Labrynth gameplay guide

Labrynth gameplay guide

Labrynth is a trap-based control deck . The core gameplay of this archetype revolves around using Normal Traps to remove monsters from the field, thereby triggering a chain of effects that recycle resources, destroy cards on the field, or discard cards directly from the opponent's hand. Considered similar to, but stronger and superior to, Eldlich due to its ability to continuously reuse cards, Labrynth can set up a series of disruptive moves right from Turn 1. Although the current version in Duel Links is still missing some important core cards (such as Lady Labrynth of the Silver Castle or Arias the Labrynth Butler ), with the power of Big Welcome Labrynth and combined with Odion's abilities, Labrynth remains an extremely formidable deck!!




Skill

Since Labrynth currently doesn't have a skill specifically designed for this archetype in Duel Links, players can utilize support skills for Traps or Fiends to optimize their strategy. Here are some of the most popular skills used in the Labrynth deck:

Sanctuary of the King's Treasures (Skill Card) (50%)

UR Rarity
Sanctuary of the King's Treasures (Skill Card)
UR Rarity
Sanctuary of the King's Treasures (Skill Card)
Sanctuary of the King's Treasures (Skill Card)
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. Even if you use an effect to flip Welcome Labrynth face down on your opponent's turn, or catch a trap thanks to Arianna the Labrynth Servant and flip it face down, you still have the option to flip it face up immediately. .

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. This is crucial in a meta where opponents can easily summon two Shooting Quasar Dragons on Turn 1. .

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)

UR Rarity
Princess Adena's Protection (Skill Card)
UR Rarity
Princess Adena's Protection (Skill Card)
Princess Adena's Protection (Skill Card)
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.


This deck can also use a few common support skills such as:
  • 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)

 Rarity
Lovely Labrynth of the Silver Castle
 Rarity
Lovely Labrynth of the Silver Castle
Lovely Labrynth of the Silver Castle
DARK 8
Lovely 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)

 Rarity
Arianna the Labrynth Servant
 Rarity
Arianna the Labrynth Servant
Arianna the Labrynth Servant
DARK 4
Arianna 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.


Considered the ROTA of the archetype (primary searcher), this monster offers great stability. When Normal or Special Summoned, it allows you to add any Labrynth card from your deck to your hand. Additionally, if a monster is removed from the field due to your Normal Trap effect, this card allows you to draw one card, after which you have the option to Special Summon a Fiend monster or Set a Spell/Trap card directly from your hand to the field.

However, it's crucial to note that this card only allows you to use one of the two effects at a time. This means that if you used the Search effect when summoning, you cannot draw another card in that turn, and vice versa.

Ariane the Labrynth Servant (x1)

 Rarity
Ariane the Labrynth Servant
 Rarity
Ariane the Labrynth Servant
Ariane the Labrynth Servant
DARK 4
Ariane 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.


Similar to her sister card Arianna, this card also has the effect of drawing one card whenever a monster is removed from the field by your Normal Trap. However, its initial effect is more of an extender effect. By discarding a Trap card from your hand, you can Special Summon a 4-star or lower Fiend monster directly from your deck, such as Soul Resonator . Similar to Arianna, you are only allowed to activate one of this card's two effects per turn. .

Labrynth Stovie Torbie (x2)

 Rarity
Labrynth Stovie Torbie
 Rarity
Labrynth Stovie Torbie
Labrynth Stovie Torbie
DARK 2
Labrynth 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.


Unlike the other Lime girls, this is an extremely important 2-star "Interior" piece that helps you set up a lightning-fast defense. From your hand, you can send this card to the Graveyard along with discarding another card to directly place a Spell/Trap Labrynth from your hand or deck onto the field. .

The most valuable aspect of this 2000 Defense monster is its self-recycling ability: if a monster leaves the field due to your Normal Trap while it's in the Graveyard, it will automatically Special Summon back to the field. This free body is very useful as a material to combine with 8-star Labrynth monsters to create Chaos Angel.

Labrynth Chandraglier (x2)

 Rarity
Labrynth Chandraglier
 Rarity
Labrynth Chandraglier
Labrynth Chandraglier
DARK 3
Labrynth 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.


Similar in function to Stovie Torbie , this Interior monster works with a Quick Effect, allowing you to send it from your hand or field to the Graveyard, then discard another card to set a Spell/Trap Labrynth straight from your deck. .
Although considered slightly weaker because its Graveyard recycling effect only allows it to be retrieved into your hand instead of being directly summoned to the field, this card remains an indispensable tool. Increasing the number of cards that provide access to the deck's engine will ensure you always have plenty of resources to rotate. .

