Yu-Gi-Oh! Wiki
Advertisement
Yu-Gi-Oh! Wiki

"Labrynth"is an archetype of DARK Fiend monsters.

Design[]

Thematically, the "Labrynth" consist of a silver palace and its inhabitants, which are either mimics of various ornaments (chandelier, grandfather clock and stove respectively), or people of various positions within a hierarchy. The human-based "Labrynth" monsters are all female.

Playing Style[]

The deck revolves around using the Archetype's various members to search for and recycle Traps (including generic, non-archetypical Traps) that restrict the opponent or summon more monsters. Their Trap cards allow them to Special Summon "Labrynth" monsters from the Deck, while the monsters enable the searching and recycling. Labrynth, when left unchecked, is able to start a resource loop every turn that wears down opponent resources while getting more cards in Hand and on the Field, or Set more Traps to continue restricting enemy actions.

It should be noted that the effects of all Labrynth cards that mention Traps will only apply to Normal Trap cards and when Normal Traps are activated.

Labrynth Stovie Torbie and Labrynth Chandraglier are both able to Set a "Labrynth" Trap or Spell card by sending themselves to the Graveyard and discarding another card, then return to the Field and the Hand, respectively, when a monster leaves the Field due to a Trap's effect. They synergize with Labrynth Cooclock, which is allows a Trap Set that turn to be activated without needing to wait for next turn, allowing for a strong board to be Set up on the first turn using Traps, though due to the nature of Trap cards, it's also possible to Set up on your opponent's turn if the player didn't draw Cooclock. Cooclock is also able to either be Special Summoned from the Graveyard or returned to the Hand when a card leaves your Hand due to the effect of a "Labrynth" monster or a Trap card, allowing it to be re-used to activate Traps Set on the opponent's turn and/or to be a target to return to the Hand after Big Welcome Labrynth summons a "Labrynth" monster.

Welcome Labrynth and its newer counterpart Big Welcome Labrynth summon a "Labrynth" monster from the Deck as their effect. Big Welcome is more flexible due to also being able to Summon a monster from the Hand or Graveyard, but also returns a Monster in the player's field back to the Hand after summoning. This allows the Graveyard effects of Stovie Torbie and Chandraglier to be triggered, and they will then be summoned to the Field and returned to the Hand, respectively, to be used again to Set more cards.

Welcome is able to Set itself again from Graveyard if a monster leaves the Field due to a Trap's effect, allowing it to be recycled for more uses. Big Welcome returns a card you control to the Hand by Banishing itself from the Graveyard, or one of the opponent's cards if you control a Level 8 Fiend monster, which happens to be exactly what this archetype's two core monsters are.

Lovely Labrynth of the Silver Castle is one of the two core monsters in this Archetype, and is able to take advantage of Big Welcome's effect of returning a card to the Hand. Whenever a card leaves the field due to the effect of a Trap card, she can either destroy a card on the field or randomly discard a card from the opponent's Hand, allowing her to cause disruption when she appears. She also allows Trap cards to be re-used by Setting them from the Graveyard on your turn, Setting up for more summons with the Welcome Traps, or bringing back a Trap to disrupt the opponent further.

Lady Labrynth of the Silver Castle is the second core monster. She's able to Set another Trap from the Deck when a Trap is activated while she's on the Field. The Trap doesn't need to belong to the one in control of Lady, so she can take advantage of an opponent's responses. She functions extremely well as a target for Big Welcome's effect of returning a monster to the Hand as she can Special Summon herself in Defence Position when a "Labrynth" card's effect or a Trap was activated that turn. She's made more difficult to remove by being untargettable and indestructible by card effects while the player has any card Set on their Field, which they often will.

Getting these two monsters out with plenty of Trap cards in the backline is the main goal of this Deck, and the supporting cards in this archetype help accelerate the process or enable it to be started more consistently.

Arianna the Labrynth Servant can add a "Labrynth" card to the Hand when summoned, which means she is the start of a route to eventually getting Lovely or Lady on the Field. Additionally, when a monster leaves the field due to a Trap's effect, she allows you to draw then either summon a Fiend monster (including Lady and Lovely Labrynth) or Set a Spell Trap from the Hand.

Ariane the Labrynth Servant is able to summon a Level 4 or lower Fiend monster from the Deck by discarding a Trap that's either Set or in the Hand, and shares the same effect as Arianna when a monster leaves the field due to a Trap's effect. This allows you to build advantage when either are on the Field and even faster with both.

Arias the Labrynth Butler can discard itself to summon a "Labrynth" monster or Set a Trap from the Hand, which can be activated immediately. This could function as a way to activate important Traps, such as the Welcome Traps, immediately if Cooclock isn't on Hand.

Labrynth Labyrinth is the archetype's Field Spell, whenever a "Welcome Labrynth" Trap card is activated, it adds the additional effect of destroying a card to it, while activating a non-"Labrynth" Trap allows a Fiend monster to be summoned from the Hand or Graveyard. This, in combination with Big Welcome, makes the monsters of this archetype very difficult to truly get rid off, barring banishment or negating Lady to remove her protection, and even then they are able to evade such effects through Big Welcome's main effect and Graveyard effect returning cards to the Hand.

Labrynth decks will usually be played with a large amount and variety of Trap cards, usually Traps to disrupt the opponent's strategy, but will tend to run very few duplicate copies due to the Traps being searchable and recyclable. Their ideal endboard will include: plenty of Traps to protect their Monsters and disrupt the opponent, Lovely Labrynth to capitalize on Trap activations to destroy cards and ensure their activations, their Furniture cards in circulation to Set more Traps, and Lady Labrynth to replenish any activated Traps.

Recommended cards[]


Advertisement