50:19 OH MY GOD THANK YOU SOMEONE SAID IT! I've been saying that since I first LOOKED at the Labrynth cards when they came out and started playing them. Skill Drain is HORRIBLE for the deck and people only considered it cause "Oh I mean it's a trap deck" Like bruh! You are ditching your pops, and trap sets just to try and interrupt your opponent in the most boring way possible when you can do SO much more
I would love to see how he takes on building Rogue decks like Earth Machine or something along that tier. The variety in power level of decks being shown here actually is really helping with my own deck building process!
The value of your Arias and how many you run depends on how many traps you run beyond welcome/rollback. And by traps I mean turn end tier traps like Barrier, Rumple, Daruma, or if your doing spicy stuff even Frenzy works well
@@RobinsAssistant With Rollback also halving LP you can cheat out Rexterm as a pseudo-Skill Drain. Frenzy 4k LP, Kentrigina 2K LP, Rex 1k LP (you chain this to SP trying to banish with the 1st eff, then SP can't tag out to avoid it with the 2nd)
As somebody whose been testing since ocg announcements. Heres what i opted for. 41 cards (cut 1 pot to get 40, though I think 41 is still consistent enough) 8-10 hand traps (3 ash, 3 droll, 2-3 imperm, 2-3 nib,) Unchained package (it is something i find myself going into for higher interuptions and follow up) 1 arias ( conflicts with rollback too much / makes them both bricky. Still want to search or arianna ocassionally for unchained build) 3 of every furniture ( including clock) 1 lady ( 2 is nice but i usually dont go into it much on turn 1. Most of the time i search it turn 2/3 to facilitate otks) 4-5 pots ( 3 extrav, 1-2 prosp. Recent decision after testing the cristian urena list, and found it adds a lot of consistency to the deck. Unchained trap and lovely are less bricky with more pots) 1 ariane (good for pitching rollback and added draws on opponents turn) 3 rollback (its rollback) 2 black goat once it comes out (need to test more, but like how it makes furniture more impactful handtraps, like shufflers. For extra I play: 3 yama, 3 rage, 1 anguish, 1 abomination, 1 s:p, 1 dharc, 1 muckraker, 2 chaos angel, 2 ty-phon (same as christian urena list. Dont make chaos much in this build, and if s:p gets banished make dharc, anguish, or muckraker.) off prosp i banish: 1 yama, 1-2 rage, 1 abomination, 1 chaos, 1-2 ty-phon ( rage/ty-phon depends on goin 1st or second)
I really dislike Extrav here because all the additional copies could be Dweller/Bagooska (Ariane), Linkuriboh (due to 3 Clock), Clara (more SP fodder), Underworld (for big tournaments where you could meet a problematic card that Daruma can't deal with) without randomly making the Unchained package useless by banishing SP/Anguish. About Arias what makes her bricky is the handtrap lineup. Before MAZE i was playing a no handtrap trap heavy build for game 1 that worked really well to the point i didn't lose game 1s or it took 30 minutes to eventually win. Then I side in handtraps (side is 12 handtraps, 2 shufflers and D-Barrier) in both games, leaving only chainable traps (even taking out Imperm sometimes) because the opponent will expect a heavy backrow approach and counter with Cosmic/HFD/Evenly/Storm (i believe going for EEV is bait unless you hard draw it)
@@skiff3714 it's just those. you don't play more because they are already bricky. Also, after testing I've opted to cut the unchained stuff to play more blowout traps like goat and daruma. i bricked 4 games in a row with unchained and I'd rather prioritize the lab gameplan than the unchained stuff.
Regarding IDP against Fire King: If you summon one of their 2 level 1's you can often make Flamberge's floating not resolve, usually shortening their turn and their grindgame becomes much more reliant of Fire Kings, which doesn't have much of a grind game in the ratios it is played competitively. And don't forget that Promethean Princess is a fiend, meaning you can just use IDP to steal any of their combo pieces and then banish Princess and for example Cooclock. You don't have to banish what you summon. It's also one of the more impactful traps to draw into a fully made Fire King board as you will have an additional GY disruption.
