Hey MBT, Labrynth Archfiend is the answer to only having 2900 on Silver Castle. With +400 attack for each different named trap, it can easily get to 3200 and beyond, and I think is good as a one of.
@@cutboard4256 You admonish me for the wrong thing. I hadn't read Labrynth Archfiend and simply assumed it had the same attack as Silver Castle because of this comment. I'm a YuGiOh player after all.
I run two Labrynth Archfiends in my deck after learning that if you can get them both out at once then the opponent can't attack at all because they protect each other. They're a MUCH beefiier version of the Marauding Captain and Solar Flare Dragon lock.
It's why I think archfiend deserves a slot in the main deck. It gets really big and it's recyclable b/c of the field spell. I also think it's worth playing 1 copy of fairwelcome because it's a free set off of archfiend and not completely reliant on your opponent, because it can negate your own attacks, so it's a way of getting to unsearchable normal traps. Oh, and cuclock (the lv 1) instantly recycles itself if you send it for the cost of the other furniture. All in all, solid decklist. Arianne tbh doesn't need to be played until you find a fiend worth summoning off of it.
I’m confused, doesn’t arianne special summon arianna, which searches your whole archetype, from your deck? Why is it not worth playing? I’m actually confused why mbt isn’t playing it at 3
I think playing one Setting and one Trap Trick is also pretty nice. If you have problems getting to glitch or want even more ways to get to Welcome just set Trap Trick with the Normal Trap set effects of your cards. You can't set your Labrynth Traps with these effects but you can set Trap Trick. Additionally it is very funny that you can set Sanctum to Scythe your opponent. Very fitting in this format ^^
Was really happy to see back jack. I feel like the bad maid has potential to summon something crazy but will have to dig through the level 4 fiends in the game to see what. Some normal trap gy effect and maybe a tuner is what I’d look for first but idk
It can summon a Barrier Statue but i find the Dark and Light statue's to be the least useful as MOST deck's run Dark and Light monster's in some way or another. It's BEST target's are actually the level 3's like the Lady of Lament monster's, you could use it to get an Ahrima, a Dark Eye Nightmare, the list goes on. Actually another interesting target is Archfiend Heiress, it searches the big new archfiend, Archfiend Glitch and Archfiend's Staff of Despair. The problem though is if your going to run the Lament monster's, Ahrima or Dark Eye Nightmare, you need to adjust the build a lot to accommodate them AND include Lair of Darkness which might not be worth it.
ahrima, tribute the bad maid, now you can have either diabolos or King of the sky prison (Diabolos is level 8 and special summon itself like gazelle) or literally play this with lair, is just way too good
I love how perfectly automatized mbt learned to do his ygopro ad. as soon as I hear "but first!" I know I can fast forward exactly 20 seconds to continue watching the video
Water being a highly corrosive acid is technically true. It is pH neutral, but it still corrodes a lot of metals and it has an Hydrogen group which is normally typical for acids.
@@andreabuzzolani7205 If you'd take away a proton from water you'd get H3O+, typical for acids and OH-, typical for basae. Both neutralize immediately to form water again. It is simply both at the same time.
@@Deadlad69 I mean, Traptrix and especially paleos came out years ago. Lair of darkness is also a lil sus. Whilst konami has released trap card decks, they are nowhere near the quantity of combo decks
@@Deadlad69 It is more: Amazement Traptrix support Eldlich Guru Altergeist I really hope we make it to a format that Amazement is a good splash. It seems like such a nice engine for trap decks, but the meta just refuses to be hurt by targeting & Book of Moon effects.
02:09 - the maids/castle activate (and welcome in gy) when ANY monster leaves the field by a trap effect, including your own (usually by compulsing them to immediately re-summon). it can let you gain advantage even when your opponent doesn't have any monsters on field, especially since the field spell will allow you to immediately re-summon whatever you just compulsed
As someone who uses labyrnth in master duel, i can tell you eradicator epidemic virus is extremely strong, and the field spells revival is fantastic for recurring things back you tribute off for virus.
