Tactical Masters launches, giving players 3 decks with 3 unique gameplay styles never seen before. In this article, I will share with you the Labrynth deck with a strategy mainly revolving around normal trap cards.
Instructions for playing Labrynth
Sections covered in this guide:
Deck overview
Labrynth cards
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.
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.
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.
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.
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.
- Labrynth monsters have diverse levels from 1 to 8, DARK and Fiend systems.
- The Labrynth monster has a quick effect that can be activated from the hand/field at the cost of discarding that card to the grave.
- Some effects can be activated if you activate a normal trap card and successfully cause a monster to leave the field thanks to that trap card.
- The effect can be to place regular trap cards from the deck, hand, or grave on the field.
- Fiend monsters can be special summoned from the deck, hand, or grave.
- Main playstyle: Focus on interrupting your opponent's combos with trap cards that often have the main effect of making the opponent's monsters leave the field.
Core deck
Labrynth Stovie Torbie and Labrynth Chandraglier (Key)
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.
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.
Stovie Torbie and Chandraglier have quick effects that can help you place 1 Labrynth spell/trap card from your deck onto the field. The cost you have to pay to activate this effect of Stovie Torbie and Chandraglier is that you must send them from your hand or field to the grave and discard 1 additional card from your hand.
The exchange is 2:1 but in return you will be able to successfully perform this effect with a very high rate because Ash Blossom cannot block this effect. Thanks to Stovie Torbie , Chandraglier , setting up your field when going first becomes much simpler.
In case your opponent goes first, Stovie Torbie and Chandraglier can activate the effect to set a Labrynth trap card from the deck ready for the next turn.
These two monsters can reappear from the grave to reuse the set effect many times. This effect can only be activated if you activate a trap card that normally causes monsters to leave the field.
- Stovie Torbie can be special summoned from the grave.
- Chandraglier can be restored from the grave to the hand.
Stovie Torbie and Chandraglier have 2 effects and you can only use each effect of monsters with that name once/turn.
Labrynth Cooclock (Key)
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.
Cooclock can be used in conjunction with Stovie Torbie and Chandraglier . Cooclock also has 2 effects with the same usage as the above 2 monsters and you can only use each effect of these monsters with the same name once/turn.
Cooclock 's first effect allows you to activate a normal trap card on the field during the turn that card is set if you control a Labrynth monster.
Cooclock 's cost to use this effect is lighter than Stovie Torbie and Chandraglier because you only need to put this monster in the grave, however Cooclock can only activate the effect when in hand.
Cooclock can solve the problem that trap cards are having which is having to wait to be activated. Combined with Stovie Torbie or Chandraglier , you can use Welcome Labrynth on your turn very quickly and easily.
However, to be able to activate that trap card, you must control a Labrynth monster. This is understandable because the effects of all three monsters Cooclock , Stovie Torbie and Chandraglier can be used during the opponent's turn. You cannot dance during your opponent's turn easily.
Cooclock also carries an effect that allows you to reuse its own effect in later turns like Stovie Torbie and Chandraglier . If a card is sent from your hand to the grave to activate a normal trap card, or when you activate the effect of a Labrynth card, you can return Cooclock to your hand or special summon this monster from the grave.
Ariane the Labrynth Servant and Arianna the Labrynth Servant (Key)
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.
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.
If Arianna (green) is normal/special summoned, you can add 1 Labrynth card from your deck to your hand. Bringing in effects that help increase deck stability along with a level number of 4 makes Arianna the top normal summoning target of the Labrynth strategy.
Ariane (pink) can help you special summon 1 level 4 or lower Fiend monster from your deck at the cost of sending 1 trap card in your hand or face-down on the field to the grave. Ariane is also a suitable choice for normal summons during the turn, this monster will help you summon Arianna directly from the deck.
The remaining effects of Arianna and Ariane can be activated if you make a monster leave the field with a normal trap card, you can draw 1 card. After drawing cards with this effect, you can perform the following additional effects:
From your hand, you can set 1 spell/trap on the field or summon 1 Fiend monster with no level limit.
With this second effect, you can summon Lovely Labrynth of the Silver Castle from your hand, or you can also combine it with other Fiend monsters outside the card clan to expand your strategy.