Stealing the one-off garunix to banish it + ponix will typically make Kirin useless by default, unless they open one of Kirin/Arvata/Ponix (everything played at 1 except Kirin) because they need to resolve Garunix twice in order to get the loop going. Netherroot seems a good replacement for IDP but it's a bit weird to use properly.
@@babrad true, but that scenario happens less now that Snake-Eye has become the centerpiece of the decks playmakers. However turn 3 it can still happen regularly and furthermore gives you the option to make a Kirin that would have popped Ponix not resolve.
For a newer labrynth player from MD looking to get into the TCG, This is a GOLDMINE. Greatly appreciate the tricks, tips and perspectives Josh pls pls more labrynth content.
After watching a bunch of this I realized that the unchained + Arias stuff wants to take the deck in one direction, but the furniture stuff and transaction rollback want to take it in another. The right call might be to pick one of the two packages and build around that
You mentioned low-impact boardbreakers here. Could you at some point go more in-depth about how/why those go better alongside handtraps than high-impact boardbreakers? Which decks are rather able to work with one than of the other? Very much appreciate these deep dives, btw. I'm not all that interested in Labrynth but it's still insightful to see how you approach deckbuilding and what in-game scenarios you consider.
I know I'm new/returning player it's been years since I've played a lot has changed but this is the type of person/tuber I need so much knowledge I love it very much
After a lot of testing, I really think the unchained package is very win-more and not worth the extra deck space or the bricks. Sharvara is good but drawing the trap in your opening hand especially with an arias feels really bad man. Edit: After all of this deck theory and deck building, how does this man settle on only 1 Lady? If anything cut the Arias to 1 if youre only gonna play 4 different traps smh
Nah you just over exaggerated. He already said that, he knows, and everyone knows drawing the trap sucks, but HOW OFTEN do you draw a one-of in your opening hand, and how often it comes with Arias ? And even if you do, it's not the end of the world, unless you're bad with the deck, and Funiture Lab is not a deck with many actually skillful players. Don't just draw test hands and scoop when you see the trap. It's very much worth the risk, as it provides you play when you get interrupted, not win more, cuz in those cases you ain't winning anything, and the risk has very low chance to happen.
Yea drawing the trap is bad, still, the interruptions that the unchained package give you are quite strong, and you have to consider that the unchained package lets you pass through a turn 0 ash blossom that might very likely kill the game. I think i’m gonna test it further and if it won’t be worth it i’ll just try out a heavy trap version with shifter
About the runick deck- I found out that ancient fairy dragon is pretty useless to be honest. You pretty much always have access to any field spell of your deck, there wasn't once when I missed searching fountain with fairy dragon. Also the special summon effect is also pretty useless - if you wanna summon another earthbound from hand the you can just activate the field spell and get a second normal summon. So I recommend playing ancient pixie dragon instead - gives you a free draw and a pop mid combo
Interesting shout. A guy on Card Cluster did something interesting with AFD - he ran 3 ghost belle instead of the Vision Res package and accessed Dis Pater that way - SS a level 3 from hand (3 belle, 3 ash in deck as options). He sided Sleipnir though which feels bad but it's worked ok in play testing so far. I'll try Pixie dragon tho for sure
please tell me this is playable with only 1 rollback. i am very poor, and i will never be able to use any more than 1 rollback, and this is the only deck i have, and i really dont want to have to quit the game bc i cant win.