One way this deck can make it through boss monsters is by summoning number 77: the seven sins. You can make the rank 4 DDD, overlay into the new rank 10 DDD and overlay that into seven sins. It does conflict with extravagance though.
You could try playing Lilith with that new card she can be special summon from the deck and with the field spell you can keep bringing her back and searching more trap cards. this adds a lot of consistency to lair of Darkness if you splash in a labyrinth engine
Honestly.. a small unchained package that can set up the link 2 and link 4 feels pretty nice, you can send an unchained trap and special sama, which sets up a the trap and lets you pop it. With back jack you can keep all your labyrinth plays alive but you get more interaction and at the very least a 3k beater if not making a Accesscode off of the link 3 or link 2 if they have a link two on board. Doesn’t have to be a huge package, I just think it fits pretty well with different card counts
So clearing things up, generic normal traps arent unsearchable, Fairwelcome labrynth can set non labrynth normal trapd from deck when it resolves, and labrynth setting shuffles 2 labrynth backrow fr banish or gy into deck then sets 2 non labrynth normals. This deck dosent cap at 2900, Archfiend (big boy mbt isnt playing) can pretty easily go to 3600 to 4400.
You could throw in a Waking the Dragon in the side deck for targets I think (Not sure if it'd work, I'll have to test that) because if this deck becomes popular enough, backrow removal will be essential in the side deck or maybe a main deck for some ED shenanigans like Underworld Goddess if they try to do a backrow clear to negate stuff on her summon and other shenanigans I can't think of at the top of my head.
All of the archetypes from The Tactical Masters are based on genres of video games. Labrynth is based on Tower Defense games, as seen in Fairwelcome Labrynth and Labrynth Barrage.
Currently trying out using the maids as an engine in Traptrix. Does a decent Parallell Exceed impression, and by adding welcome you can snag the boss lady to make your trapholes non respondable.
tbh I kind of want to throw in the Ladies of Lament to see how the deck would work, but I'm glad the deck is at least playable and have protental from the first wave
Was just thinking the other day about how I miss compulse, but couldn't really see it coming back in modern yugioh compared to other normal traps. crazy
I'm surprised Labrynth lists over in the OCG aren't on the D/D/D Xyz package, namely little Caesar, Machinex and Seven Sins. This gives the deck a way to out high ATK unaffecteds (up to 4000) without lowering the consistency of the main deck by adding Archfiend, while also potentially allowing the deck to make monster-based interaction in case a Red Reboot shows up for some reason.
If I may offer some minor criticism, You never play 3 Welcome Labrynth. You run like, at least 9 searchers for it and it resets itself. 2 is more than enough. Consider 1 Labrynth setting or 1 barrage in its stead simply cos sometimes you need another target. Glad to see I built this very similarly to this version on my own xD
I definitely theorycrafted a weird recursive loop involving these guys, Escape from the Dark Dimension, Backjack and Linkuriboh that lets you double dip on a copy of Backjack. I also just like Escape from the Dark Dimension in this deck anyway. Maybe as a one-of for weird sacky stuff
No I'm with you man in fact I've been trying to make a trap based jinzo deck for years now. Only recently finding a hilarious combo that shouldn't make sense but does.
I feel like imperm is a trap (no pun intended) in this type of deck. U want to be on powerful removal traps to be able to wipe and board on the third turn when u go second. The one low impact ht doesn’t actually contribute very much to ur plan. I feel like u might want some more staple traps and a farfa in that spot
Idk man, I think deck needs either more handtraps or more board breakers as you said, maybe more Torrential...and a Solemn Strike? (Great against combo with TT, you break any board). I really disagree with Farfa tho, it is a terrible 1 turn TARGETING removal in a deck that can't OTK (so monster removed will likely just comeback) and a hard brick in hand. Seems unnecessary to me.
