- Core
- ED + Tech
- Traps
- Combos
- Sample Decklists
Labrynth is a strong control deck that focuses on Trap Cards and powerful Fiend Boss Monsters. With the recent Selection Pack Dreaded Conspiracy and Secret Pack The Trap in the Wicked Castle, the archetype received some major improvements. It established various new ways in which Labrynth can be played. This in-depth guide is to help you improve your plays and expertise of this archetype that I find very enjoyable.
Big thanks to
for helping me by writing about the interesting variants and tech choices of this archetype.Basic Starters:
Technically the only core starter of this deck, since other cards require either Turn 2 or engine to become active. The main function of Arianna's first effect is to search for the missing card in your combo. Almost exclusively played at 3 unless you're on the pure variant. The second effect is a powerful extender that can resummon one of the boss monsters you floated.
Core Cards:
Your untouchable boss monster. Untargetable and indestructible while you control a set card (this includes set monsters). Any Labrynth card or effect makes her summonable from hand for the rest of the turn; be patient with until End Phase to dodge removals. Her second effect searches powerful Traps. You can try to see if your opponent has any interrupts that they can use, because the second effect has to be activated by chaining to a Trap activation. Can be played at three, especially in the Pure Trap variant.
Situationally, this is the strongest card in your deck. She is your extender, recovery, and hand-rip/destruction all at the same time. Her removal effect is triggered not only with Loading... , but also Loading... , Loading... , Loading... , and others. When recovering a Trap from the GY, choose carefully. Played mostly at one because we really hate drawing her in 1st turn unless we also have Furniture cards in our hand.
One of the two main Normal Traps in the deck. Let's you Special Summon any Labrynth monster from the deck only. If it resolves, you cannot touch non-Fiend Extra Deck monsters for two turns. The turn after it is activated, any effect that triggers Loading... 's removal effect also sets this card from your GY. Can be played at 2 or 3.
The second main Normal Trap in the deck. It can Special Summon any Labrynth monster from the deck and GY, as well as return a monster on your field to your hand (triggering the effects of Furnitures, Loading... , and Loading... ). By banishing itself from the GY, it can also return one Fiend monster you control, or one monster that your opponent controls if a Level 8 or higher Fiend Monster is on your field (this also triggers the effects mentioned above). You can also use this effect to float your monsters from negates like Loading... . Always played at 3 since its effects are incredibly powerful.
Labrynth Spells:
A very crucial extender for the deck. The first effect is primarily used to recycle your big Labrynth monsters. The second effect is technically an "added effect." When ones of your Labrynth Normal Trap cards resolves, it also destroys 1 card on the field if this field spell is face-up as the Trap resolves. The best part is, it is non-targeted.
An option that's seldom utilized in Master Duel yet has had a resurgence outside of it among winning Lab decks. Once in range, Set-Up can be used to grab multiple lock-outs, negations, or outright hard pieces of interaction - all of which the Lab player can further snowball off of with Lady or loop with Lovely even through interruption at that point. Loading... offers an in-engine way to mitigate the damage from backrow wipes, making it even more appealing for Trap heavy variants. In addition to this, decks like Tearlament and even ones like Runick can get punished big for milling or banishing your cards - usually resulting in free Loading... s or other cards against them. Finally, Set-Up lends Lab an impressive grind game that makes it strong in control matchups as you can recycle your Big Welcomes forever - getting up to 9 Special Summons and bounces with the help of Shufflers as you can keep recyling Set-Up.
Other Labrynth Cards:
Ariane is an inclusion that's fairly uncommon for Lab in MD, competitively seeing play and top-cut success primarily in paper formats, most notably in the OCG. Still she's rather strong in Master Duel as she can very easily become a floodgate with little investment and invalidate entire matchups. Ariane grants Labrynth way greater ED access, and while her ability to toolbox various rank 4's and the pressure it applies to the opponent is often of notable value, she can also get into easy Link-2 and even Link-3 plays as well. Unlike Arianna, Ariane can use both of her effects in the same turn which is highly relevant for more powerful lines, and it's worth noting that her special summon effect is not limited to Labrynth Monsters (this allows her to grab all sorts of tech, and even get into level specific plays like Loading... ). Lastly, Ariane is a searcher of Arianna, and with that, essentially another starter and a way to see virtually any Labrynth card you need, making the deck even more consistent.
