Labrynth

Master I from on July 10th, 2025
cp-ur 990 + cp-sr 510
40 cards

Notes & Combos

I played furn lab too and it worked great but I was stubborn to do the full climb with trap lab to see how it goes. I faced about 50% Maliss and about 20% tenpai and 20% blue eyes, with 10% being the other decks. This ratio changed though in M2, where I saw more Maliss, which is why I ended up having 3 Lancea in there, but this was not the case throughout most of the climb.

Some logic behind the ratios as I was tweaking around:

  • 2 torrential: awkward at times since it can blow up our monsters. With impulse and ash being popular cards it can be hard to recover our monsters.
  • 2 dogmatika punishment: you can only use 1 per turn.
  • 3 nadir servant: although nadir -> garura -> more nadir happened many times, it is still the strongest opening card. Loses to droll/ash
  • 2 called by: added this towards the very end of the climb. It protects our nadir and welcomes, and it also covers the non-maliss matchups like fiendsmith and blue eyes well (banish maiden, fiendsmith, etc) which is very difficult to deal with by our other cards (not much negate)
  • 2 Solemn Strike: this was at 3, but after putting in called by, it goes down to 2
  • pot of duality: grabbed maxC with this and won many times. I always duality first before naidr to account for droll. If opponent just ash this, then you still get +2(or 3 if you count a body, which enables lovely with BW) from nadir
  • skill drain/there can only be one: auto win against most decks. Board breaker with solemn strike
  • 3 Ntiss: 3 being necessary actually came up for me a few times where pot banished 2, or when I really need that many pops since nadir + punishment could be a lot of opportunities. Super important against blue eyes, kashtira, and any deck with good grind game backrows

Watch out for lancea stopping traptrick. Try to use on opponent's turn and dont save it if possible. It also stops pot of extrav but nothing we can do differently there.

Logic for the deck being viable/strong is that we don't really lose hard going first to anything (ash/droll on nadir hurts the most). But the downside is our interruptions/not seeing engine can make winning going first pretty hard and requires careful/skillful decision making to win. This is what makes the deck fun to me since you can usually play going first

Going second, just need to resolve maxC/lance/hope they brick, or have a well timed impulse to minimize their board. This isnt too different for most decks though, non-blowout HT dont do too much these days.

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Replays

735-802-737 I actually made a lot of misplays in these replays (MD can't save that many and the old/good ones get lost) and there are games with different lists, but the ideals are there.