@@hazardrequiem2537 Cut the extrav so if you have any of the staples you wont need multiples. Prioritize Ty-phon, then Yama, then Underworld Goddess, then Chaos Angel and leave SP for last (as long term investments). Play Ariane with a heavier trap count and include Bagooska, Dweller, Muck, Thousand-Eyes Restrict, Millenium-Eyes Restrict, Relinquished Anima with Instant Fusion (and 2 Welcomes). I believe Unchained Rage/Anguish are cheap enough to also buy (from the cards i mentioned Ty-phon is 25 and Anima is 5 but i believe you can trade for them) With Rarity Collection you can get 1 TTTalent + Called By the Grave (+ Instant) to give yourself better protection against Ash and board breaking capabilities. Then you should also side the DARK Barrier Statue. About handtraps, Imperm is the most useful because it's a normal trap and even main Evenly. If you have multiple Arias (for example 2 Arias 2 Clock) you can also max out on cards like Daruma and try Torrential (if Fire Kings aren't everywhere) If you feel you need more consistency check for Prosperity since it also came out as a Super in Rarity Collection but you could try cards like Foolish Burial Goods if budget is too tight. Finally you can play floodgates during game 1, then side them out for handtraps and shufflers both games 2/3 so the opponent boarding on Duster/Storm/Evenly doesnt outright blow you out of the duel with a single card. You should side in only chainable Traps, Full Force Virus is an underrated card that hits most decks (especially Floo and other bad matchups) that can also tribute Arianna and not just the big ladies. Also Simul Archfiend hurts SP a lot so you can protect your Lovely that way in addition to Different Dimension Ground. Hope these help.
If I could buy a Rollback Or Ty-phon, i would always buy the 1 Ty-phon. Rollback is great but whenever you buy more expensive cards always prioritize staples that can be used in many decks/for many years instead of an archetypal card.
@@grodon909agree, generally speaking Tierlists don’t seem to matter too much for majority of the playerbase. Its only really interesting for highly competitive players, at least in a rather open format. I feel like average players give way to much attention to tierlists
@@grodon909 "by definition" exactly. Lab cooks Rescue because they dont have backrow hate. But post-PHNI the standard board of Fire decks can casually go IP into SP banish a backrow, Kirin pop to trigger Garunix and pop Kirin so you get another backrow while Apollo is chilling on the field to prevent Clock/Arias from making your traps faster. And after all that due to typically drawing 3 (wanted + heatsoul) you get Ashed on top. On the other hand DDG is almost GG against those decks, but the Fire King variants in particular have an extremely good Lab matchup. Edit: The biggest blow to Lab from my testing is Promethean vs Ty-phon. You could co NS no eff, make Ty-phon, beat something and bounce something else then set 2/3 cards, but now Promethean easily outs this + enables their engine on your turn.
Big-W effect in GY target your Denko. Resolution CL1 Lovely, CL2 Arianna (draw), CL3 Ariane (draw), CL4 Stovie, CL5 Chandle, CL6 Welcome to set. Response? Kekw You can even be fancy and Rollback Big-W in GY before bouncing, or even copy a used Imperm. Finally, as soon as you extend with a Special Summoned monster, Rage can eat it then summon SP to banish Denko.
@@Ragnarok540 That argument falls flat when you think about Sanctifire and Puppet lock. Konami gave players an Untargetable non-Super Polyable boss that acts as Super Poly for you every turn by summoning out Albaz with any of your preferred targets so you can pump any Albaz Fusion on demand, but everyone using it just goes for toxic/uninteractive targets making Sanctifire break card design by using locks in a way that was either never supposed to happen or being extremely gimmicky to the point of irrelevance in competitive play.
@@quacksayssquawk2899 all runick players say their "combo" decks aren't stun turbo, and they are all just frothing at the mouth to deck you out as soon as you give them the opportunity. FOUNTAIN TO 0, BIG WELCOME TO 0! RIP BOZO RUNICK LAB STUN TURBO ANDIES IMA SMOKE A WHOLE PACK ON UR ASS WHEN YOUR CUSTOM CARDS GET BANNED
How is decking out stun? They are still using their resources to control the board state while decking you out and recycling. That's straight up a control deck.
@@jamessimbolon3887 no, even if the runick cards aren't strictly floodgates in the definition of a floodgate, they functionally achieve the same thing by preventing your opponent from temporarily or permanently accessing/using their cards because they banished them all or destroyed/negated them with the runick spellcards' main effect ontop of going plus 3 from their field spell. This is functionally the same as your opponent setting 4 backrow and flipping solem judgement/trap dustshoot from the hand when you try to do anything. spell recursion is already powerful enough but also gaining card advantage from essentially playing the game is crazy. And you already know every runick player who activates fountain always draws into more runick cards or 3 handtraps minimum I have never had a more miserable duelling experience than facing any runick variant ever in my history of yugioh and I joined the game in the middle of tear format. The deck is horribly designed including their extra deck monsters which just flat out prevent your opponent from interacting with them due to their incredible defensive /protection abilities (mostly hugin's ability to prevent spell destruction so your only out in the deck gets negated). I can't wait for this deck to be put into the ground and made unplayable so these "combo" players can stop using it as a crutch to get free card draws.