Labrynth Cooclock (x1)

 Rarity
Labrynth Cooclock
 Rarity
Labrynth Cooclock
Labrynth Cooclock
DARK 1
Labrynth 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.


This third Interior card is the key to accelerating the deck's explosive power right from Turn 1. By discarding this card with Quick Effect, you are allowed to activate a Normal Trap on the same turn it was placed face down, provided you are controlling a Labrynth monster. This ability turns traps like Welcome Labrynth or Big Welcome Labrynth into instant combo starter cards.

Furthermore, this monster has the ability to recall itself very flexibly.
If you discard this card to pay the activation cost for other Furniture pieces while it's in the Graveyard, you can choose to retrieve it to your hand or Special Summon it to the field, giving you a full body completely free. .
Although using Odion's Skill might be less effective due to the Spell that helps flip the trap, it's still a very valuable backup card. .

Makyura the Destructor (x0-1)

UR Rarity
Makyura the Destructor
UR Rarity
Makyura the Destructor
Makyura the Destructor
DARK 4
Makyura the Destructor
  • ATK:

  • 1600

  • DEF:

  • 1200


If this card is sent from the Monster Zone to the GY: You can activate 1 Trap Card from your hand this turn. You can only use this effect of "Makyura the Destructor" once per turn.


Appearing in deck builds utilizing Makyura's Judgment skill, this card acts as a catalyst for quick trap releases. When sent from the Monster Zone to the Graveyard, it grants you the privilege to activate 1 Trap Card directly from your hand during that turn (limited to one per turn). Thanks to the extra Normal Summon bonus from the Skill, you can easily summon it onto the field, use it as Link material to send it to the Graveyard, and activate its immediate Trap ability. .

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)

UR Rarity
Soul Resonator
UR Rarity
Soul Resonator
Soul Resonator
FIRE 3
Soul 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.


Although not part of the Labrynth Archetype, this card integrates extremely well because it can summon any 4-star or lower Fiend monster to your hand. Thanks to this, you can use it as a great starter to obtain "Interior" pieces and activate combo chains immediately . Additionally, this monster has the ability to synergize extremely well with Dark Highlander to shut down your opponent's Synchro abilities early on. .

The Winged Dragon of Ra - Sphere Mode, Jizukiru and the Star Destroying Kaiju (x1 each leaf)

UR Rarity
The Winged Dragon of Ra - Sphere Mode
UR Rarity
The Winged Dragon of Ra - Sphere Mode
The Winged Dragon of Ra - Sphere Mode
DIVINE 10
The 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.


SR Rarity
Jizukiru, the Star Destroying Kaiju
SR Rarity
Jizukiru, the Star Destroying Kaiju
Jizukiru, the Star Destroying Kaiju
LIGHT 10
Jizukiru, 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.


This is a beastly duo specifically designed for situations where you're forced to concede the initiative to your opponent. In gameplay styles that utilize Odion's abilities, you can proactively acquire these two cards for your hand through your abilities. Their ability to directly sacrifice enemy monsters allows you to instantly break up massive battle boards, clear out dangerous omni-negate monsters, and create a safe space for Labrynth Traps to clear the rest. .

Lord of the Heavenly Prison (x0-1)

UR Rarity
Lord of the Heavenly Prison
UR Rarity
Lord of the Heavenly Prison
Lord of the Heavenly Prison
DARK 10
Lord 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.


Protect the face-down cards.



Spell/Trap

  

Labrynth Labyrinth (x1)

 Rarity
Labrynth Labyrinth
 Rarity
Labrynth Labyrinth
Labrynth Labyrinth
Spell Field
Labrynth 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.


    This Environment card provides two incredibly powerful supplementary effects to the entire deck . First, when you activate a face-down Normal Welcome Labrynth (or Big Welcome Labrynth ) trap, this card adds a secondary effect that allows you to destroy a card on the field without specifying a target (non-target). The frightening thing is that this effect applies immediately after the trap is resolved, rather than triggering a new chain, making it completely impossible for the opponent to activate it to disable it. .

    Secondly, whenever you activate a Normal Trap that is not of the Labrynth archetype (such as Titanocider or Compulsory Evacuation Device ), you are allowed to Special Summon a Demon (Fiend) monster from your hand or graveyard. Thanks to this, you can easily revive bosses like Lovely Labrynth Of The Silver Castle or even extra-species monsters like Chaos Angel to re-utilize their board-clearing abilities. .