Although Arianna and Ariane both have effects that help you easily get the necessary cards from the deck into your hand, Ariane is given less priority than Arianna . The most obvious thing is that you have to lose 1 normal trap card to activate Ariane 's effect while Arianna does not need a cost to activate the effect. Arianna 's effect is a trigger effect that can be activated when this monster is normal/special summoned, so it can be flexibly used during both players' turns, while Ariane 's effect is an ignition effect that can only be used. Can be activated during the main phase of your turn.
Lovely Labrynth of the Silver Castle and Lady Labrynth of the Silver Castle (Key)
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.
Lady Labrynth of the Silver Castle
ATK:
3000
DEF:
2900
While you control a Set card, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. You can only use each of the following effects of "Lady Labrynth of the Silver Castle" once per turn. If a "Labrynth" card or effect or a Normal Trap Card was activated this turn, except "Lady Labrynth of the Silver Castle" (Quick Effect): You can Special Summon this card from your hand in Defense Position. When a Normal Trap Card is activated (Quick Effect): You can Set 1 Normal Trap with a different name directly from your Deck.
Lovely Labrynth of the Silver Castle is a key monster of Labrynth. This monster can help you reset 1 normal trap card from the grave each turn (with target), however that card can only be activated when you have a Fiend monster.
With Lovely , your strategy can be kept stable over many turns. Most of the cards that help you take trap cards out of the deck are very few and trap cards are very difficult to reuse, almost only once. Lovely helps you always have a normal trap card on the field every turn, ensuring "cheapness" in the Labrynth strategy.
To be able to use the face-down card by Lovely 's effect, you must control at least 1 Fiend monster on the field. This is not a difficulty for the deck because Lovely itself and the other Labrynth monsters are all Fiend monsters.
Lovely also has an effect that can activate if your normal trap card causes a monster to leave the field, you can destroy 1 card on your opponent's field or 1 random card in your opponent's hand.
Lovely does not allow your opponent to activate monster effects while you are activating normal trap cards. This effect can protect your trap cards from being used successfully to trigger Lovely 's effects, and the opponent's inability to activate monster effects gives you priority to activate Lady 's effects. .
And of course, each of Lovely 's active effects can only be used once/turn.
Bringing 3 effects that can cover trap cards, recovery as well as bombardment makes Lovely an indispensable main monster in Labrynth. However, Lovely cannot be summoned to the field from the hand or grave. This leads to drawing up Lovely which is sometimes not good.
With a level of 8, Lovely will be very difficult to summon to the field because Labrynth is not a combo deck and to be able to summon 2 monsters to the field takes 2 to 3 turns or if it is in 1 turn, it will be costly. quite a lot of resources. Normally, Lovely will be special summoned with Arianna , Ariane , Welcome Labrynth , Labrynth Labyrinth .
Lady Labrynth of the Silver Castle is also a level 8 monster of Labrynth, but Lady is more mobile than Lovely .
Lady has a quick effect that can be activated to summon this monster from her hand in defense position. The condition to activate this effect of Lady is to have a normal trap card or the effect of a Labrynth card (except Lady ) activated during that turn. Cooclock , Stovie Torbie , and Chandraglier can activate during your opponent's turn, these monsters also make Lady meet the conditions to summon herself from her hand.
While on the field, when a normal trap card is activated, Lady can activate an effect that helps you place an additional normal trap card with a different name from the active card from the deck onto the field.
This effect of Lady must be chained directly to the currently active trap card, so if the opponent activates a chian card on your trap card, Lady will not be able to use this effect.
When the opponent uses a normal trap card, it is an advantage for Lady because Lady can use the effect when one of the two players activates a normal trap, and at this time only you are the one who has the right to activate the fast effect.
Lovely on the field prevents the opponent from chaining monster effects to your trap cards, increasing the success rate of Lady 's effect.
When the set trap effect from Lady 's deck is activated, you cannot summon another Lady from your hand with her effect.
Lady can also protect herself on the field if you have other cards face down. Lady cannot be targeted by the opponent's card effects and cannot be destroyed by the effects of the opponent's cards.
Lovely or Lady is Labrynth's last monster on the field and is also the deck's biggest weakness. Labrynth monsters cannot be revived from the grave easily, so if you lose your main monster, you almost have no choice but to rely on the remaining trap cards. to recover those trap cards to maintain the longevity of the strategy.
Welcome Labrynth (Key)
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.
Welcome Labrynth is one of the important strategy cards.
This card helps you special summon 1 Labrynth monster from the deck, however after that, you can only special summon Fiend monsters from the deck/extra deck only.
