Lovely Labrynth of the Silver Castle
Lovely Labrynth of the Silver Castle

Lovely Labrynth of the Silver Castle – #TAMA-EN014

Your opponent cannot activate monster effects in response to the activation of your Normal Trap Cards. You can only use each of the following effects of “Lovely Labrynth of the Silver Castle” once per turn. You can target 1 Normal Trap in your GY; Set it to your field, but it cannot be activated unless you control a Fiend monster. If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can destroy 1 card in your opponent’s hand (at random) or their field.

Date Reviewed:  November 18th, 2022

Rating: 3.75

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,

Lovely Labrynth of the Silver Castle ends the week of Labrynth cards and the stress of typing “Labrynth” instead of “Labyrinth”

Lovely Labrynth is one of your big Fiend monsters you always want on the field. She’s got high ATK and decent DEF for a Level 8. Locking out responses to your Normal Traps ensures success in getting rid of your opponent’s monsters or countering their big plays through negation, banishing, or destruction. With so much negation in the game now through monster effects, this was an effect that had to be included in the archetype somewhere.

Reset a Normal Trap from the grave each turn is another way to recycle your best Normal Trap cards, kind of like how “Welcome Labrynth” recycles itself. You need to control a Fiend to activate it, but that won’t be hard. Each turn you can do this, so you can keep reusing your most devastating Normal Trap cards against your opponent to lock them down. Doesn’t matter if they know, at worst you’ll be forcing them to focus on destroying that card instead of Lovely Labrynth (unless she’s the only Fiend-Type monster on the field for you). Her effect that ties into a monster leaving the field via a Normal Trap is a good +1 for you regardless of your choice. Destroying something on the field is always good, but in tight games you may go for the hand. Obviously it depends on the deck you are playing against, you don’t want to give them something that will benefit them after being destroyed. Oddly enough, Lovely Labrynth can be a good counter to Hand Trap-style monsters, though you’ll need to still get a monster off the field through a Normal Trap.

Lovely Labrynth of the Silver Castle protects your Normal Traps from being negated, which in turn gets rid of your opponent’s monster(s) on the field, which then triggers Labrynth monster effects, gotta love synergy. Big beatstick that works great with Lady Labrynth of the Silver Castle who can get you to your Normal Trap cards while being a wall on the field.

Advanced-4/5     Art-4.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

As is tradition, we end the week off with the boss monster for the archetype, and we see what’s at the end of the Labrynth with Lovely Labrynth of the Silver Castle.

Lovely Labrynth is a Level 8 DARK Fiend with 2900 ATK and 1900 DEF. A very good ATK stat and good combo of Type and Attribute is a great start. First effect prevents the opponent from activating cards or effects in response to your Normal Trap Cards being activated, which is nice to ensure they get their effects off. The remaining effects are a hard once per turn, first being that you can target a Normal Trap in your graveyard and set it, but it cannot be activated unless you control a Fiend, which this is, so you should be able to activate it on the next turn. Secondly, if another monster(s) leaves the field by your Normal Trap effect, you can destroy a card in the opponent’s hand (at random) or on the field, serving as more removal or hand destruction to try and take out any remaining Hand Traps in the opponent’s hand or any more play enablers/extenders. It’s a solid boss monster, to be honest. No Special Summon effect on her own, but the archetype has several ways to get this out on the field. Lady Labrynth is better, still, but we’ll review her very soon, but for now this is a solid card on her own.

Advanced Rating: 3.5/5

Art: 4/5 I like the background more than anything, otherwise I prefer Lady Labrynth here as well.


Mighty Vee
Mighty
Vee

After hyping it up all week, we finally get to the boss of the Labrynth archetype, Lovely Labrynth of the Silver Castle, a level 8 DARK Fiend monster. Uniquely, this specific combination lets you search it with Dark Spirit’s Mastery if you wanted to, but it’s already easily accessible with Arianna the Labrynth Servant and Welcome Labrynth, so it’s not recommended. With 2900 attack, it’s a serviceable beater, though 1900 defense is quite low for a level 8 monster.

While on the field, your opponent can’t activate monster effects in response to your Normal Trap activations. It won’t stop Quick effects that can activate on chain resolution, but it does prevent your opponent from chaining any trigger effects to your Normal Traps, so monsters like, say, Baronne de Fleur and Linguriboh can’t negate them. Lovely Labrynth also has two hard once per turn effects. You can target a Normal Trap in your Graveyard and set it directly to your field, though you can’t activate it unless you control a Fiend monster. Unless your opponent manages to get rid of Lovely Labrynth, it’s likely it’ll still be alive for the Trap to be live next turn (remember, you can’t activate Traps the same turn they’re set!). Finally, Lovely Labrynth’s last effect triggers if another monster leaves the field because of your Normal Trap (so Ice Dragon’s Prison, Archfiend Glitch, Compulsory Evacuation Device, or Dogmatika Punishment), you can destroy one card on your opponent’s field or one random card in your opponent’s hand. Between this and Labrynth Labyrinth, your Normal Traps will wipe your opponent’s resources like no tomorrow; even if you don’t need the disruption from the field disruption, erasing your opponent’s hand is a nice bonus. Lovely Labrynth’s main drawback is the fact that it can’t summon itself; it’s helped by Welcome Labyrinth and various other outside methods, but it’s a potential brick in a deck that needs a lot of setup for its strong boards. Labrynth certainly isn’t a bad deck, though it’s a tad too slow to keep up with the current meta. That said, it’s currently a solid rogue deck in the OCG, so we shall see.

Advanced: 3.75/5

Art: 4.5/5 Lost art WHEN


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