I'm very happy these are continuing! Thanks Josh, love the in depth videos!
50:19 OH MY GOD THANK YOU SOMEONE SAID IT! I've been saying that since I first LOOKED at the Labrynth cards when they came out and started playing them. Skill Drain is HORRIBLE for the deck and people only considered it cause "Oh I mean it's a trap deck" Like bruh! You are ditching your pops, and trap sets just to try and interrupt your opponent in the most boring way possible when you can do SO much more
Skill drain stops your lab plays lol
There is more interesting cards to play that don't shoot you in the foot as much as skill drain.
Loving this in depth videos. Thank you so much, Joshua!
I would love to see how he takes on building Rogue decks like Earth Machine or something along that tier. The variety in power level of decks being shown here actually is really helping with my own deck building process!
I don't think he would play it but maybe he'd build it later
The value of your Arias and how many you run depends on how many traps you run beyond welcome/rollback. And by traps I mean turn end tier traps like Barrier, Rumple, Daruma, or if your doing spicy stuff even Frenzy works well
Dinomorphia frenzy?!
@@RobinsAssistant With Rollback also halving LP you can cheat out Rexterm as a pseudo-Skill Drain. Frenzy 4k LP, Kentrigina 2K LP, Rex 1k LP (you chain this to SP trying to banish with the 1st eff, then SP can't tag out to avoid it with the 2nd)
The lower LP also opens Psychic End Punisher up as an option to go for an OTK turn 3 should you have a handtrap like Ash for a normal summon
Such a helpful video. Really hoping you do this for decks going forward, keep up the good work
As somebody whose been testing since ocg announcements. Heres what i opted for.
41 cards (cut 1 pot to get 40, though I think 41 is still consistent enough)
8-10 hand traps (3 ash, 3 droll, 2-3 imperm, 2-3 nib,)
Unchained package (it is something i find myself going into for higher interuptions and follow up)
1 arias ( conflicts with rollback too much / makes them both bricky. Still want to search or arianna ocassionally for unchained build)
3 of every furniture ( including clock)
1 lady ( 2 is nice but i usually dont go into it much on turn 1. Most of the time i search it turn 2/3 to facilitate otks)
4-5 pots ( 3 extrav, 1-2 prosp. Recent decision after testing the cristian urena list, and found it adds a lot of consistency to the deck. Unchained trap and lovely are less bricky with more pots)
1 ariane (good for pitching rollback and added draws on opponents turn)
3 rollback (its rollback)
2 black goat once it comes out (need to test more, but like how it makes furniture more impactful handtraps, like shufflers.
For extra I play: 3 yama, 3 rage, 1 anguish, 1 abomination, 1 s:p, 1 dharc, 1 muckraker, 2 chaos angel, 2 ty-phon (same as christian urena list. Dont make chaos much in this build, and if s:p gets banished make dharc, anguish, or muckraker.)
off prosp i banish: 1 yama, 1-2 rage, 1 abomination, 1 chaos, 1-2 ty-phon ( rage/ty-phon depends on goin 1st or second)
I really dislike Extrav here because all the additional copies could be Dweller/Bagooska (Ariane), Linkuriboh (due to 3 Clock), Clara (more SP fodder), Underworld (for big tournaments where you could meet a problematic card that Daruma can't deal with) without randomly making the Unchained package useless by banishing SP/Anguish.
