Cherreads

Chapter 229 - Chapter 229. The Shock Brought by Trap Cycling and Dispatch

Chapter 229. The Shock Brought by Trap Cycling and Dispatch

Right now, veteran Duelists across all worlds aren't looking at Labrynth as a simple "waifu deck" anymore.

They're treating it as a terrifying, underworld-grade strategy driven entirely by Trap Cards.

Two main "big sisters."

Plus the Level 4 "furniture."

Two "Welcome" cards that enable Special Summons.

All of that gives the two big sisters ways to hit the field, and lets you search and trigger other non-Labrynth Normal Traps in the Deck.

That already lays out Labrynth's lines of play.

And it shows just how strong Labrynth is.

Duel Monsters world.

Yugi Muto takes a deep breath to calm himself.

This underworld-grade Trap-search package has already gone far beyond what he understood.

Especially after talking with the group and Duelists from other worlds.

He even feels like his entire view of Trap Cards is about to be shattered.

The furniture searches Labrynth and Labrynth Traps.

In other words, the two "Welcome" cards.

"Welcome" can Special Summon Labrynth monsters.

The two big sisters can search Traps and recycle them.

And the furniture can recycle themselves to be used again.

Hold it.

How is this losing resources anywhere?

This is pure resource cycling and dispatch.

5D's world.

After Yusei Fudo reads the cards and thinks it through, he's shaken by Labrynth too.

How can a theme push Trap-searching to this extent?

Even if it only searches generic Normal Traps.

But who can guarantee—

In the future, won't Labrynth print another big sister that searches Counter Traps?

If that really happens—

Labrynth's mastery over Trap Cards might completely break Yusei's preconceptions.

At the very least.

Just the fact that it searches Trap Cards.

Already makes Yusei and the others feel it's unbelievable.

And in the short video.

The creator "Labrynth Happy Bean" immediately starts the next segment: Labrynth combo explanations.

Labrynth Happy Bean: "Now that we've covered the single cards and the deckbuilding."

Labrynth Happy Bean: "Let's jump straight into Labrynth combo explanations."

Labrynth Happy Bean: "As I said earlier, Labrynth is extremely afraid of 'Ash Blossom & Joyous Spring.'"

"Mainly because both of our Trap Cards can be searched from the Deck."

"So if 'Ash Blossom & Joyous Spring' hits."

"It's very likely the turn stops."

"And Labrynth usually needs two cards to start."

"Plus the furniture—'Labrynth Stovie Torbie' and 'Labrynth Chandraglier'—each discards 1 card."

"Which means the opening tends to be resource-hungry."

"But once the engine gets going, your resources skyrocket."

"For example, say our opening is 'Welcome Labrynth' and 'Big Welcome Labrynth.'"

"If we're going first, we simply Set 2 and pass."

"After the opponent finishes their Draw."

"We begin to build the board."

"First, flip the small Welcome, 'Welcome Labrynth.'"

"On resolution, we Special Summon 'Lady Labrynth of the Silver Castle' from the Deck."

"At this time, we activate 'Big Welcome Labrynth.'"

"Chain Link 2: we trigger 'Lady Labrynth of the Silver Castle.'"

"On resolution, we search any 1 Normal Trap from the Deck."

"Because it doesn't have to be a Labrynth card."

"So the searchable range is huge."

"For example, 'Infinite Impermanence,' 'Compulsory Evacuation Device,' 'Ice Dragon's Prison,' 'Dimensional Barrier,' and so on."

"That's the second sister's value."

"Then Chain Link 1 resolves: 'Big Welcome Labrynth' Special Summons 'Arianna the Labrynth Servant' from the Deck and returns 'Lady Labrynth of the Silver Castle' to the hand."

"Chain Link 1: Arianna activates; we search 'Labrynth Cooclock.'"

"Chain Link 2: the 'Lady Labrynth' in hand triggers; we Special Summon her."

"Send 'Labrynth Cooclock' to the Graveyard by its effect so we can activate the Set Trap this turn."

"Once you've read the effects, the combo becomes much clearer."

"This is the basic 'Big Welcome + Welcome' line."

"I'm sure Labrynth veterans have this down cold."

"New players can keep reviewing."

"For example, with those 2 cards, we can use small Welcome to bring out 'Arianna the Labrynth Servant.'"

"Arianna searches 'Lady Labrynth of the Silver Castle,' and the rest of the sequence is largely the same."

"You'll still reach 'Lady Labrynth' searching a Trap + 'Labrynth Cooclock' sent to GY so the searched Trap can be activated."

"How about it—tuition paid yet?"

Numb.

Completely numb.

As expected.

They'd already guessed Labrynth's combos would be super underworld-grade.

But after actually seeing them in the video.