This card was relevant before Loading... was released, but now considered a weaker boss monster. His second effect might sound enticing at first, but there are so many better traps to run than traps that this effect locks you into, such as Loading... .
Furniture Engine:
The furniture cards are a perfect way for you to beat your opponent in the grind game, by recycling cards from the GY back to the hand and field over and over again. They are all also cards that can activate their effects through Loading... , Loading... , and other disruptions.
If you are playing the Furniture variant, you really cannot do without this card. Not only does it play as an extender when comboed with Stovie and Chandraglier, but it also let's you use a Normal Trap the turn it was set.
Stovie and Chandraglier work in very similar ways. They both have the same first effect where discarding a card searches one of the "Labrynth" Spells or Traps. Their only difference is once their effect is triggered by a monster leaving the field due to the effect of a Normal Trap, Stovie Special Summons itself, while Chandraglier recycles to the hand. They are a very consistent engine, which is why most decks play them both at either 2 or 3.
Extra Deck
Let me start by acknowledging that this part of the equation for this deck is very niche, and it won't matter in most games, especially if you're running x3 Loading... . However, I have had games where various cards either pushed Lethal Damage, removed a difficult Monster to remove (such as Loading... ), or took a crucial card from the opponent.
The latest addition to the Labrynth deck with a particularly strong synergy. Not only is it a Dark-Fiend Monster that will most likely make your Monsters indestructible my Battle, but it also acts as a banishing removal. When this card is on the Field with your Loading... , your Lady can only be removed by non-targeted banishing effects. If you are playing this card, however, it is important to have Loading... at 3, since Stovie adds up to level 10 with either Labrynth bosses, and is a card that recycles itself on to the Field often.
It's primarily used as a recovery tool for your Big Boss Monsters, but it can also be a negate-reset. If your Loading... negated for the turn, you can Tribute it for Muckraker and resummon to get her effects back.
Perhaps the only required Extra Deck card if you're running Loading... . One of the most popular comboes that leads to two pops, and one that is particularly strong against a Deck such as Traptrix, since most Traptrix monsters are unaffected by Traps.
Similar to Elder Entity, almost exclusively used for Loading... unless you're running Loading... . It is particularly good if you already have the advantage or do not want to pop another card, where you get to draw 1.
One of the strongest Boss Monsters in the game, even in TCG and OCG. It has particularly good synergy with this Deck since it is a Fiend monster, which leaves you freedom over Loading... , Loading... , and Loading... . It has self-protection, that further strengthens with Loading... . Yet, it's main strength is the ability to tribute an opponent's monster to summon. It will help you "out" "Tower" monsters such as Loading... , Loading... , and Loading... .
Another great Dogmatika Punishment target. When your opponent destroys a card on your field, you can banish this card and shuffle one card the opponent controls into the deck. It is particularly useful against Monsters that you either cannot destroy or do not want to destroy (queue Tearlament Soundtrack)
Your typical, "I'm on my way to Zeus" card. Only useful if you're reaching for Zeus from one of the other XYZ monsters you could be running, such as Loading... or Loading... .
Absolutely not necessary in this deck, but can turn games. Keep in mind t hat Loading... and Loading... locks you out of Loading... . . If you are running the D/D/D Tech, you can make it so that Zeus has 5 materials.
This is a relatively easy-to-summon (with two Ariannas, or Ariane) generic XYZ that can lock your opponent out of the GY for the turn. Very strong against matchups such as Tearlaments.
If you want to have a Lethal Damage/Beatdown Monster in this deck, this is the one. However, the only way we can Summon this card is by having Loading... or Loading... on the Field. Unaffected by activated Card Effects as long as you meet the LP conditions, and its second effect can push Lethal Damage when no other card could.
You can think of this card as a budget Zeus. If it can resolve, you will be practically destroying all other cards on the field merely with two Arianna's (or Ariane). It can also be summoned through the Loading... restriction.
Dharc is a very strong generic Link Monster not only used by this Deck for Mirror matchups and to out-resource your opponent by taking a crucial card from their GY, but a card that many other decks include just to take one of your Labrynth Monsters. Additionally, it's opponent caused destruction leads to a Fiend Monster search.