Welcome Labrynth 's summon limit limits the appearance of this card in other decks, but it is not a problem for Labrynth because the deck does not need to summon monsters other than Fiend.
Welcome Labrynth can also be reset from the grave if you make a monster leave the field with a normal trap card effect, you cannot activate this effect during the turn this card goes to the grave.
Labrynth Barrage (Key)
Labrynth Barrage
When you activate a Set Normal Trap Card, except "Labrynth Barrage": This effect becomes that Normal Trap's effect when that card is activated, also until the end of your opponent's next turn after this card resolves, your opponent takes no effect damage from your card effects.
Labrynth Barrage can activate and copy the effects of 1 normally active trap card, except Labrynth Barrage itself. At the same time, when successfully using this card, until the end of your opponent's next turn, they will not receive any damage from the card's effects.
Labrynth Barrage 's ability to copy effects allows you to activate the effects of cards that have limited use during a turn, potentially doubling your advantage.
Labrynth Labyrinth and Labrynth Set-Up (Key)
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.
Labrynth Set-Up
Target 2 of your "Labrynth" Spells/Traps that are banished or in your GY, except "Labrynth Set-Up"; shuffle them into the Deck, then if you control a Fiend monster, you can Set non-"Labrynth" Normal Traps with different names directly from your Deck equal to the number shuffled. You can only activate 1 "Labrynth Set-Up" per turn.
Labrynth Labyrinth and Labrynth Set-Up are spell cards belonging to Labrynth.
Labrynth Labyrinth gives your Welcome Labrynth and Farewelcome Labrynth the effect of shooting an additional card on the field when activated. After you activate a normal trap that is not part of the Labrynth archetype, you can summon 1 Fiend monster from your hand or Graveyard to the field.
Labrynth Set-Up performs the replenishment function for the deck. This card can pay 2 spells/traps from the grave or be discarded (except Labrynth Set-Up and has a target) and if you control a Fiend monster, you can also set an additional number of cards. Normal traps (not part of the Labrynth archetype) have different names from the deck on the field.
Farewelcome Labrynth and Labrynth Archfiend (Key)
Labrynth Archfiend
ATK:
2000
DEF:
2800
Gains 400 ATK for each Normal Trap with a different name in your GY. Your opponent's monsters cannot target Fiend monsters for attacks, except "Labrynth Archfiend". You can only use each of the following effects of "Labrynth Archfiend" once per turn. If a Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can Set 1 Normal Trap from your Deck that can only be activated when an attack is declared.
Labrynth Archfiend can be summoned from the hand if you activate a normal trap card. When Labrynth Archfiend is special summoned, you can place 1 additional normal trap card (can be activated if a monster attacks) from your Deck to the field. The trap cards that Archfiend can access are fewer than Lady , so Archfiend is often used less than other Labrynth monsters.
Farewelcome Labrynth is a target of the Archfiend .
This card can neutralize the attack of a monster along with destroying a card on the field (with target) when a player uses a monster to attack. Not stopping there, Farewelcome Labrynth also gives you a regular trap card in addition to the Labrynth archetype that can be placed face down from your hand or straight from the deck onto the field. You can also shoot another card on the field when combining Farewelcome Labrynth with Labrynth Labyrinth.
Although the bonus effect is quite advantageous for you, this card can only be activated during the battle phase and you must have control of a Fiend monster to compensate for this card to be activated regardless of who declares it. attack.
Staple
Infinite Impermanence and Ash Blossom & Joyous Spring (Hand trap)
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.
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Hand traps appear in most decks in the game at the moment.
Linkuriboh, Relinquished Anima and Absolute King Back Jack (Search support)
Linkuriboh
ATK:
300
LINK-1
Link Arrow:
Bottom
1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.
Relinquished Anima
ATK:
0
LINK-1
Link Arrow:
Top
1 Level 1 monster, except a Token You can target 1 face-up monster this card points to; equip that face-up monster to this card (max. 1). You can only use this effect of "Relinquished Anima" once per turn. This card gains ATK equal to that equipped monster's.
Absolute King Back Jack
ATK:
0
DEF:
0
During your opponent's turn (Quick Effect): You can banish this card from the GY; excavate the top card of your Deck, and if it is a Normal Trap, Set it to your field. Otherwise, send it to the GY. That Set card can be activated during this turn. If this card is sent to the GY: You can look at 3 cards from the top of your Deck, then place them on the top of the Deck in any order. You can only use each effect of "Absolute King Back Jack" once per turn.