@@boraaksitozgun9912 it turns the archfiend card into more copies of tt or punishment effectively. Strike tt and strike punishment let u actually out boards going second
A pretty funny tech card for this deck is judgment of the pharaoh. With yu-jo friendship it becomes an unholy mix of VFD and Rhongo. Is it good? No. Is it very funny? Yes
Gonna use this as a springboard. Trying a mix using level 3 fiends (burning abyss, some of the lair of darkness level 3 fiends, tour guide, etc), a few old burning abyss traps, maybe see if they play well with some other field spell options and extra deck options. Keeping back Jack in though. Too good to ignore.
What new deck isn't like this? Particularly combo-based ones. This one at least plays/can play a ton of generic traps which people will be more familiar with.
Little shocked at the choice of compulse but it is what it is. Kinda figured the ability to search battle phase normal traps wouldn't be used over control. The deck looks really bitch slay. I need to ask about King of the Heavenly Prison for Labrynth given it's a trap deck. Is it too bricky to put in or is nobody running backrow removal outside of ghost ogre for fateful adventure?
Me, talking that Konami either forgot about the Paradox Brothers or they would remake their cards as a "Labyrinth" archetype an it would focus on level 5 and 7 monsters that bring the level 10 monsters without too much issues... but with this Archetype having pretty much a similar name I think that the option of them forgoting the Paradox Brothers seems the most plausible.
Is it possible to cram traptrix into this? Or a small Amazement package because those are normal traps? (Probably not Amazement, given the only one that actually removes _monsters_ from field is viking vortex...) Also, if you're worried about running over unaffected stuff, you had multiple level 4s and an extra deck which was mostly just there to send... why not run the Utopia the Lightning package just as a way to get over something when you *really* need to?
The deck can sometimes lock you into Fiends, so you need to be careful about that kind of stuff. My favorite method available to them is Overlaying Wave King into Deviser King, into Seven Sins, because this method is almost always available, makes 77 pretty stacked at 4 Units.
I've been testing a 60 card variant quite a bit and enjoying it a lot. Ties is an amazing card, so is prosperity to Dig for it and once you get ties and any level 3 or 4 fiend you'll end up with a pretty formidable board with lots of disruption and searching. The Level 4's Arianna, Arianne and Ahrima can net you +2 on the turn they're summoned together but +3 every turn they remain there, Arriane can basically "Tag" itself out for Lilith, Lady of Lament who will also net you any trap you can ask for(and is removal along with Ahrima under lair of darkness.). The level 3's offer oodles of plus's and removal as well and all of that is supported by the Labrynth boss monster's and their other trap Labrynth Barrage which can copy the effect of any trap, i think i might cut Barrage though as it's a "When" effect not an "If" effect so it can't chain block and i imagine people will eventually catch on to that and learn to stop it. Other fun card's are Archfiend Heiress, it searches the big guy, archfiend Glitch, Archfiend Empress(Protection for your fiends that floats.) and it can be sent off of Archfiend Glitch to get you another archfiend glitch. Is it the best build? Probably not? BUT it sure as hell is fun and the amount of traps i get to put into my deck is extremely fun. The 60 card variant is suprisingly consistent(For a 60 card deck) and can plow through it's deck with searching and setting of normal traps off of Arriana and Lilith, there's oodles of recyclability that ALSO net draw's with cards like Malice and Loris. My only issue so far has been the Field Spells, i don't know if i should run the Labrynth field spell at all because it seems rather pointless over Lair BUT it's still a good "Win More" card.
I really came around to this deck. It's so annoying when you first duel against it, but holy shit is it 10000 times then the infinite negate boards and playing it is more fun than most decks
Im trying to find a way to fit this deck into a lair of darkness deck but its kind of crusty however this video has taught me somethings that will definitely help me Castle herself is only 2900 so having bigger boss monsters like diabolos for example is perfectly acceptable Super poly would greatly helps since there all dark and super poly is a great way of removing hard to out bosses whilst bringing out your own funny fusions Back jack is broken I thought you HAD to play the labrynth field spell in order for the deck to function but now that i see a list without it im more confident with LOD (Lair of Darkness) being my only terra target There are also somethings i still need to figure out like Should archfiend be included? Is there a way to get some laments into the list without it becoming a bricky deck and many more all in all I absolutely love this archetype and i cant wait to keep labbing it
Looking at this archetype, I just assumed Konami wrote their effects specifically so that the Lament archetype could benefit off their effects. I feel like they want you to run them together.
