Labrynth

Master V from on June 4th, 2023
cp-ur 960 + cp-sr 570
41 cards

Notes & Combos

Lab without Big Welcome or Lady is a very fair deck and if you're actually serious about climbing with it quickly - then something more "unfair" like this is going to be ideal for Season 18 as we're still dealing with pre-banlist Tear. To put it briefly, I cut the fat from Labrynth and played a slimmer core with only the cards that are good right now / necessary. This not only gave me room for more non-engine, but also, access to more powerful cards that were previously conflicting in the standard version of Lab.

Notable Ratios and Exclusions

  • I'm not playing Lovely because she loses hard to shufflers, there's very little you want to actually destroy vs Tear, and she often contributes to bricking / poor draws. I currently believe she's not worth it right now.

  • There's only one Welcome because in isolation, it isn't too good. Its ceiling in Master Duel currently is "get Lovely" and as I previously explained, Lovely is a relatively poor card right now. In tandem with the field, it can pop, sure, but as covered, destruction isn't favorable in a Tear-saturated meta. You don't want to see multiples of it and this build doesn't care about looping it.

  • I'm not playing Shifter because it greatly depreciates in value past turn 1 to the point of being a brick, and every relevant deck outside of Tear can either play through it (Exo, Sprgiht) or they actually like it (Floo) so its matchup spread is rough.

  • I'm not playing Sphere mode because it's way too situational and also has a rough matchup spread. Against Tear, you need them to have exactly 3 monsters as fewer than 3 will leave the card dead in your hand and more risks leaving up an ED mon or a name that would allow them to still use their backrow to make a comeback. Both Floo and Exo hardly care about it, and Spright, it's fine into their turn 1 board but gets lousy beyond that.

Notes / Tips

  • Heat Soul + Arianna got me through a lot of my games. You can easily see 3-4 extra cards every turn cycle with this duo, and backed with gates, that's even tough for Tear to keep up with.

  • Cherries and Maxx were great all Diamond run. I'm still very surprised that most Labs aren't on them.

  • Thunder King was also a tech choice that was very good and worked really well for me. I wanted more cards that were useful across the meta and King is good against everything that matters; It solos Floo, checks Spright and Exo summons/access to their power cards, and it's nice at managing Tear's resource game.

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