
Instructions on how to build and play Labrynth
Hello everyone, it's almost Christmas, the Christmas atmosphere is filling Vietnam and so is YGO Vietnam ! Hope you have a warm holiday with your loved ones and family!
And next, we will continue with the topic of helping newbies quickly get acquainted with the decks of cards in YGO, specifically at the OCG platform, YGO Vietnam would like to introduce the article Instructions on how to play. build and play Labrynth !
Sections covered in this guide:
overview
Overall, this is still a control deck like the Tier 3 decks in the current meta, and the main identifying feature is its specialized use of Normal Traps . The deck includes Fiend monsters belonging to the main deck and can be combined with other normal trap cards that have the effect of making monsters leave the field to trigger other effects of the card clan.
If you're a fan of Eldlich or Altergeist, I think you'll love Labrynth too! The following will be the main part of the article, please follow along until the end!
Core Monster
Labrynth Stovie Torbie, Labrynth Chandraglier and Labrynth Cooclock (Labrynth Minions)
Score according to the number of stars, Cooclock (lvl 1) -> Torbie (lvl 2) -> Chandraglier (lvl 3), all have effects to set up the field
- You will want to use Torbie and Chandraglier more because of their powerful field setup effects. In addition to bringing Spells/Traps to the field quickly at the cost of sending them to the Graveyard , they will also be restored every time a monster/card leaves the field by your Normal Trap effect. This will create a continuous cycle throughout your match, it will be very difficult for your opponent to stop you from setting up your field. The only drawback is that the effect is only once per turn and the number of cards (sometimes I wish it would be more, much, much more :v)
- Cooclock has a different effect than the other two minions, similar to a Temple of the Kings , allowing you to use Traps the turn they are Set (as long as the Labrynth monster is present). However, it will not set up the field and help create combos for you, usually you should use 1-2 of these cards to be ok.
Ariane the Labrynth Servant and Arianna the Labrynth Servant (High-ranking servant)
Both have the effect of setting up the field but will come with certain benefits
- Ariane the Pink Labrynth Servant allows you to throw a Normal Trap from your hand, your field, to summon another Level 4 or lower Monster from your deck. This Summoner Monk -like effect is not specific to any Normal Trap and you may play it for different reasons in the future. But its main purpose now is to summon the lower level minions from before and take you to Arianna.
- When you Normal or Special Summon Arianna the Labrynth Servant , it activates giving you another Labrynth card from your deck! Again, that helps you build a setup that allows you to control the match. You'll want to play lots of copies of Arianna and probably just one copy of Ariane, as Arianna works very well alone. Don't underestimate Ariane, though; it's still a good option to have, as this card puts another body on the field for Rank 4 or Link-2 plays .
In addition, both also have side effects such as monsters leaving the field because your Trap will help you draw 1 card, with both servants it is a 2-card bonus. Not to mention, you will also receive 2 additional Fiend monsters!
Labrynth Archfiend (0-1x)
If there are minions, there will definitely be a boss. We will go to the first boss of the Deck. Labrynth Archfiend looks cool at first glance, but it doesn't really impact this deck. It's nice to see random Archfiends appearing in other Fiend threads every so often. There are so many Archfiends that are so powerful that they were a great deck of their own.
From 2000 ATK, it increases 400 ATK for each differently named Normal Trap in your GY . It will be a top boss of the top with very high ATK, plus its protection ability (Labrynth Archfiend is used as Marauding Captain, protecting your other Fiends ).
The best thing about Labrynth Archfiend is that you can Special Summon it after you activate another Trap . Then, if it is Special Summoned, it allows you to set 1 Normal Trap that includes a specific condition when an attack is declared! Setting Mirror Force or Magic Cylinder is fine but you basically lose the element of surprise
From 2000 ATK, it increases 400 ATK for each differently named Normal Trap in your GY . It will be a top boss of the top with very high ATK, plus its protection ability (Labrynth Archfiend is used as Marauding Captain, protecting your other Fiends ).