They still couldn't help being shocked.

Two "Welcome" cards.

Too fake.

And the second sister's Trap search.

Also way too fake.

The key is—those searchable Traps are insanely strong.

"Dimensional Barrier."

Declare 1 monster card type (Ritual/Fusion/Synchro/Xyz/Pendulum) when it's activated.

This turn, both players cannot Special Summon monsters of the declared type, and the effects of monsters on the field of that type are negated.

In other words.

If you know your opponent's deck focuses on one of those types.

Declare it with this card.

Your opponent is directly locked out.

For example, Tearlaments—declare Fusion.

They can't Fusion Summon from the Graveyard and just fold.

On the following turn.

Make the big sister "Lovely Labrynth of the Silver Castle" and recycle "Dimensional Barrier."

Your opponent may break down on the spot.

Locked.

Truly hard-locked.

Besides that.

From the second sister, they also saw four words.

Adapt on the fly.

Facing the opponent's deck, you quickly react and search targeted Traps to suppress them.

That's a strength—and an underworld-grade, disgusting one at that.

Labrynth Happy Bean: "Next is 'Arianna the Labrynth Servant' + 'Big Welcome Labrynth.'"

Labrynth Happy Bean: "Normal Summon 'Arianna the Labrynth Servant,' then activate her effect."

Labrynth Happy Bean: "We search 'Labrynth Chandraglier.'"

"Activate 'Labrynth Chandraglier,' send it and 1 card from hand to the GY to search the small Welcome, 'Welcome Labrynth.'"

"Set 'Welcome Labrynth' and 'Big Welcome Labrynth.'"

"After the opponent draws, we begin to build the board."

"Flip 'Welcome Labrynth' and Special Summon 'Lady Labrynth of the Silver Castle' from the Deck."

"Chain Link 1: 'Big Welcome Labrynth' activates; we Special Summon 'Labrynth Cooclock' from the Deck and it returns to the hand."

"Chain Link 2: 'Lady Labrynth of the Silver Castle' activates; we search 1 Normal Trap from the Deck and Set it."

"Then we keep the chain going."

"Chain Link 1: Arianna activates; we draw 1 card."

"Chain Link 2: in the GY, 'Labrynth Chandraglier' activates to return to the hand."

"Chain Link 3: in hand, 'Labrynth Cooclock' activates and sends itself to the GY—now the searched Trap can be activated this turn."

"Then activate 'Labrynth Chandraglier,' sending itself and 1 card from hand to the GY."

"We search 'Big Welcome Labrynth' and Set it."

"'Labrynth Cooclock' in the GY activates to return to the hand."

"If it's 'Arianna the Labrynth Servant' + one of her furniture cards, it's the same."

"For example, opening with 'Arianna' plus 'Labrynth Chandraglier.'"

"Activate 'Labrynth Chandraglier,' send itself and 1 from hand to the GY to search 'Big Welcome Labrynth' and Set it."

"Normal Summon Arianna and search the second sister, 'Lady Labrynth of the Silver Castle.'"

"Per the second sister's effect, we Special Summon her."

"End the turn."

"After the opponent draws, we start moving."

"First, activate 'Big Welcome Labrynth'; Chain Link 2: chain 'Lady Labrynth of the Silver Castle' to choose and Set a Trap from the Deck."

"'Big Welcome Labrynth' also Special Summons 'Labrynth Cooclock,' then it returns to the hand."

"From there, it's the same idea as earlier."

At this point.

In that instant.

Duelists across all worlds finally realize how valuable 'Labrynth Cooclock' is.

And.

How terrifying the three furniture cards are with their self-recycling and searching.

Duel Monsters world.

Joey Wheeler watches and shouts that it's ridiculous.

What kind of deck.

Can make cycling and reuse this effortless and this extreme?

Especially 'Labrynth Cooclock.'

Letting you activate Set Traps the turn they're Set.

Too important.

And as long as it's in the Graveyard.

As long as a Labrynth effect is activated, it can return.

Or you Special Summon it and bounce it with Big Welcome later.

All of it is perfect dispatch and utilization.

And the value of 'Arianna the Labrynth Servant.'

Skyrockets after these combos.

At first.

They thought.

She was just an ordinary searcher.

But now.

They've seen Arianna's shining point.

Search whatever you're missing, right where you're missing it.

She can fit any opener.

Whether paired with Welcome or with furniture.

'Arianna the Labrynth Servant' will produce lines.

As for the two big sisters.

As long as you have Trap Cards, that basically equals "having both big sisters."

So there's no need to worry about them.

Labrynth Happy Bean: "If it's a nut-high three-card line."

Labrynth Happy Bean: "Then study this part well—master it and you're basically through the door with Labrynth."