    Big Welcome Labrynth (x2-3)

     Rarity
    Big Welcome Labrynth
     Rarity
    Big Welcome Labrynth
    Big Welcome Labrynth
    Trap Normal
    Big 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.


      Considered the centerpiece of the entire strategy, this card allows you to Special Summon a Labrynth monster from your hand, deck, or graveyard, then forces you to discard a card you control to your hand. Although pushing the listening card might seem disadvantageous, this action satisfies the condition " a monster leaving the field by a Normal Trap ", thereby triggering all other Labrynth effects on the field. Combining boss summoning with returning searcher cards (such as Arianna The Labrynth Servant or Soul Resonator ) to your hand will create a huge resource advantage. .

      The card's second strength lies in its Graveyard effect, turning it into a completely free Compulsory Evacuation Device. By banishing this card from the Graveyard, if you control an 8-star or higher Fiend, you can target and send an opponent's card straight into their hand. This disruptive ability is extremely useful, but you need to remember that you are only allowed to use one of the card's two effects at a time. .

      Welcome Labrynth (x2-3)

       Rarity
      Welcome Labrynth
       Rarity
      Welcome Labrynth
      Welcome Labrynth
      Trap Normal
      Welcome 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.


        This card provides a long-term, sustained grind for the deck . It allows you to Special Summon a Labrynth monster directly from your deck, but it comes with an Extra Deck lock, only allowing you to summon Fiend monsters until the end of the next turn. .

        The most valuable characteristic of this Trap card is its ability to automatically flip back from the Graveyard whenever a monster leaves the field due to your Normal Trap effect. This ensures you always have a continuous flow of monsters being supplied to the battlefield. .

        Temple of the Kings (x0 - Skill Odion)

        SR Rarity
        Temple of the Kings
        SR Rarity
        Temple of the Kings
        Temple of the Kings
        Spell Continuous
        Temple 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.


          This Continuous Spellcard isn't part of the main deck but is placed directly onto the field through Odion 's Sanctuary of the King's Treasures ability. Its appearance was a spectacular rule-changing move, allowing you to activate Labrynth Traps in the very turn they were placed face down. .
          Although it has the disadvantage of permanently blocking a Spell/Trap slot because the deck lacks Continuous Traps to trigger the Skill's hand-to-hand effect, the speed it brings to deck strategy is irreplaceable. .

          Versatile Trap Group

          UR Rarity
          Compulsory Evacuation Device
          UR Rarity
          Compulsory Evacuation Device
          Compulsory Evacuation Device
          Trap Normal
          Compulsory Evacuation Device

            Target 1 monster on the field; return that target to the hand.


            UR Rarity
            Infinite Impermanence
            UR Rarity
            Infinite Impermanence
            Infinite Impermanence
            Trap Normal
            Infinite 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.


              UR Rarity
              Ice Dragon's Prison
              UR Rarity
              Ice Dragon's Prison
              Ice Dragon's Prison
              Trap Normal
              Ice Dragon's Prison

                Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn.


                UR Rarity
                Lost Wind
                UR Rarity
                Lost Wind
                Lost Wind
                Trap Normal
                Lost 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.


                  UR Rarity
                  Terrors of the Overroot
                  UR Rarity
                  Terrors of the Overroot
                  Terrors of the Overroot
                  Trap Normal
                  Terrors of the Overroot

                    Target 1 card your opponent controls and 1 card in their GY; send that card on the field to the GY, and if you do, Set the other card from the GY to your opponent's field. You can only activate 1 "Terrors of the Overroot" per turn.


                    This group of commonly dropped traps is extremely suitable for filling empty spaces in the deck. They all possess the ability to directly remove an opponent's monster from the field ( except for Lost Wind and Imperm , which negate monsters and may therefore not be as prioritized ), perfectly fulfilling the conditions for activating the chain effect of the Labrynth Archetype. .

                    Specifically, Compulsory Evacuation Device offers the ability to knock monsters back to your hand very flexibly, Ice Dragon's Prison handles both field and graveyard monsters efficiently, and Terrors Of The Overroot provides graveyard control and effectively counters enemy backline. .

                    Dogmatika Punishment (x1)

                    UR Rarity
                    Dogmatika Punishment
                    UR Rarity
                    Dogmatika Punishment
                    Dogmatika Punishment
                    Trap Normal
                    Dogmatika 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.


