Labrynth

Duelist Cup DLv. Max from on March 12th, 2025
cp-ur 1290 + cp-sr 720
60 cards

Notes & Combos

Early Max - White Forest Azamina Labrynth

This Stage 1 outing was yet another positive performance for this variant of Lab this season; A healthy indicator of how this deck leverages its constructive strengths to good effect, finding plenty of mileage through its blend of tech choices and heavier grind game to eventually reach Max pretty quickly and without any real snags or stalling. While its flexibility is notable and was useful during this event, ambidextrous and effective falling back on any of its leads, the bolder notes in its matchup spread are one of the bigger reasons to pick it up in the first place. There’s enough going on under the hood to challenge and topple FS mixes, but in typical Lab fashion, you’re still positive when pariing into Tenpai and Control/Stun - a quiter blessing to have right now when trying to climb and one that paid off a lot for me especially when I got around level 16 and beyond.

White Forest Azamina Labrynth isn’t really flashy in its design or execution of its game plan, but it doesn’t really need to be. Its grasp of its space in the meta and the buttons it needs to press to get ahead is fundamentally taught enough to remain pretty effective. As long as this stays the case, I’m more than happy to continue to play it!

Notes:
  • The interaction suite, particularly when it comes to the normal traps is really the only worthwhile note this time around. Both DDG and Barrier find themselves in the main in good quantity and is the highlight here, a departure from earlier this season that only saw one or the other. In recent times, Blue-Eyes has joined the meta with fair enough presence, adding yet another relevant deck seeing HTs at 87%-90% a clip, and with that, more incentive to further be insulated for when they inevitably hand trap you down.

    Realistically, seeing any given two of your power traps can stop a turn, however, there are certain ones that can often do the job solo. DDG falls in this category, strong enough on its own to skip opponents and ultimately ending up as very solid recourse to this trend of HT happy decks. Between it, Barrier and the rest, the lineup was effective in making games trivial with good regularity even if a push of mine got stopped. It worked out well

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