About Arias what makes her bricky is the handtrap lineup. Before MAZE i was playing a no handtrap trap heavy build for game 1 that worked really well to the point i didn't lose game 1s or it took 30 minutes to eventually win. Then I side in handtraps (side is 12 handtraps, 2 shufflers and D-Barrier) in both games, leaving only chainable traps (even taking out Imperm sometimes) because the opponent will expect a heavy backrow approach and counter with Cosmic/HFD/Evenly/Storm (i believe going for EEV is bait unless you hard draw it)
Whats the unchained package that you run? Most I see, including Joshua say just the Sharvara and the destroy trap
@@skiff3714 it's just those. you don't play more because they are already bricky. Also, after testing I've opted to cut the unchained stuff to play more blowout traps like goat and daruma. i bricked 4 games in a row with unchained and I'd rather prioritize the lab gameplan than the unchained stuff.
Regarding IDP against Fire King: If you summon one of their 2 level 1's you can often make Flamberge's floating not resolve, usually shortening their turn and their grindgame becomes much more reliant of Fire Kings, which doesn't have much of a grind game in the ratios it is played competitively. And don't forget that Promethean Princess is a fiend, meaning you can just use IDP to steal any of their combo pieces and then banish Princess and for example Cooclock. You don't have to banish what you summon. It's also one of the more impactful traps to draw into a fully made Fire King board as you will have an additional GY disruption.
Stealing the one-off garunix to banish it + ponix will typically make Kirin useless by default, unless they open one of Kirin/Arvata/Ponix (everything played at 1 except Kirin) because they need to resolve Garunix twice in order to get the loop going.
Netherroot seems a good replacement for IDP but it's a bit weird to use properly.
@@babrad true, but that scenario happens less now that Snake-Eye has become the centerpiece of the decks playmakers. However turn 3 it can still happen regularly and furthermore gives you the option to make a Kirin that would have popped Ponix not resolve.
For a newer labrynth player from MD looking to get into the TCG, This is a GOLDMINE. Greatly appreciate the tricks, tips and perspectives Josh pls pls more labrynth content.
Fr best of 3 with a side deck is disorienting I'm still struggling with them
I would love to see a Labyrinth and Traptrick mixed deck. They both look like they can synergize really well together.
After watching a bunch of this I realized that the unchained + Arias stuff wants to take the deck in one direction, but the furniture stuff and transaction rollback want to take it in another. The right call might be to pick one of the two packages and build around that
@1:29:00 when u ask about what would be best 15th IMO I go into ANIMA a lot with multiple main decked CLOCK.
You mentioned low-impact boardbreakers here. Could you at some point go more in-depth about how/why those go better alongside handtraps than high-impact boardbreakers?
Which decks are rather able to work with one than of the other?
Very much appreciate these deep dives, btw. I'm not all that interested in Labrynth but it's still insightful to see how you approach deckbuilding and what in-game scenarios you consider.
I thought this was a VOD for a sec
I know I'm new/returning player it's been years since I've played a lot has changed but this is the type of person/tuber I need so much knowledge I love it very much
Really dropping gems in those last 20 minutes. I appreciate ur gaming wisdom
I still love your background music, its like walking through a Pokemon world everything is chill amd nice 😂😂😂
Might as well do a building stream for Vaylantz for the last Tactical Masters archetype
Joshua what do we take out from the extra for Crimson and Baronne?
When are you playing Farfa?
man i wonder who the final labrynth card will be depicted on big welcome, hope fully its goated
After a lot of testing, I really think the unchained package is very win-more and not worth the extra deck space or the bricks. Sharvara is good but drawing the trap in your opening hand especially with an arias feels really bad man.
Edit: After all of this deck theory and deck building, how does this man settle on only 1 Lady? If anything cut the Arias to 1 if youre only gonna play 4 different traps smh
agree unghained package is mid
Arias is for extra body, just remember that she also can special summon Labrynth monster.
Nah you just over exaggerated. He already said that, he knows, and everyone knows drawing the trap sucks, but HOW OFTEN do you draw a one-of in your opening hand, and how often it comes with Arias ? And even if you do, it's not the end of the world, unless you're bad with the deck, and Funiture Lab is not a deck with many actually skillful players. Don't just draw test hands and scoop when you see the trap.
It's very much worth the risk, as it provides you play when you get interrupted, not win more, cuz in those cases you ain't winning anything, and the risk has very low chance to happen.