                      This is an extremely reliable wide-area Trap Clear choice . Although this card has the side effect of locking you out of the Extra Deck, it's not a major issue as Labrynth can function smoothly without the Extra Deck. .
                      By sending targets like Elder Entity N'tss or Fossil Machine Skull Wagon from the Extra Deck to the Graveyard, this trap card allows you to destroy two cards on the field simultaneously, creating an overwhelming resource exchange advantage. .

                      Archfiend's Ghastly Glitch (x1-2)

                       Rarity
                      Archfiend's Ghastly Glitch
                       Rarity
                      Archfiend's Ghastly Glitch
                      Archfiend's Ghastly Glitch
                      Trap Normal
                      Archfiend's Ghastly Glitch

                        If you control a Fiend monster: Target 1 card on the field; destroy it, then, you can send 1 Fiend monster from your Deck to the GY.


                        This is a trap card that appears in the Box with Labrynth, allowing you to target and destroy a card on the field and then send a Fiend monster from your deck to the Graveyard. This effect is perfectly suited to the Environment Spell card, because as soon as the trap is activated, you can send the Boss to the Graveyard and instantly revive it. .

                        However, its drawback is that it requires you to be controlling a Fiend monster to activate it, making it somewhat passive and vulnerable to counter-traps from opponents. .

                        Cheap traps

                        SR Rarity
                        Trap Hole
                        SR Rarity
                        Trap Hole
                        Trap Hole
                        Trap Normal
                        Trap Hole

                          When your opponent Normal or Flip Summons 1 monster with 1000 or more ATK: Target that monster; destroy that target.


                          SR Rarity
                          Void Trap Hole
                          SR Rarity
                          Void Trap Hole
                          Void Trap Hole
                          Trap Normal
                          Void Trap Hole

                            When your opponent Special Summons a monster(s) with 2000 or more ATK: Negate the effects of 1 of those monsters with 2000 or more ATK, and if you do, destroy it.


                            SR Rarity
                            Traptrix Trap Hole Nightmare
                            SR Rarity
                            Traptrix Trap Hole Nightmare
                            Traptrix Trap Hole Nightmare
                            Trap Normal
                            Traptrix Trap Hole Nightmare

                              When a monster that was Special Summoned this turn activates its effect on your opponent's field: Negate that effect, and if you do, destroy that card.


                               Rarity
                              Centur-Ion Phalanx
                               Rarity
                              Centur-Ion Phalanx
                              Centur-Ion Phalanx
                              Trap Normal
                              Centur-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.


                                For those on a budget who want to use F2P (free-to-play), here are some very accessible alternatives. Trap Hole cards can be easily exchanged using Box Chips, while Centur-Ion Phalanx is a common card found in the same box as Labrynth. .

                                The Phalanx card offers a very cheap way to remove the monster by banishing it until the next Standby Phase, thus ensuring that Labrynth's effects are still activated without expending too many resources. .



                                Extra Deck

                                 

                                Chaos Angel (x1)

                                 Rarity
                                Chaos Angel
                                 Rarity
                                Chaos Angel
                                Chaos Angel
                                DARK 10
                                Chaos 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.


                                As one of the most important Extra Deck monsters, this card provides the ability to actively remove enemies during your turn, something Labrynth often struggles to do. The unique aspect of this card is that you don't need to use Tuner to Synchro Summon; you can use any Light or Dark monster instead. A common combo is to combine Lovely Labrynth Of The Silver Castle (or the combination of Ariane The Labrynth Servant and Arianna The Labrynth Servant ) with the 2-star Labrynth Stovie Torbie interior monster to easily summon it to the field. .

                                Once Special Summoned, it allows you to target and banish any card on the field. The great thing is that this banishment ability activates regardless of whether it's properly Synchro Summoned or revived from the Graveyard by the effect of Muckraker From The Underworld or Field Spell . However, since the deck doesn't use Light-type monsters, Chaos Angel won't receive immunity to the activated monster's effect, only the ability to remain invulnerable in battle. .

                                Muckraker From the Underworld (x1)

                                SR Rarity
                                Muckraker From the Underworld
                                SR Rarity
                                Muckraker From the Underworld
                                Muckraker From the Underworld
                                DARK
                                Muckraker 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.


                                This Link-Fiend monster is an incredibly resource-intensive recycling tool. By discarding a card from your hand, you can revive any Labrynth monster or even Chaos Angel from the Graveyard . This ability is crucial if your Lovely Labrynth Of The Silver Castle is destroyed, especially if you can only play x1 Big Welcome Labrynth (if free-to-play). .