These are more budget friendly options for Loading... targets. You can destroy a monster with Loading... ; however, unlike Loading... , it is not a Quick Effect. This means that your opponent has a chance to remove this card from your GY by either banishing or shuffling before you can activate this effect. Loading... functions the same way but for Spell/Traps. One problem is its low ATK, which means you may not always find a Loading... target for it.
This is another Dogmatika Punishment target you can consider. As mentioned before, sometimes shuffling back into the deck hurts decks a lot more than banishing does. You can even use this effect to recover a resource from your GY, for instance, if you only have a Loading... and all your big Labrynth Monsters are in the GY (since Welcome can only search the Deck). Not only that, but this card will also recycle itself back to the ED with this effect.
Generic High-ATK monster for Loading... . Other options include Loading... and Loading... . You can use any ED monster with High-ATK for the same purpose.
One of the better XYZ Monsters that you can actually summon. It has the same Summoning conditions with Loading... , being a Level-4 Fiend XYZ Monster. However, be careful when using this card since it will also negate your Monsters' effects.
An interesting choice for Labrynth, since it can only be Summoned by using Loading... . However, a very strong card to out a Boss Monster, and can come in handy if you end up floating a different Monster than your Cooclock during your combo
The Knightmares
Generic Link Monsters with added removals. They are also Fiend monsters which saves us from previously mentioned lock-outs. Loading... is arguably the strongest, but also has the highest cost, especially for a deck that doesn't Summon too much. Loading... powerful for its ability to target a Spell/Trap specifically. Loading... is not as good as the other two, but it is a cheaper removal than Unicorn if you need it. Loading... can set a Spell/Trap from the GY when summoned. It also has a strong continuous effect that will prevent both players from activating effects of Special Summoned Monsters that are not linked. However, that might become also a problem for you since all your Monsters have very strong effects.
Tech Cards & Variants
D/D/D Package
Generally, only used as a stepping stone to get into Loading... . However, Wave King alone has some applications with Loading... that are nice when you really want to solidify your board.
A very strong ED option Labrynth can easily make. Machinex offers repeated removal and a way for you to pre-emptively deter the opponent from interacting with your plays. Machinex complements with Lady really well, as it allows you to be less reactive with her and ultimately, spend fewer Traps in the long run. While the Standby Effect rarely comes up, it’s worth noting that it can get you out of floods - particularly if you’re ever caught with Machinex under Loading... to turn your Welcome Traps back on.
Spright Package
You often cannot see these two in TCG and OCG Labrynth decks, purely because Loading... is banned in both. These two are almost exclusively used in the Furniture variant of Labrynth, for they rely on the recycling ability of Loading... to be summoned. Primarily used not only to push Lethal Damage out of a board with Stovie on it, but also to create a Zeus if need be that has 4 materials (if you don't use Loading... 's effect).
Tour Guide Labrynth
While not as popular as the primary two variants of Labrynth, Tour Guide Labrynth is still quite strong; originally rising to fame through the OCG after winning the WCS 2023 Seoul Hall Championship Qualifier in April, it topped various events since and ultimately found a home here in Master Duel upon the additions from Dreaded Conspiracy. Much of the variant’s power rests in its namesake card - Loading... - which ultimately raises the ceiling of a normal Furniture Labrynth deck in a way that makes it particularly powerful for Ranked Play on the ladder.
The main reason being its bread and butter line is rather formidable; Summoning Loading... Turn 1 generally results in a search for Loading... . From there Loading... is Linked Summoned, resulting in Loading... being triggered and access a wide array of defensive options to be used on the opponent’s initial turn - including anything from Ishizu Shufflers to Loading... . Any One Card Combo that allows the player to search for Loading... is obviously strong in a Bo1 environment and can functionally win games on Ladder before they really even began; however, the value doesn’t end there. At this point, Cherubini uses its effect to send Loading... to the GY, resulting in a few different choices in End Phase:
-
Search for another defensive option (such as Loading... ).
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Get to or further extend your Labrynth engine by going for Chandraglier (make sure you flip your Toggle On so you can activate it and set a Welcome Trap right away).
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Grab another Tour Guide to threaten pressure on the Turn 3 crackback.
No matter which choice is picked, the end result is pretty good, especially considering the very low investment that went into it. It’s worth noting that the Tour Guide line doesn’t interfere with the typical furniture combo, and thus both can be performed on Turn 1. This allows the Tour Guide Variant to exert pressure on the opponent's defensive options on zero at a much higher rate than any other version of Lab in Master Duel right now - often causing a true guessing game on common threats to Lab plays (such as Loading... ) as to whether or not they're enough to stop the turn.
