Arias the Labrynth Butler
Arias the Labrynth Butler

Arias the Labrynth Butler – #AGOV-EN017

During the Main Phase (Quick Effect): You can send this card from your hand or field to the GY; Special Summon 1 “Labrynth” monster, or Set 1 Normal Trap, from your hand. The Set Normal Trap can be activated this turn. When your opponent activates a card or effect in response to your card or effect activation of a Normal Trap or a “Labrynth” card, except “Arias the Labrynth Butler” (Quick Effect): You can activate this effect in the GY; Special Summon this card. You can only use each effect of “Arias the Labrynth Butler” once per turn.

Date Reviewed:  November 15th, 2023

Rating: 3.92

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Arias the Labrynth Butler revisits “Waifu” Deck this week as new support.

Labrynth needed a Level 6, so they got one now with strong DEF for a Level 6, but standard ATK if Arias was a Level 4. Labrynth Special Summon-enabler from your hand or on the field as long as you can send her to the graveyard means another way to get your biggest and baddest ladies onto the field. Not only did the archetype not have a Level 6, but they didn’t have a fast way of Special Summoning the bigger Labrynth monsters. Traps yes, but no Spells, and if you wanted to Special Summon the bigger Labrynth monsters you needed another monster in conjunction with a Trap card, this circumvents it. No options in the hand? No problem for Arias, you can also set a Normal Trap from the hand with her instead and activate that Trap this turn, incredibly useful for an archetype that revolves around using Normal Traps with their monsters. This also works great with Normal Traps that are outside the archetype as tech cards like Impermanence, Evenly Matched, Torrential Tribute, and Dimensional Barrier.

Arias can Special Summon herself from the grave in response to your opponent attempting to counter your monster or Normal Trap effect(s), netting you a monster on the field that will enable you to Special Summon one of your Labrynth monsters or set a Normal Trap from the hand after all is said and done. This second effect is ensuring that if you were countered the first time that you are set up to attempt a second round of what you likely just were attempting. Arias having a in-hand effect that Special Summons or sets without needing any interaction while being able to pull herself from the grave to do on the field what she can also do in the hand is a consistency boost that strengthens Labrynths as a whole, even without a negation/destruction effect tacked on.

Arias is tied for 6th in ATK power in the archetype, but is that consistency the deck will welcome. Main Phase Quick Effect from the hand or field on either turn to Set the traps the archetype uses (and use them that turn), or drop a much-needed monster to push advantage or recover from an opponent’s moves. Self-Special Summon effect, even with needing interaction with your opponent doesn’t hurt either, especially if done during the opponent’s turn to allow for a quick Special Summon or trap set straight-away.

Advanced-4/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Midweek brings us to support for everyone’s favorite Trap Deck, Labrynth, with a brand new monster to help you use your Traps on the first turn: Arias the Labrynth Butler.

Arias is a Level 6 DARK Fiend with 1500 ATK and 2500 DEF. A good DEF stat at least, DARK is great, and Fiend is good. First effect is a Quick Effect in the Main Phase to send this card from the hand or field to the graveyard in order to be able to either Special Summon a Labrynth monster from your hand or set any Normal Trap directly from your hand, with that Trap being able to be activated the turn it was set. Overall a good way to let Labrynth do something if they’re going second by potetially getting Arianna on the field for a search before your turn hits, or setting a powerful Trap to disrupt the opponent. Dimensional Barrier on the first turn against some Decks can be pretty overpowered. Other effect triggers if the opponent activates a card or effect in response to your Labrynth card effect or Normal Trap, letting you Special Summon this card from the graveyard, which then could let you use the first effect again or you get a Level 6 to go with the Level 4 Arianna to summon Chaos Angel without having to use the Level 8s. Hard once per turn on each effect, of course. Arias offers some pretty unique options for the Labrynth Deck that not many other cards would. The fact you can use any Normal Trap with this is kind of insane, especially depending on what Trap it is. The revival can come up fairly easily as well against an Ash Blossom or Effect Veiler potentially. It’s still dependent on how you build Labrynth, but it’s a good card in the right versions of the Deck.

Advanced Rating: 3.75/5

Art: 4/5 Tea for the lady?


Mighty Vee
Mighty
Vee

One of the more feared and reviled cards in this box, Arias the Labrynth Butler finally makes its debut after being teased in Big Welcome Labrynth. Arias is a level 6 DARK Fiend monster, fitting right in with the other Labrynth cards. As it’s only level 6, its stats aren’t quite on par with Labrynth of the Silver Castle, with a measly 1500 attack but a solid 2500 defense, so (un)fortunately it’s not a valid target for either Eradicator Epidemic Virus or Crush Card Virus.

Arias has two hard once per turn Quick effects (is it just me or is this becoming more common?). The first effect, the one that had everyone grabbing their pitchforks, lets you send Arias from your hand or field to your Graveyard during the Main Phase to either Special Summon a Labrynth monster or set a Normal Trap directly from your hand, and if you set a Trap, you can activate it that turn. When this card was revealed in OCG, people were going bananas over the idea of Dimensional Barrier, Destructive Daruma Karma Cannon, Ice Dragon’s Prison, or Torrential Tribute (and the Virus cards, if you opened Lady of the Labrynth) being activated on turn 0, effectively shutting down your opponent on their first turn. It’s pretty terrifying on paper, but in practice this hasn’t really taken off in tournament play. As it turns out, for this strategy to be even remotely practical you’d need to play a high ratio of these blowout cards, which leaves you at a huge disadvantage when going second without Arias. Labyrinth decks usually prefer to run only a few copies of power Traps since they can be searched anyway. Where Arias really shines is its ability to significantly speed up Labrynth’s combo game; Arias lets you activate the Welcome Traps on your first turn, bringing some much-needed early game speed that you’d otherwise have to wait until turn 2 to activate, and it can sting even more going second. Arias’s other effect triggers if your opponent activates a card or effect in response to your Labrynth effect or Normal Trap activation (except for its own effect), letting you Special Summon Arias from your Graveyard. Since Arias can send itself from the field too, this effect is great for rapidly firing off Welcome Traps without having to wait; getting a body is just a bonus. Arias is a great Labrynth card, and I wouldn’t be too worried about turn 0 hijinks for the time being. Some builds run one while others run three copies, so it’s ultimately up to taste.

+Can enable nasty turn 0 plays
+Allows you to activate Welcome Traps on your first turn
-High risk of bricking in floodgate-heavy builds

Advanced: 4/5

Art: 4.25/5 “Oh garçon, one admission to the continental breakfast, please!”


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