I like it game 2 going first. It has more interruptions and is more resilient to board breakers imo
Yea drawing the trap is bad, still, the interruptions that the unchained package give you are quite strong, and you have to consider that the unchained package lets you pass through a turn 0 ash blossom that might very likely kill the game. I think i’m gonna test it further and if it won’t be worth it i’ll just try out a heavy trap version with shifter
I wonder what josh thinks of black goat laughs
About the runick deck- I found out that ancient fairy dragon is pretty useless to be honest. You pretty much always have access to any field spell of your deck, there wasn't once when I missed searching fountain with fairy dragon. Also the special summon effect is also pretty useless - if you wanna summon another earthbound from hand the you can just activate the field spell and get a second normal summon. So I recommend playing ancient pixie dragon instead - gives you a free draw and a pop mid combo
Interesting shout. A guy on Card Cluster did something interesting with AFD - he ran 3 ghost belle instead of the Vision Res package and accessed Dis Pater that way - SS a level 3 from hand (3 belle, 3 ash in deck as options). He sided Sleipnir though which feels bad but it's worked ok in play testing so far. I'll try Pixie dragon tho for sure
@@JamesHawnn oh that's something I thought about SS ash, but I decided to main droll and play three talents instead, but it definitely sounds solid
Love these videos! Although I can only imagine that every card Josh owns is sleeved
Could we see Earthbound runick combos?
Anti spell fragance any good in side deck?
I have one in side but surely deck dev's surely better as normal trap? Man this deck has so many what ifs.
paleo finally will be meta with the discard traps lol
Love that
Lady is also great against RA
please tell me this is playable with only 1 rollback. i am very poor, and i will never be able to use any more than 1 rollback, and this is the only deck i have, and i really dont want to have to quit the game bc i cant win.
It’s playable! Are you going to be topping locals…
@@romygutierrez7873 I’ve lost 100 matches in a row at locals at this point with some version of labrynth.
@@hazardrequiem2537 Cut the extrav so if you have any of the staples you wont need multiples. Prioritize Ty-phon, then Yama, then Underworld Goddess, then Chaos Angel and leave SP for last (as long term investments).
Play Ariane with a heavier trap count and include Bagooska, Dweller, Muck, Thousand-Eyes Restrict, Millenium-Eyes Restrict, Relinquished Anima with Instant Fusion (and 2 Welcomes).
I believe Unchained Rage/Anguish are cheap enough to also buy (from the cards i mentioned Ty-phon is 25 and Anima is 5 but i believe you can trade for them)
With Rarity Collection you can get 1 TTTalent + Called By the Grave (+ Instant) to give yourself better protection against Ash and board breaking capabilities. Then you should also side the DARK Barrier Statue.
About handtraps, Imperm is the most useful because it's a normal trap and even main Evenly. If you have multiple Arias (for example 2 Arias 2 Clock) you can also max out on cards like Daruma and try Torrential (if Fire Kings aren't everywhere)
If you feel you need more consistency check for Prosperity since it also came out as a Super in Rarity Collection but you could try cards like Foolish Burial Goods if budget is too tight.
Finally you can play floodgates during game 1, then side them out for handtraps and shufflers both games 2/3 so the opponent boarding on Duster/Storm/Evenly doesnt outright blow you out of the duel with a single card. You should side in only chainable Traps, Full Force Virus is an underrated card that hits most decks (especially Floo and other bad matchups) that can also tribute Arianna and not just the big ladies. Also Simul Archfiend hurts SP a lot so you can protect your Lovely that way in addition to Different Dimension Ground.
Hope these help.
If I could buy a Rollback Or Ty-phon, i would always buy the 1 Ty-phon. Rollback is great but whenever you buy more expensive cards always prioritize staples that can be used in many decks/for many years instead of an archetypal card.
Foolish burial goods can be your extra copies of rollback, not optimal but maybe something to consider
labrynth is tier 2...its playable
We've only had 1 ycs so far, but lab was highest represented, it's tier 1 by definion, at least for now.
@@grodon909yeah but fire decks fahren gerade mit angezogener handbremse
@@yy5173 Sure, but calling lab tier 2 without any results to show post PHNI fire decks doesn't make sense.