Notable Tech Choices
This variant’s Normal Summon of choice (not Arianna) and its most powerful one at that. Tour Guide applies a bunch of pressure given what she represents in both card advantage (CA) and board position. With that said, she’s a nice first-turn action as the opponent has to immediately respect her, and the raw CA she offers at Main Phase start is great if you plan on taking a more value-based turn and are headed for a grind game. Tour Guide can be insulated from hand traps and other defensive options through the typical Lab methods (referring to Loading... 's float) but even if you don’t have that, the opponent trading into her in these situations is usually favorable. You'd much rather have Guide get Ash’ed than Welcome, anything Imperm adjacent opens her up to be retrieved and simply reapplied through Loading... , and you receive better value and positioning through her line during an opposing Loading... than the opponent does. Beyond the BnB line previously mentioned for Tour Guide, she can still go into other powerful ED monsters, making her liable as a threat during all phases of the game.
The main search target off of Tour Guide and the way you grab Loading... or other defensive cards as needed. If you’re still blind to what your opponent is playing, Loading... is safe to get and recommended, but don’t be nervous about going for a shuffler or something like an Ash depending on your situation. Hard-drawn Sangan can be linked away and even find engine through Furniture, so it’s not even a true brick if you open it or top deck it.
Another potential target off of Tour Guide, but mainly what you want to dump with Cherubini and Furniture. Scarm let’s you see engine if you haven’t and other parts even if you have. When you don’t need engine, the ability to grab an interruption through Loading... is valuable and likewise in seeking out Tour Guide to harass the opponent. Please keep in mind that if you’re on Loading... , Scarm can turn that into a starter which is nice and the same alleviations to hard-drawn Loading... can be utilized here with Scarm as well.
Farfa is a defensive option that can be usually accessed through Loading... and Loading... , but something like Tour Guide or Cherubini can trigger it too in niche cases. When paired with Furniture, you can get removal basically on demand, but be cautious since the monster will come back in End Phase. There’s a good amount of technical play surrounding Farfa, mainly how you navigate through floods and interaction by manipulating your own monsters and specific matchup quirks you can leverage, so make sure you keep an eye out for all possible opportunities to use it.
The primary Link Monster for the Tour Guide Variant. Cherubini’s use has been outlined at the start of this section, so please refer back to that if you need a refresher. Be that as it may, keep in mind that this card is a Fairy and not a Fiend, so Loading... ’s restrictions do apply to it. Also, it’s a completely free return during Big Welcome post combo so don’t hesitate to bounce it back instead of a Lab monster on the opponent’s turn.
This is the deck’s way to pursue a line into Loading... , and thus Darius is often just a stepping stone similar to Loading... . However, by itself, Darius can still be used as a safe way to get into a Zeus if need be or out a problematic monster - possibly even before becoming a Machinex.
Almiraj allows the deck to trigger a drawn Loading... or Burning Abyss monsters as needed. Almiraj’s actual effect can come up from time to time but mostly past the trigger, it becomes an immediate target for Loading... ’s bouncing and safely returns back to the extra deck.
Other Utility Cards & Handtraps
Since the Extra Deck is not crucial for the majority of the games, a very strong Pot card that you can opt in for. However, do not forget to not combine it with Loading... , for it locks you out of the drawing for the rest of the turn.
Very strong cards for Labrynth overall, for it is a lot more important for you to draw that one important card, as opposed to draw two. They can also be used to receive one of your Floodgate Traps if you are running Floodgates, and make your opponent scoop before they even get a turn. However, beware of Loading... for Loading... and that you cannot Special Summon if you use Loading... .
This card will become a lot more important once Kashtira becomes powerful to break their board. If you are using this card, however, make sure to have multiple copies of generic Super Poly targets (such as Predaplants, Loading... , and Loading... ), especially if you are running Loading... .
One of the best Board Breakers since it cannot be negated, and unlike Kaijus, not only does it provide your opponent nearly nothing, but it also returns back to your Field next turn. Again, a card that will be much more prominent once Kashtira's reach full power.