The best thing about Labrynth Archfiend is that you can Special Summon it after you activate another Trap . Then, if it is Special Summoned, it allows you to set 1 Normal Trap that includes a specific condition when an attack is declared! Setting Mirror Force or Magic Cylinder is fine but you basically lose the element of surprise
Lovely Labrynth of the Silver Castle (1-2x)
Bosses will have boss this boss that, devils will also have angels accompanying them. With 2900 ATK, Lovely Labrynth of the Silver Castle is quite powerful, and it's very easy to summon with Welcome Labrynth ! You can also revive this card with Labrynth Labyrinth , and it also has some powerful effects.
- While Lovely Labrynth is on the field, your opponent cannot activate monster effects in response to your Normal Trap. It will prevent your opponent from using Ash Blossom & Joyous Spring and Toadally Awesome and several other threats to your deck.
- On your turn, Lovely Labrynth can place 1 Normal Trap from your Graveyard on your field, with the condition that it cannot be activated unless you control a Fiend.
- Finally, if you successfully activate a Normal Trap whose effect removes a monster from the field, Lovely Labrynth can destroy an opponent's card without targeting , or even destroy a card on Your opponent's hand ! It may sound counterintuitive, but it absolutely applies when you eliminate your monsters .
Core Spell&Trap
Labrynth Labyrinth and Welcome Labrynth (Matching pair of cards)
This is the core combo this deck relies on, starting with you activating Welcome Labrynth while Labrynth Labyrinth is on the field. This is similar to Eldlich with Eldlixir of Scarlet Sanguine and Conquistador of the Golden Land . One effect summons a monster, while the other destroys a card.
Labrynth Barrage and Farewelcome Labrynth (Pair of Traps required)
Farewelcome and Barrage will combine to increase each other's effects quite well (in fact, Barrage with all Normal Traps also increases their effects ). Basically Farewelcome pops 1 monster on the field and Barrage will pull 1 more , a series of fireworks explodes all over opp's monster line :D
Big Welcome Labrynth (0-1x)
Big Welcome, in my opinion, will be a secondary factor to activate effects for your monsters. If you have a boss on the field, you will return opp's monster to the hand 2 times according to this card's effect. If there is no boss, you will return your monster to the hand 2 times . Here we will see quite a risk, although you can clear the field, you will not have anything to attack or defend, but on the contrary, you will have monsters return from the grave to start over 1 turn. Go.
Tech + Engine + Support
Almost Labrynths occupy 90% of card slots in the Deck. The tech + sp + engine that I introduce to you will support the effects of Labrynth monsters and help you avoid some common dangerous situations.
Normal Trap
Labrynth is a card line that will depend heavily on Normal Traps. In the data, there are many super strong Normal Traps that you will really want to put in this Deck. However, we should also pay a lot of attention to the effects of Labrynth monsters (only activate if there is a Normal Trap that removes a monster from the field), this is essential for you to choose the appropriate Normal Traps for your Deck. as well as save your life through some difficult situations.
Absolute King Back Jack (3x)
The Searcher is second to the Deck, you can link it or stab it to push it into the grave, or you can use the effect of the Labrynth monster to bring it down because it belongs to the Fiend race, the purpose is to be able to detect Normal Trap and use it immediately in in turn . Not to mention, it also has the same effect as the Labrynths, as soon as it is sent to the grave, Jack will help you scan the first 3 cards and rearrange them in the order you want . It would be good for the Deck if you completely discard all 3 copies of Jack
Extra Deck
As mentioned, your Extra Deck will not be used much because Labrynth is a control set , so if you like, you can create your own Extra Deck as you like, but here, I will only suggest a few. Essential cards for you to use when first building this set.
Sample deck
And we also come to the end after learning about the cards needed for the Deck and how to use them, what combos are and what effects to pay attention to. However, it is difficult for you to imagine what a Labrynth set looks like without a sample Deck, so you can refer to the Decks below to get yourself a super awesome Labrynth set!
ocg
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