                                But that's not all; this monster also provides excellent protection for your battle arena. If the monsters you control are about to be destroyed by battle or card effects, you can sacrifice another Fiend monster to replace them, helping to preserve your most important carries on the field.

                                Dark Highlander (x1)

                                UR Rarity
                                Dark Highlander
                                UR Rarity
                                Dark Highlander
                                Dark Highlander
                                DARK 7
                                Dark 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.


                                This Synchro card acts as a very dirty floodgate, preventing both players from performing Synchro Summon. In matchups against meta decks centered around Synchro Summoning, such as Stardust Dragon , summoning this monster on Turn 1 will completely freeze your opponent's strategy. You can easily access and summon this card to the field through Soul Resonator . .

                                Underworld Goddess of the Closed World (x1)

                                SR Rarity
                                Underworld Goddess of the Closed World
                                SR Rarity
                                Underworld Goddess of the Closed World
                                Underworld Goddess of the Closed World
                                LIGHT
                                Underworld 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.


                                Goddess is the ultimate monster-eliminating solution targeting dangerous enemy bosses. This Link-5 monster ( Underworld Goddess Of The Closed World ) is Fiend-type, meaning you can still summon it even when it's locked in your Extra Deck by the effect of Welcome Labrynth. .

                                Elder Entity N'tss, Golden Cloud Beast - Malong and Fossil Machine Skull Wagon (x1)

                                SR Rarity
                                Elder Entity N'tss
                                SR Rarity
                                Elder Entity N'tss
                                Elder Entity N'tss
                                LIGHT 4
                                Elder 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.


                                R Rarity
                                Golden Cloud Beast - Malong
                                R Rarity
                                Golden Cloud Beast - Malong
                                Golden Cloud Beast - Malong
                                LIGHT 6
                                Golden 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.


                                N Rarity
                                Fossil Machine Skull Wagon
                                N Rarity
                                Fossil Machine Skull Wagon
                                Fossil Machine Skull Wagon
                                EARTH 6
                                Fossil 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.


                                Since Labrynth is a completely self-contained deck that doesn't rely on the Extra Deck, you can freely use these empty slots to store "cost" targets for Dogmatika Punishment. When a Trap card is activated on the field, you will send these cards directly from the Extra Deck to the Graveyard. .

                                Upon hitting the Graveyard, these monsters will activate their unique effect, allowing you to destroy or clear another card from the field. This combination transforms a trap card into a wide-area board-clearing ability, creating a massive resource advantage over your opponent. .

                                Fiend mercenaries

                                SR Rarity
                                Knightmare Phoenix
                                SR Rarity
                                Knightmare Phoenix
                                Knightmare Phoenix
                                FIRE
                                Knightmare 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.


                                SR Rarity
                                Steelswarm Roach
                                SR Rarity
                                Steelswarm Roach
                                Steelswarm Roach
                                DARK
                                Steelswarm Roach
                                • ATK:

                                • 1900

                                • DEF:

                                • 0


                                2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.


                                SR Rarity
                                Evilswarm Exciton Knight
                                SR Rarity
                                Evilswarm Exciton Knight
                                Evilswarm Exciton Knight
                                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.


                                 Rarity
                                Number 60: Dugares the Timeless
                                 Rarity
                                Number 60: Dugares the Timeless
                                Number 60: Dugares the Timeless
                                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.


                                 Rarity
                                Super Starslayer TY-PHON - Sky Crisis
                                 Rarity
                                Super Starslayer TY-PHON - Sky Crisis
                                Super Starslayer TY-PHON - Sky Crisis
                                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.


                                UR Rarity
                                Knightmare Unicorn
                                UR Rarity
                                Knightmare Unicorn
                                Knightmare Unicorn
                                DARK
                                Knightmare 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.


                                These versatile Extra cards are extremely well-suited to Labrynth because they are Fiend cards themselves, allowing them to easily bypass Welcome Labrynth 's type-locking condition. .
                                If you own them, these are excellent and extremely useful tools for dealing with your opponent's cards, adding more variety to your reactions to situations on the table. .



                                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. Instead of relying on Extra Deck monsters, you'll use Normal Traps to remove enemy monsters from the field. This action acts as a trigger, activating a chain reaction of effects from Labrynth monsters that allow you to draw cards, automatically recall Furniture pieces from the Graveyard, destroy cards on the field, or tear cards directly from your opponent's hand. .

                                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. .

                                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. .




                                Companion unit:

                                - Yu-Gi-Oh! Guidance Vietnam

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