Loading... is a generic support option for Trap heavy decks, it is also a Fiend which prevents certain lockouts. He has two effects that work together. When he is sent to the GY, via an effect like Loading... or as material for a Link Summon, you can look at the top 3 cards of your deck and change the order. During your opponent's turn, you can banish him to excavate the top card of your Deck (which should be a Trap card after you rearranged them), and Set that Trap on the field, which can be used that turn.
A classic Trap heavy deck support. Not only it protects your entire backrow, but it can also set any one of your Traps, including your Floodgates. However, keep in mind that his effects cannot be used on the same turn. It is a slower card, which is why it is often not used in the Bo1 format, even though it is very prominent in Bo3.
A no-brainer when it comes to the current condition of the Meta, but the additional synergy these cards have with the Labrynth deck is that they can be used with most Virus Cards. Tributing Druiswurm for Loading... leads to not only a Card Type wipe, but an additional destruction. Be careful using these cards with Loading... .
Normal Traps
A very strong card and one of the top choices as far as Normal Traps go. Not only can this card lead to two pops with Loading... , but it triggers all the "if a monster leaves the field by your Normal Trap" effects that were mentioned previously (Lovely Lady's destruction, furniture recyling, etc.)
One of the all-time strongest traps in the game, especially because it can also be used as a Handtrap. On top of it all, it still triggers Loading... 's Special Summon effect even if it is used as a Handtrap.
This is a card that often forces your oppontent to Set-Pass. As soon as you recognise what deck you're playing against, you can use this Trap to practically lock them out of their Extra Deck. The only match-up where this Trap is particularly ineffective is the mirror match-up.
Another incredibly strong Normal Trap that distinguishes itself in two ways. First off, it both disrupts your opponent's GY and Field. Not only that, the removal is non-targeted. To top it all, it triggers our "if a monster leaves the field by your Normal Trap" effects. This makes it especially powerful in the mirror match-up, having the ability to remove Loading... from play.
A relatively strong Normal Trap, especially against Tearlaments (where you don't want to destroy). It also has the side benefit of triggering the "if a monster leaves the field by your Normal Trap" effects.
A particularly strong Trap Card against the current Meta. It is a one-turn and Trap version of Loading... , which we prefer since it can be recycled with Loading... and can trigger Loading... 's Trap Search effect.
One of the better Normal Traps in the game. When a monster is summoned, you destroy all monsters on the field. The unfortunate side of this card is that it will also destroy your monsters, except for Loading... if you have a set card. However, this Trap still triggers our "if a monster leaves the field by your Normal Trap" effects, which means we can recover a lot more easily than our opponent can. Keep in mind that it's activation requirement is met even if you're the one summoning a monster.
Trap Trick is often used in the Pure Trap variant. It can set any Normal Trap from the Deck on the field, as long as you can banish another copy of the same Trap. That Trap is also activateable this turn. This card is often used to receive Loading... , to force that Set-Pass effect we talked about. However, you must be aware of your other Traps, since Loading... will only let you activate one Trap Card for that turn. If you are main decking this card, don't forget to put in two of every Trap Card you might want to search with it.
It destroys one card on the field, however, you must have a Fiend monster. Additionally, you can send a Fiend monster from your deck to the GY. Loading... for its effect, for instance, is a great monster to send to the GY. You can also send Loading... or Loading... to get them back with their effect down the line.
One of the strongest Traps in the game, especially against the current Meta. Not only it disrupts your opponent's Field, but also their GY. You have the ability to remove a crucial GY monster they have and lock it as a Set monster for the turn. And the cherry on top, it also triggers our "if a monster leaves the field by your Normal Trap" effects.
One of the strongest Traps in the game when you're going 2nd, and a ridiculous Boardbreaker. No wonder it makes it into the list for Labrynth. It is also one of the strongest cards against Labrynth, unless you are playing Loading... .
A very strong Trap that cannot be reacted to. It might save the Labrynth deck from things that no other card can, such as Loading... . However, it is not a Normal Trap, which makes it non-searchable, does not trigger our removal effects even if it destroys a monster, and we cannot chain Lady Labrynth to it. This is why this card is mostly favoured in Bo3 match-ups, where you can deck it to give yourself an out against specific decks.