During your opponent's turn, you can remove Absolute King Back Jack from the graveyard (cost) and see your top deck, if it is a normal trap card you can place it face down on the field, that trap card can also Activate this turn.
To increase the success rate of checking out Jack 's normal trap card, this monster can also activate the effect of viewing and arranging the order of the 3 cards on the top of the pile, the conditions to trigger this effect of Jack. is when this monster is sent to the grave.
Jack is also a suitable monster for normal summoning during the turn alongside Arianna and Ariane . Luckily, this is a level 1 monster so you can use Jack to link summon Linkuriboh or Relinquished . Linkuriboh can protect your monsters in the battle phase and can be summoned again in the future, giving Jack more opportunities to use effects.
Lord of the Heavenly Prison (Underwrite)
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.
Lord of the Heavenly Prison is a monster that appears a lot in decks with a backrow strategy. This monster can protect your face-down cards from destruction. In addition, this monster also gives you a 3000 ATK/DEF shield and pulls you 1 additional spell/trap from the deck for you to use next turn.
Barrier Statue of the Abyss (Floodgate)
Barrier Statue of the Abyss can be summoned using Labrynth cards. Compared to the current mata, this monster doesn't really cause much difficulty for the opponent.
Trap Trick (Search support)
Trap Trick
Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.
Trap Trick is an indispensable card in many trap card strategies. Trap Trick draws you a normal trap card from the deck onto the field and that trap card can be activated in the same turn. However, you need to choose the right time to activate this card because after using Trap Trick , you can only activate 1 more trap card.
Archfiend's Ghastly Glitch (Bombardment support)
Archfiend's Ghastly Glitch can destroy 1 card on the field (with target) if you control a Fiend monster on the field, and you can then send 1 additional Fiend monster from the deck to the Graveyard.
You can use Ghastly Glitch to send Cooclock , Stovie Torbie or Chandraglier so you can pick them up later. In addition, this card can also help you activate Jack 's effects.
Another strong point of Ghastly Glitch is that this card has an unlimited number of uses per turn.
Some trap cards can synergize with Labrynth
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.
The special point to activate the effects of Labrynth cards is that you must make the monster leave the field with a normal trap card.
Some other common trap cards that you can use in your deck are as follows:
- The Compulsory Evacation Device is useful for being able to push your monsters back into your hand and reuse the effect, or push a monster summoned from your opponent's Extra Deck back, also making it quite difficult for your opponent. .
- Torrential Tribute always causes discomfort to the opponent when monsters on their field can be pushed at any time.
- Dogmatika Punishment is simply a shot on your opponent's monster. The strength of this card lies in the fact that you can send an additional monster from the extra deck straight to the grave. Send monsters like N'tss , Wind Pegasus @Ignister , PSY-Framelord Omega , Fossil Warrior Skull Knight to create additional disruptions.
- Ice Dragon's Prison is a situational card that can help you interrupt the effects of summoning monsters from your opponent's grave. For decks that rely on the grave, this card is really an extremely annoying thing.
Dimensional Barrier, Time Seal and Non Aggression Area (Some other trap cards)
Dimensional Barrier
Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.
Dimensional Barrier can prevent the opponent from comboing for 1 turn if their deck does not involve link summoning and depends entirely on the extra deck (fusion, synchro, xyz) or ritual, pendulum.
Time Seal simply takes away your opponent's draw phase, making it difficult for them to draw staple cards.
Non Aggression Area prevents your opponent from normal/special summoning or setting monsters during their next turn. This card is relatively difficult to use because you need to activate it during your standby phase.
Lovely is a factor that can make these trap cards OP when these cards can be placed face down from the grave after each use thanks to Lovely !!
Pot of Extravagance (Support drawing cards)
Pot of Extravagance is the most suitable card drawing option for Labrynth when the deck does not rely on the extra deck too much.
Full Force Virus, Eradicator Epidemic Virus and Deck Devastation Virus (Virus cards)
Eradicator Epidemic Virus
Tribute 1 DARK monster with 2500 or more ATK, and declare 1 type of card (Spell or Trap); look at your opponent's hand, all Spells/Traps they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all cards of that declared type.
With the majority of monsters in the deck being DARK and trap cards being easily searchable, this is where Virus cards can be played and create many mutations for the game.
