying one card in your opponent's hand. .Discard Labrynth Chandraglier to place Labrynth Labyrinth , then use the boss effect to flip Welcome Labrynth back up from the Graveyard onto the battlefield.
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2. Handling situations when following behind
When facing boards full of disabling effects (omni-negate) like Stardust Dragon, patience is key:
Keep Interior pieces like Labrynth Stovie Torbie in your hand and wait for your opponent to unleash their entire combo.
.During your opponent's End Phase, activate Inner Strength to safely place Big Welcome Labrynth onto the field.
.At the start of your turn, use the Skill - Odion Search for Kaiju or The Winged Dragon Of Ra - Sphere Mode
.Sacrifice the enemy's main force of monsters to eliminate the threats.
Then, flip the traps you've set to get rid of the remnants and regain control of the battle. .
3. Dealing with Chaos Angel & Muckraker
A powerful board-clearing sequence during your turn if you decide to use the Extra Deck:
Use the Labrynth Stovie Torbie boss combined with a 2-star Furniture piece to Synchro Summon Chaos Angel.
Activate the effect, target, and instantly banish one of your opponent's cards . .Link uses Chaos Angel and any other monster as materials to summon Muckraker From The Underworld.
.Discard one card to pay the fee for Link's monster, instantly reviving Chaos Angel from the Graveyard back to the field.
.Because Chaos Angel always activates its effect when Special Summoned, it will continue to banish another card from your opponent, thoroughly depleting their resources.
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