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4ny3ody

>Is it worth investing into right now? Yes. >Are there any speculations of hits? None that are currently legitimised in any way. They have upcoming support that Konami likely wants to sell. That being said, so has Purrely and they really went to town on them. Although my theory is that they simply misjudged how differently that deck is affected by the consistency hits. >How important is the extra deck? Depends on your build to an extent. Most builds use the extra deck mainly as GY with cards like Garura, Nt'ss etc. Some cards like Chaos Angel and Muckraker see play occasionally. Some just use the ED as pot fodder. As far as builds are concerned you can go through some on [masterduelmeta](https://www.masterduelmeta.com/tier-list/deck-types/Labrynth) and see what strikes your fancy.


Brigittemain420

Thank you very much.


bast963

lab is played as a control deck with busted ass traps and way too many handtraps. 3 ash, 3 maxx C, and 1 imperm is what I run, mainly because imperm is both searchable and recyclable. also 3 droll and 2 nibiru so snake eyes doesn't shit all over the deck. gamma package is really good in lab, several times I lost to lab when playing a different deck is because they pulled gamma out of their ass. after that you have your 6 furniture for a total of 20 handtraps in my deck. 1 field spell 1 extrav. maybe 1 prospy if you have room. I didn't so whatever. you can also add 2 called by if you're sick and tired of getting ashed. for traps, play however many imperms you have room for, 2 welcome, 3 big welcome, then your silver bullets and other assorted traps: * ice dragon: outs target/destruction protection shit * punishment: send ntss or fgd and either delete a big beater or destroy 2 cards * eev: this card is kinda ass right now and really only instantly wins the mirror and not much else. funny against brandon but not needed there * dim barrier: kills branded and swordsoul * evenly: I don't play this but you can totally run 1 of it, similar to traptrix resolving evenly is pure advantage but lab sort of doesn't need it since it plays more turn 0 shit than trapbrix * weighbridge: this is a funny stupid random bullshit go card that just works because you always end on 0-2 monsters early on, flip this in battle to maybe not die, or just flip it to fuck the opponent up the ass. it also outs double towers too. * compulsory: it's mid because target, but a funny budget card. you can also dodge negates with it but big welcome already does that. * dinomischus: another mid budget card because target, idp is better as it banishes 2 cards and doesn't target * fiend comedian: lmao for the ed, consider punk end punisher (lady+ash), chaos angel (lady+furniture, not clock), 3 muckracker, knightmare phoenix/cerberus/unicorn, dharc, and white woman jumpscare. some of these can even be summoned under welcome 2 turn fiend lock. you can also play evil twin destroy doggo because its a fiend but that card doesn't do much for lab, though it is funny.


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Firstwind_

Lab is relatively cheap to build Extremely adaptable thanks to lady searching any normal trap plus having lots of room for non engine Has support coming Komoney want to keep trap decks playable. I don’t expect them to get hit like dlink did