Extra deck
Labrynth does not use monsters in the extra deck too much, they are mainly used to pay the cost of Pot of Extravagance and for the effects of Punishment . I would like to suggest to you some effective options for Labrynth's extra deck.
Wind Pegasus @Ignister, Elder Entity N'tss and PSY-Framelord Omega (Goal for Punishment)
Wind Pegasus @Ignister
ATK:
2300
DEF:
1500
1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can destroy Spells/Traps your opponent controls, up to the number of "@Ignister" monsters you control. If another card(s) you control is destroyed by battle or an opponent's card effect, while this card is on the field or in the GY: You can banish this card, then target 1 card your opponent controls; shuffle it into the Deck. You can only use each effect of "Wind Pegasus @Ignister" once per turn.
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.
PSY-Framelord Omega
ATK:
2800
DEF:
2200
1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.
D/D/D Marksman King Tell, D/D/D Wave King Caesar and D/D/D Deviser King Deus Machinex (Interact during your opponent's turn)
D/D/D Marksman King Tell
ATK:
2300
DEF:
2000
2 Level 5 monsters You can also Xyz Summon this card by using a Rank 4 "D/D/D" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn, during either player's turn, if you took any effect damage this turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; it loses 1000 ATK and DEF, and if it does, inflict 1000 damage to your opponent. If this card is sent from the field to the Graveyard: You can send 1 "D/D" or "Dark Contract" card from your Deck to the Graveyard.
D/D/D Wave King Caesar
ATK:
2400
DEF:
1200
2 Level 4 Fiend-Type monsters During either player's turn: You can detach 1 Xyz Material from this card; at the end of the Battle Phase, Special Summon from your Graveyard as many monsters destroyed this turn as possible, but during the next Standby Phase, take 1000 damage for each monster Special Summoned by this effect. If this card is sent from the field to the Graveyard: You can add 1 "Dark Contract" card from your Deck to your hand. You can only use each effect of "D/D/D Wave King Caesar" once per turn.
D/D/D Deviser King Deus Machinex
ATK:
3000
DEF:
3000
[ Pendulum Effect ] While you have a card in your other Pendulum Zone: You can target 1 Pendulum Monster you control or in your GY; Special Summon the card in your other Pendulum Zone, and if you do, place that targeted Pendulum Monster in your Pendulum Zone. You can only use this effect of "D/D/D Deviser King Deus Machinex" once per turn. [ Monster Effect ] 2 Level 10 Fiend monsters You can also Xyz Summon this card by using a "D/D/D" monster you control as material. (Transfer its materials to this card.) You can only control 1 "D/D/D Deviser King Deus Machinex" in your Monster Zone. Once per Chain, when a Monster Card your opponent controls activates its effect (Quick Effect): You can either detach 2 materials from this card, or destroy 1 "Dark Contract" card you control, and if you do, attach that opponent's card to this card as material. Once per turn, during your Standby Phase: You can place this card in your Pendulum Zone.
Evilswarm Exciton Knight, Number 41: Bagooska the Terribly Tired Tapir and Abyss Dweller (Some common rank 4 monsters)
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.
Number 41: Bagooska the Terribly Tired Tapir
ATK:
2100
DEF:
2000
2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.
Abyss Dweller
ATK:
1700
DEF:
1400
2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.
Number S39: Utopia the Lightning, Number 39: Utopia and Divine Arsenal AA-ZEUS - Sky Thunder (Another xyz monster)
Number S39: Utopia the Lightning
ATK:
2500
DEF:
2000
3 Level 5 LIGHT monsters You can also Xyz Summon this card by using a Rank 4 "Utopia" monster you control as material. (Transfer its materials to this card.) Cannot be used as material for an Xyz Summon. If this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per Chain, during damage calculation, if this card battles an opponent's monster while this card has a "Utopia" Xyz Monster as material (Quick Effect): You can detach 2 materials from this card; this card's ATK becomes 5000 during that damage calculation only.
Divine Arsenal AA-ZEUS - Sky Thunder
ATK:
3000
DEF:
3000
2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.