Virus Cards
The most satisfying Trap Cards in the game, as incosistent as they may be. All of these niche cards have the capacity to destroy a particular deck's gameplay completely. However, they can do more farm than good because of their tribute requirements unless they are used against the right deck, which is why they are often Side Decked in the Bo3 format. The reason Loading... is the most consistent one here is almost every deck relies on specific Spell or Trap cards (not to mention that Runick, Labrynth, and Traptrix players will most likely scoop as soon as you use this card right). Loading... and Loading... are not very favourable at the moment, especially when the Meta is swarmed with Tearlaments. However, an underrated Virus in my opinion is the Loading... , which not only destroys all monsters if you tribute one of your bigger monsters, but it also prevents them from using their effects.
Floodgates
Do you remember the times when Eldlich was the strongest deck in Master Duel? Because I do. The level of oppression this Trap provides needs little explanation, only to be amplified by the fact that our Furniture cards can still use their effects. Once Loading... settles to the Field, and you have Loading... , you can practically just wait for your opponent to surrender. We would play this at 3 in the Floodgate variant if we could.
A highly oppressive Floodgate Trap that can shut down decks with ease. Even though this effects you too, since Labrynth almost exclusively runs Fiend Monsters, it isn't nearly as much a problem for you. However, it will most likely lock you out of using the Bystials, Loading... , and Loading... . We would also play this at 3 in the Floodgate variant if we could.
A similar Trap to Loading... , but with an Attribute restriction instead. The entire Labrynth Deck is Dark Type, with the exception of some Extra Deck monsters you may run, such as Loading... . Other than that, this is a card that will cause so many more headaches for your opponent. It doesn't necessarily lock you out of Loading... , since Dark Attribute is the most common/popular one, but still makes it more difficult to control the game against decks such as Adamancipator. We would also play this at 3 in the Floodgate variant if we could.
This is one of the more niche Floodgates that completely ruin the game of particular decks (such as Tear), which is why it's often Side Decked. Keep in mind that it does not negate effects, but only prevents the activation of effects, which means you need to ensure that you don't miss the timing and activate this card before the GY/Banished effect is ever activated.
A similarly situation Floodgate that is particularly strong against certain decks (such as Runick and Branded Despia). Similar to Loading... , it does not negate the activated Spell Cards, so it needs to be used preemtively.
Another often Side Decked Floodgate Trap, and perhaps one that hurts you more among Floodgates. It hurts a lot of decks equally (think of it as a preventative Loading... ), however, one deck it particularly hurts the most is Floowandereeze, a deck that doesn't care about Loading... .
Combos
Essentially, Labrynth is far from a Combo deck. However, there are still primary lines that you should familiarise yourself with to unlock the full potential of the Deck overall.
Keep in mind that for any combo line, any one of the Labrynth cards can be replaced with Loading... (and consequently, Ariane).
Double Hand-Rip (w/ Furniture)
- Activate the effect of Loading... , Cl2 Stovie or Chandraglier.
- Discard one card for Furniture, and set Loading... from deck.
- Activate Cooclock's effect, Special Summon back to the field.
- Activate Big Welcome, Special Summon Loading... , and return Cooclock back to the hand. Activate the Furnitures in GY, and either return Chandraglier to the hand, or Special Summon Stovie (or both if discarded one for the other in step 2).
- Activate Lovely's 2nd effect, rip one card from your opponent's hand.
- Activate Lovely's 1st effect, set Big Welcome from your GY.
- Repeat from step 4 in your opponent's turn, Special Summoning Lady with Big Welcome, and returning anything but Lovely to the hand.
Double Hand-Rip (w/ out Furniture)
- Normal Summon Arianna, and activate its effect to search Loading... .
- Set Big Welcome from your hand.
- Activate Cooclock's effect.
- Activate Big Welcome to Special Summon Lovely, and return Arianna back to the hand.
- Activate Lovely's 2nd effect, rip one card from your opponent's hand.
- Activate Lovely's 1st effect, set Big Welcome from your GY.
- Repeat from step 4 in your opponent's turn, Special Summoning Lady with Big Welcome, and returning anything but Lovely to the hand.
Double Hand-Rip + 2 Traps Set (w/ Furniture)
- Activate the effect of Loading... , Cl2 Stovie or Chandraglier.
- Discard one card for Furniture, and set Loading... from deck.
- Activate Cooclock's effect, Special Summon back to the field.
- Special Summon Loading... from your hand.
