Labrynth Labyrinth
Labrynth Labyrinth

Labrynth Labyrinth – #TAMA-EN021

If you activate a Set “Welcome Labrynth” Normal Trap, you can add this additional effect to that card’s effect at resolution.
● Also after that, destroy 1 card on the field.
If you activate a non-“Labrynth” Normal Trap Card (except during the Damage Step): You can Special Summon 1 Fiend monster from your hand or GY. You can only use each effect of “Labrynth Labyrinth” once per turn.

Date Reviewed:  November 16th, 2022

Rating: 3.17

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,

Labrynth Labyrinth always wants to see “Welcome Labrynth.

Two effects, one involving “Welcome Labrynth I’ve referenced a few times already this week, so we’ll get to that one and get it out of the way. Spot removal if you activate “Welcome Labrynth” while this is face-up on the Field. You’d like to see spot removal power on a Field Spell without having to depend on another card, however, that card can reset itself easily and you can recycle this effect over and over.

As for Labrynth Labyrinth’s actual effect it of course ties into activating a Normal Trap. When you play a non-Labynth Normal Trap you get a free Special Summon of any Fiend monster from your hand or grave. Another way of getting back your big Fiend monsters, or something like Lilith Lady of Lament or Malice, Lady of Lament if you run those to get to your Normal Trap Cards easier. Even something like End of Anubis and Chaos Hunter or Lava Golem, big Fiend-Type monsters that have more playability with the current meta may be an option to tech into the archetype and be a target for this…but most of the time you will be bringing back Arianna, Ariane (who we didn’t review this week), Lady Labyrinth or Lovely Labyrinth.

Need “Welcome Labrynth” to get the most out of the card, but even without the spot removal happening, it is a good card to keep getting back your Fiend monsters.

Advanced-3/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

In today’s installment of an archetypal Field Spell, we have Labrynth Labyrinth.

Labrynth Labyrinth is a Field Spell where if you activate a Welcome Labrynth Normal Trap, you can add the effect after that card resolves to destroy a card on the field, which is nice to add to a Welcome Labrynth, Fairwelcome Labrynth, or Big Welcome Labrynth to make those Traps also become removal options, which is great for an archetype that wants to remove cards with Normal Trap effects. Second effect triggers if you activate a non-Labrynth Normal Trap, except during the Damage Step, letting you Special Summon any Fiend monster from your hand or graveyard, so another way to get Labrynth monsters on board for more effects. Hard once per turn on each effect. It’s an okay Field Spell, really. It isn’t the standard searcher on activation we see on many Field Spells, nor is it needed to win with Labrynth like some other Decks are with their Field Spell, but it offers some nice effects to where it’s still worthwhile running, especially since you could search it if needed.

Advanced Rating: 3/5

Art: 5/5 This must be what the place looks like on the outside, it’s very pretty.


Mighty Vee
Mighty
Vee

Yes, you read that right; not to be confused with the Paradox Brothers’ (woefully outdated) theme, Labrynth Labyrinth is the in-house Field Spell of the Labrynth archetype. In addition to the obvious Terraforming, you’ll be able to grab it with Arianna the Labrynth Servant like any other Labrynth card. Labyrinth has two hard once per turn trigger effects, depending on what Trap card you activate. If you activate a Welcome Labrynth Trap card (very important, because there’s another “Welcome Labrynth” Trap coming), you can destroy a card on the field in addition to that card’s effect. This is a pretty big part of making Labrynth a fairly potent control deck, as Welcome Labrynth goes from being a slow E-Tele to a self-recycling quick pop that can be activated basically every other turn. Otherwise, if you activate a non-Labrynth Normal Trap, you can Special Summon any Fiend monster from your hand or Graveyard. What you’ll summon depends on what you need, but generally you’ll probably be summoning Arianna again to search more cards, or the bosses if you need a body immediately. Despite it being generic, it’s very awkward to slot it into Fiend decks considering you’d need to run a heavy amount of Trap cards. Overall, excellent card for Labrynth, always run at least one.

Advanced: 3.5/5

Art: 4/5 A little too blue for the Labrynth color scheme in my opinion, but still a nice place.


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