Raider's Knight, Arc Rebellion Xyz Dragon and Accesscode Talker (OTK support)
Raider's Knight
ATK:
2000
DEF:
0
2 Level 4 DARK monsters (This card is always treated as a "The Phantom Knights" and "Raidraptor" card.) You can detach 1 material from this card; Special Summon from your Extra Deck, 1 "The Phantom Knights", "Raidraptor", or "Xyz Dragon" Xyz Monster that is 1 Rank higher or lower than this card, by using this face-up card you control as material, but destroy it during your opponent's next End Phase. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Raider's Knight" once per turn.
Arc Rebellion Xyz Dragon
ATK:
3000
DEF:
2500
3 Level 5 monsters This Xyz Summoned card cannot be destroyed by card effects. You can detach 1 material from this card; this card gains ATK equal to the total original ATK of all other monsters on the field, then, if this card has a DARK Xyz Monster as material, negate the effects of all other face-up monsters on the field. After this effect resolves, you cannot declare attacks with other monsters for the rest of this turn. You can only use this effect of "Arc Rebellion Xyz Dragon" once per turn.
Accesscode Talker
ATK:
2300
LINK-4
Link Arrow:
Top
Left
Bottom
Right
2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".
Knightmare Phoenix, Knightmare Unicorn and Muckraker From the Underworld (Some link monsters)
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.
Knightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Bottom
Right
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.
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.
Deck analysis
With deck control, the fighting style is not the same when facing different decks. The main point of the deck is that you can use the effects of monsters in a reasonable order to avoid missing the timing.
How to counter Labrynth
No deck is perfect, neither is Labrynth
Cards with field-driving effects are always a good choice when facing decks like Labrynth.
Even though you have the ability to recover from Lovely , it is still not enough when the damage you receive from Lightning Storm and Twin Twister is many times greater.
Lovely completely lost to Cosmic Cyclone because this monster was unable to recover its envelopes because it was removed from the battle. Labrynth Set-Up is a rare card that can help the deck back up discarded spell/trap cards, however this card very rarely appears in Labrynth deck lists.
With Evenly Matched , there's almost no way to get your discarded cards back.
Even if you play a lot of traps, Labrynth's monsters are also very important
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.
Gameciel, the Sea Turtle Kaiju
ATK:
2200
DEF:
3000
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 your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju" (Quick Effect): You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
The ability to place cards directly from the deck or grave onto the field helps Labrynth avoid common hand traps like Ash Blossom or Ghost Belle . However, Infinite Impermanence or Effect Veiler can still stop Arianna , Lovely , and Lady from being snowballed by the opponent from the very early stages.
Being blocked by Ash Blossom right into Welcome Labrynth also leaves a decent amount of damage to your deck.
Labrynth has a very poor ability to recover monsters from the grave, so dealing with Arianna , Lovely and Lady early makes the deck very vulnerable later.
Sample deck
Deck Labrynth format TCG
Main: 42 Extra: 15
Absolute King Back Jack
ATK:
0
DEF:
0
During your opponent's turn (Quick Effect): You can banish this card from the GY; excavate the top card of your Deck, and if it is a Normal Trap, Set it to your field. Otherwise, send it to the GY. That Set card can be activated during this turn. If this card is sent to the GY: You can look at 3 cards from the top of your Deck, then place them on the top of the Deck in any order. You can only use each effect of "Absolute King Back Jack" once per turn.
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.
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.
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.
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.
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.
Lady Labrynth of the Silver Castle
ATK:
3000
DEF:
2900
While you control a Set card, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. You can only use each of the following effects of "Lady Labrynth of the Silver Castle" once per turn. If a "Labrynth" card or effect or a Normal Trap Card was activated this turn, except "Lady Labrynth of the Silver Castle" (Quick Effect): You can Special Summon this card from your hand in Defense Position. When a Normal Trap Card is activated (Quick Effect): You can Set 1 Normal Trap with a different name directly from your Deck.
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.
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
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.
Dimensional Barrier
Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.
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.
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.
Labrynth Barrage
When you activate a Set Normal Trap Card, except "Labrynth Barrage": This effect becomes that Normal Trap's effect when that card is activated, also until the end of your opponent's next turn after this card resolves, your opponent takes no effect damage from your card effects.
Trap Trick
Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.
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.
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.
Linkuriboh
ATK:
300
LINK-1
Link Arrow:
Bottom
1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.
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.
Relinquished Anima
ATK:
0
LINK-1
Link Arrow:
Top
1 Level 1 monster, except a Token You can target 1 face-up monster this card points to; equip that face-up monster to this card (max. 1). You can only use this effect of "Relinquished Anima" once per turn. This card gains ATK equal to that equipped monster's.