- Activate Big Welcome, Cl2 Lady to Set and Normal Trap, and Special Summon Loading... , and return Cooclock back to the hand. Activate the Furnitures in GY, and either return Chandraglier to the hand, or Special Summon Stovie (or both if discarded one for the other in step 2).
- Activate Lovely's 2nd effect, rip one card from your opponent's hand.
- Activate Lovely's 1st effect, set Big Welcome from your GY.
- Repeat from step 5 in your opponent's turn, setting another Trap from your deck (which you can still activate this turn because of Cooclock) Special Summoning Lady with Big Welcome, and returning anything but Lovely to the hand.
Double Hand-Rip + 2 Traps Set (w/ out Furniture)
- Normal Summon Arianna, and activate its effect to search Loading... .
- Set Big Welcome from your hand.
- Special Summon Lady from your hand.
- Activate Cooclock's effect.
- Activate Big Welcome, Cl2 Lady to Set any Normal Trap, and Special Summon Lovely, return Arianna back to the hand.
- Activate Lovely's 2nd effect, rip one card from your opponent's hand.
- Activate Lovely's 1st effect, set Big Welcome from your GY.
- Repeat from step 5 in your opponent's turn, setting another Trap from your deck, Special Summoning Cooclock from the GY and returning it back to the hand if you want to use your new Trap this turn as well.
Lovely Labrynth Double Removal
- While Lovely is on the field, activate the removal Trap.
- Special Summon from your opponent's GY with Loading... , and banish two cards.
- Activate Lovely's 2nd effect (chain Furnitures in the GY if you can), destroy one card on the Field or Hand-rip.
This works with any removal Trap, and can act as Triple Removal if Loading... is used with Loading... .
Labrynth Labyrinth Double Removal
- While Lovely and the Field Spell are on the field, activate the Big Welcome.
- Special Summon one Labrynth monster, and return one that's not Lovely back to the hand. Destroy one card with Loading... at the end of the resolution.
- Activate Lovely's 2nd effect (chain Furnitures in the GY if you can), destroy one card on the Field or Hand-rip.
Labrynth Labyrinth Quad Removal + Lady
- While Lovely, Lady, and the Field Spell are on the field, activate the Big Welcome, and Cl2 Lady to set Loading... .
- Special Summon Cooclock and return it to the hand. Destroy one card with Loading... at the end of the resolution.
- Activate Lovely's 2nd effect (chain Furnitures in the GY if you can), destroy one card on the Field or Hand-rip. You can Cl2 Cooclock to this.
- Activate Dogmatika and send N'tss to the GY to destroy one Monster. Activate N'tss to destroy one card on the Field.
Virus Recycle + Removal
- While Lovely, the monster you'll tribute, and the Field Spell are on the field, activate Loading... (or any other Virus card).
- Resolve EEV and destroy all Spells or Traps.
- Activate Lovely's 2nd effect (chain Furnitures in the GY if you can), Cl2 the Field Spell to resummon your tributed Monster or another, destroy one card on the Field or Hand-rip.
Keep in mind that you cannot Cl2 Lady to Virus Traps if you are tributing Lady.
Double Removal + Special Summon/Set
- While Lovely and Arianna/Ariane are on the Field, banish Big Welcome from the GY to return one Monster of your opponents to the hand/ED.
- Activate Lovely's 2nd effect, Cl2 Arianna/Ariane to draw 1 and either Special Summon or Set one Spell/Trap (Cl3 & Cl4 Furnitures in the GY if you can), destroy one card on the Field or Hand-rip.
Lethal Damage from 1 Monster + Lady (w/ Furnitures in GY)
This combo is very helpful if you only have a Lady that can declare and Attack that turn. This +1 Monster can be a DEF position locked 2nd Lady, Cooclock, or anything else.
- While you have 1 Monster & Lady on the Field, Trigger removal effect by returning your opponent's Monster back to the hand.
- Activate Stovie and Chandraglier from the GY. Special Summon Stovie and add Chandraglier to your hand.
- Normal Summon Chandraglier from your hand.
- Link Summon into Loading... with Stovie + 1 Monster. Use Spright Elf's effect to Special Summon Stovie from the GY.
- Special Summon Loading... with Elf + Stovie. Use Gigantic's effect to Special Summon another Stovie.
- Link Stovie + Chandraglier to Special Summon Loading... . 8050 Lethal Damage.