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 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
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.
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.
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 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 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 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 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.
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
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 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.
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 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.
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 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 !!
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.
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
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.
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

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

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.








































































































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