Notes & Combos
I would play the three Chaos Angels if it wasn't a UR. Extravagance banishing both in a game where I needed one didn't come up, so lucky me I guess.
Labrynth Engine Numbers
Tried the deck with fewer Lady Labs but without more of her, Welcome Labrynth isn't as good. Also not bad to open to ensure you get the arbitrary trap search on the opponent's turn which is often an instant win. Ran triple Cooclock for a similar reason, getting to use the searched trap immediately is just game winning. Considered running a second Lovely Lab for when the first is banished, which hurts the grind game a lot, but found more Lady Lab was enough, and that especially with more Lady Lab I could easily pivot to Chaos Angel & Muckraker turbo. A Labrynth card I did remove though was Labrynth Labyrinth, as it never came up often enough to warrant the brick. I like the card but Thrust is just better. Did miss it once in a stun matchup to blow up floodgates but oh well. Besides, endless 3k beaters work wonders against stun if you're allowed to attack.
Normal Trap Techs
I cut EEV and Terrors of the Overroot from my list before the new pack. Overroot was replaced by Karma Cannon because obviously. EEV was replaced by nonengine because it doesn't come up so often in this meta. IDP is far, far better in the mirror match and Arise-Heart has more or less killed Runick. The only times I wanted it were against something like stun but I needed the extra Thrust bad enough for literally every other matchup, the card is crazy.
The Triple Tactics
Tried 2 Thrust/2 Talent because handrip/draw 2 on turn 1 is insane. Found that Maxx "C" or Shifter in standby and certain monster-light matchups (in the mirror match they can just do everything in standby) meant Talents was often stuck in my hand whereas Thrust could've unbricked me.





