I love traps! And True Draco and they need more support! Also why are you dueling all these cupcakes lol I go up against full negate boards in Master Duel almost every game.
There was an older version of the Lady Labrynth, where she was dressed in armor, couldn't be targeted by effects when there was a set card in your backrow, and had 100 more attack points than her formal wear version. Why did you not put her in?
Activate Unexpected Dai summon Guardian of the Labyrinth? NS Labyrinth Wall? Equip Magical Labyrinth? SS Wall Shadow from deck? Equip Magnum Shield = 4600 atk. Set Waking the Dragon with Labyrinth Tank ready to go. GG Make Para & Dox brothers proud.
I feel like until the Brave Engine gets a hit, Dracoback of all things is going to hold this set back from dealing with "standard" decks. More spell focused ones are already going to be at an advantage since they're probably running backrow removal pre-siding, especially ones that like to spam Lightning Storm when going second. Also, Magical Musketeers are Light FIENDS, so there's probably going to be some funny synergy there, and a secondary trap archetype that sits well with them is probably the closest to support they're going to get for a while.
Am I the only one who wishes they'd release a little bit of lore for stuff like this? Like to me, the Labyrinth Cards are in the same world/story of Eldlich.
Another tip: ring of destruction is a normal trap and can deal with some high atk monst.. but that is it. Until we get a normal trap thats basically the equivalent of a forbidden droplet they not gonna make it.. all and all. At least its a fun deck that surpasses tier 3 which is a pretty gud feat. Ngl.
You like trap deck but don't wanna play Eldlich because of intimidating art? Konami: Don't worry, we got you! Now you can play Eldlich.... but with cute waifu instead.
@@Sassaparilla I know I can't be the first but reading your comment reminded me of that one structure deck. Lair of Darkness+Labrynth is probably a great fit... I mean the Virus traps are not fun to have to work around. and you could tribute your opponents stuff in order to line up the more specific traps easier. I am pretty sure all those monsters were fiends except maybe the dragon. Paleo are norm traps so maybe they to can synergize well. I like that traps have a built in handicap. Spells and monsters require memorization of when best and what order to use while traps require a more strategic mind. Maybe this archtype in the future will produce the first Trap+Link monster that is a trap monster summoned like a link monster rather than setting it first but only from a specific location not on the field.
@@kodytiffany5686 Lair of Darkness does combo pretty well with this if you optimize it. Helps with the issue that Labrynth has no good options for Target Immunity, so you can just snatch their shit. I heard that you can combo one of the Viruses with Silver Castle so that you can basically proc it every turn while removing one of your opponents extenders each turn. So if you can keep her live, you almost have a guaranteed every turn disruption, plus whatever else you drew or extended into.
@@kodytiffany5686 as far as I can tell, the best endgame for this deck that accounts for being locked into fiend is probably Number 77 or some Link Monster I can't remember off the top of my head. If you're wondering how the hell this Deck can get into 77, it's thanks to the Rank 4 D/D/D Wave King Ceasar. You can overlay Ceasar into D/D/D Deviser King Deus Machinex, who is a relatively new Rank 10 iirc, which Number 77 can overlay onto, giving you a 4 Material 77, which can be pretty oppressive, all while still being a fiend, on a body that beats over most boss monsters or guarantees a trade that you survive because of materials.
@@Sassaparilla Dear God looping deck dev and that spell/trap virus so only your opponents big stuff then the turn following its the weak stuff so they draw only to discard for a turn of every 3 and discard virtually every other option the other 2 is crazy high potential. build up for a virus cannon to send all their spells to the GY... then popping for one should be enough. consistently pulling theloop might be an issue but knowing best case is still amazing.
Shoutout to the dragon link player who kept in the Nibiru game 2. Idk how Labrynth does 5 summons but as everyone knows all modern decks just spam monsters with 300 words on them