Labrynth Happy Bean: "For example, 'Arianna the Labrynth Servant' + 'Labrynth Cooclock' + 'Lady Labrynth of the Silver Castle.'"

"Normal Summon 'Arianna'; Chain Link 1, she searches 'Labrynth Chandraglier.'"

"In hand, Chain Link 2: 'Labrynth Cooclock' sends itself to the GY."

"Chain Link 3: 'Lady Labrynth of the Silver Castle' Special Summons herself."

"Next, we explode into a hand-ripping line."

"In hand, activate 'Labrynth Chandraglier'; send it and 1 card from hand to the GY to search 'Big Welcome Labrynth.'"

"In the GY, 'Labrynth Cooclock' activates to Special Summon itself."

"Chain Link 1: flip 'Big Welcome Labrynth'; Special Summon the big sister 'Lovely Labrynth of the Silver Castle' from the Deck, then Cooclock returns to the hand."

"Chain Link 2: chain 'Lady Labrynth of the Silver Castle'; first Set 1 Trap from the Deck."

"Then Chain Link 1: 'Lovely Labrynth of the Silver Castle' activates; we randomly destroy 1 of the opponent's cards to rip a card from their hand."

"Chain Link 2: 'Labrynth Chandraglier' in the GY returns to the hand."

"Continue resolving the big sister's effect; we recycle 'Big Welcome Labrynth' from the GY and Set it."

"Our turn can end here."

"Once the opponent finishes drawing, we immediately start acting."

"Chain Link 1: flip 'Big Welcome Labrynth'; choose to Special Summon 'Labrynth Stovie Torbie' from the Deck, and return the second sister to the hand."

"Chain Link 2: chain the second sister's effect to Set 1 Trap from the Deck."

"Chain Link 3: in hand, 'Labrynth Cooclock' sends itself to the GY."

"Chain Link 4: in hand, 'Labrynth Chandraglier' discards itself and 1 card to search and Set either Big Welcome or small Welcome."

"After everything resolves."

"We keep going with effects."

"Chain Link 1: Arianna activates; we draw 1 card."

"Chain Link 2: the big sister activates; we randomly blow up 1 more of the opponent's cards—by now we've already ripped 2 cards."

"Chain Link 3: Cooclock in the GY returns to the hand."

"Chain Link 4: Chandraglier in the GY returns to the hand."

"Chain Link 5: the second sister in hand Special Summons herself."

"On the field, send 'Labrynth Stovie Torbie' and 1 card from hand to the GY; we search the Field Spell 'Labrynth Labyrinth' and Set it."

"Thus, the fairly nutty three-card line is demonstrated."

"The big sister and the second sister, plus furniture and Trap combos."

"All showcased here in full."

"It's not hard to see."

"As long as Labrynth gets going, the follow-up resources will exceed your imagination."

"In other words, its back-row recursion and searching."

"Will make your scalp tingle."

"This is Labrynth."

Mental break.

Completely mental break.

Labrynth.

It even lets you strike the opponent's hand resources.

A three-card combo.

Immediately drags those who only had a shallow understanding—thinking Labrynth is just Trap dispatch—back to reality.

How is this as simple as "Trap dispatch" to understand.

Don't forget.

The big sister also helps with activating Traps.

And the second sister has a big body, high ATK, and built-in protection.

Once she's on the field, she's already very hard to answer.

These are hidden points that boost Labrynth's strength.

More importantly.

Under the three-card combo.

The entire Labrynth engine.

Can be fully mobilized.

And when you build your board on the opponent's turn.

Because your effects refresh and resolve again, your resource usage and recursion go even further.

ZEXAL world.

After watching the Labrynth combos, Yuma Tsukumo and Astral both fall silent.

They look at each other, at a loss for words.

"Three furniture cards—there's basically no difference between them being in the GY or in your hand."

"Send them to the GY and you freeload a Trap."

"And you can take them back any time and reuse them."

"And a single Cooclock is completely enough."

"Once the second sister's search and the big sister's recycle start looping."

"I can't even imagine what happens next."

Beside them, Kite Tenjo sharply inhales.

It's his first time seeing.

Without extra extenders, you can still reach this terrifying level of resource utilization.

And for pressure, Labrynth's back row is already more than enough.

The key is.

Labrynth's ATK stats aren't even low.

ARC-V world.

Yuya Sakaki, Yuto, Yugo, and Yuri all twitch as they watch.

This underworld-grade Labrynth deck.

Isn't it a bit too abstract.

Its power and operation.

Are far scarier than the "draw one, set one" grindfest they had in mind.

Other underworld decks—keep playing and they eventually run out of gas.

But Labrynth.

Keep playing and your resources only get bigger.

How are you supposed to play against that.

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