@@grodon909agree, generally speaking Tierlists don’t seem to matter too much for majority of the playerbase. Its only really interesting for highly competitive players, at least in a rather open format.
I feel like average players give way to much attention to tierlists
@@grodon909 "by definition" exactly. Lab cooks Rescue because they dont have backrow hate. But post-PHNI the standard board of Fire decks can casually go IP into SP banish a backrow, Kirin pop to trigger Garunix and pop Kirin so you get another backrow while Apollo is chilling on the field to prevent Clock/Arias from making your traps faster. And after all that due to typically drawing 3 (wanted + heatsoul) you get Ashed on top.
On the other hand DDG is almost GG against those decks, but the Fire King variants in particular have an extremely good Lab matchup.
Edit: The biggest blow to Lab from my testing is Promethean vs Ty-phon. You could co NS no eff, make Ty-phon, beat something and bounce something else then set 2/3 cards, but now Promethean easily outs this + enables their engine on your turn.
Testing vs Farfa??
AKA "The legendary into the void, pass" ???
Ok.
Arias is amazing. She can make choas without a lady.
Hayy Im your fan
please help with the OCG version
Build a toon deck
i hate this deck so hard ngl
still cool video tho
Denko Sekka: I'm ready to venture through this labyrinth.
Response? Kekw
Big-W effect in GY target your Denko. Resolution CL1 Lovely, CL2 Arianna (draw), CL3 Ariane (draw), CL4 Stovie, CL5 Chandle, CL6 Welcome to set. Response? Kekw
You can even be fancy and Rollback Big-W in GY before bouncing, or even copy a used Imperm. Finally, as soon as you extend with a Special Summoned monster, Rage can eat it then summon SP to banish Denko.
Big Welcome GY effect, byebye
Damn never thought I see the champ play floodgates 😕
As someone who despises floodgates, blame Konami, the players are just using the tools available to them.
@@Ragnarok540 That argument falls flat when you think about Sanctifire and Puppet lock.
Konami gave players an Untargetable non-Super Polyable boss that acts as Super Poly for you every turn by summoning out Albaz with any of your preferred targets so you can pump any Albaz Fusion on demand, but everyone using it just goes for toxic/uninteractive targets making Sanctifire break card design by using locks in a way that was either never supposed to happen or being extremely gimmicky to the point of irrelevance in competitive play.
First
bro why do you build the most cringe decks man 💀, first you make every runick (stun turbo) deck under the sun and now this
Bro thinks that runick has no applications other than stun turbo 💀
@@quacksayssquawk2899 all runick players say their "combo" decks aren't stun turbo, and they are all just frothing at the mouth to deck you out as soon as you give them the opportunity. FOUNTAIN TO 0, BIG WELCOME TO 0! RIP BOZO RUNICK LAB STUN TURBO ANDIES IMA SMOKE A WHOLE PACK ON UR ASS WHEN YOUR CUSTOM CARDS GET BANNED
How is decking out stun? They are still using their resources to control the board state while decking you out and recycling. That's straight up a control deck.
@@handlebar4520me when I say words without knowing what they mean
@@jamessimbolon3887 no, even if the runick cards aren't strictly floodgates in the definition of a floodgate, they functionally achieve the same thing by preventing your opponent from temporarily or permanently accessing/using their cards because they banished them all or destroyed/negated them with the runick spellcards' main effect ontop of going plus 3 from their field spell. This is functionally the same as your opponent setting 4 backrow and flipping solem judgement/trap dustshoot from the hand when you try to do anything. spell recursion is already powerful enough but also gaining card advantage from essentially playing the game is crazy. And you already know every runick player who activates fountain always draws into more runick cards or 3 handtraps minimum
I have never had a more miserable duelling experience than facing any runick variant ever in my history of yugioh and I joined the game in the middle of tear format. The deck is horribly designed including their extra deck monsters which just flat out prevent your opponent from interacting with them due to their incredible defensive /protection abilities (mostly hugin's ability to prevent spell destruction so your only out in the deck gets negated). I can't wait for this deck to be put into the ground and made unplayable so these "combo" players can stop using it as a crutch to get free card draws.