Wind Pegasus @Ignister
ATK:
2300
DEF:
1500
1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can destroy Spells/Traps your opponent controls, up to the number of "@Ignister" monsters you control. If another card(s) you control is destroyed by battle or an opponent's card effect, while this card is on the field or in the GY: You can banish this card, then target 1 card your opponent controls; shuffle it into the Deck. You can only use each effect of "Wind Pegasus @Ignister" once per turn.
D/D/D Marksman King Tell
ATK:
2300
DEF:
2000
2 Level 5 monsters You can also Xyz Summon this card by using a Rank 4 "D/D/D" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn, during either player's turn, if you took any effect damage this turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; it loses 1000 ATK and DEF, and if it does, inflict 1000 damage to your opponent. If this card is sent from the field to the Graveyard: You can send 1 "D/D" or "Dark Contract" card from your Deck to the Graveyard.
D/D/D Wave King Caesar
ATK:
2400
DEF:
1200
2 Level 4 Fiend-Type monsters During either player's turn: You can detach 1 Xyz Material from this card; at the end of the Battle Phase, Special Summon from your Graveyard as many monsters destroyed this turn as possible, but during the next Standby Phase, take 1000 damage for each monster Special Summoned by this effect. If this card is sent from the field to the Graveyard: You can add 1 "Dark Contract" card from your Deck to your hand. You can only use each effect of "D/D/D Wave King Caesar" once per turn.
D/D/D Deviser King Deus Machinex
ATK:
3000
DEF:
3000
[ Pendulum Effect ] While you have a card in your other Pendulum Zone: You can target 1 Pendulum Monster you control or in your GY; Special Summon the card in your other Pendulum Zone, and if you do, place that targeted Pendulum Monster in your Pendulum Zone. You can only use this effect of "D/D/D Deviser King Deus Machinex" once per turn. [ Monster Effect ] 2 Level 10 Fiend monsters You can also Xyz Summon this card by using a "D/D/D" monster you control as material. (Transfer its materials to this card.) You can only control 1 "D/D/D Deviser King Deus Machinex" in your Monster Zone. Once per Chain, when a Monster Card your opponent controls activates its effect (Quick Effect): You can either detach 2 materials from this card, or destroy 1 "Dark Contract" card you control, and if you do, attach that opponent's card to this card as material. Once per turn, during your Standby Phase: You can place this card in your Pendulum Zone.
Invest in a complete TCG deck
The cards of the Labrynth archetype are printed in their entirety in the Tactical Masters box released in August 2022.
Deck supports such as Absolute King Back Jack , Compulsory Evacuation Device , Trap Trick , Archfiend's Ghastly Glitch are all printed in Tatical Masters.
Torrential Tribute can be found in LED9 or GRCR.
Lady Labrynth of the Silver Castle is the deck's newest support that will be printed in Darkwing Blast released in October 2022 at TCG with secret rare.
Pot of Extravagance can be found in the two most recent products: Maximum Gold El Dora Do and Structure deck: Albaz Strike.
Infinite Impermanence can be found in the Structure deck: Cyber Strike.
Dimesional Barrier has been released many times with many different rarities, making it easy for players to own this card.
Dogmatika Punishment along with Ice Dragon's Prison were reprinted in MP21.
Ash Blossom is now more accessible to players when this monster is reprinted twice in a row in the MP22 product and Structure deck: Legend of the Crystals.
In general, decks with the majority of cards can be found at extremely low rarity, helping players save money in deck building.
The monsters in the extra deck are not too important, and you can also invest if you want.
N'tss is difficult to find because of the most recent reprint in Maximum Gold. Better options are the Wind Pegasus @Ignister reprinted in MP21 and the Fossil monsters that can be easily found in Ghost From The Past 2.
D/D/D monsters are also not too difficult to find because they have low rarity.
Knightmare monsters or easy-to-find rank 4 monsters are also good choices for this deck.
Epilogue
Trap card strategies are getting easier and easier at TCG
Red Reboot
When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.
At the present time in TCG, control strategies are gradually becoming easier and are no longer overwhelmed by combo decks as much as before. Most of the options to counter Labrynth are in the side deck, so Labrynth also has many opportunities to dance. TCG banning the use of Red Reboot is also a slight buff for trap decks that can be played more easily in games 2 and 3.
Wishing you a happy experience with Labrynth.