Notes & Combos
Just gonna get the obvious out of the way now: No this is not optimal Lab. This is just a different approach of how you can play Lab and still get enough success to climb if you get bored and want to try a different flavor.
In a nutshell this deck has four main gameplans
plan A = Normal Lab control play
plab B = Z arc lines
plan c = stalling until either A or B works
plan d = hail mary mega punish via Waking if they destroy/face up banish your backrow
Plan A is basically zero furniture Arias Lab. More emphasis on normal traps rather then monster handtraps besides Maxx C and Arias. Outside of Arias plays ,it is the normal Lovely + Lady + field spell endboard you shoot for if the MU makes sense for it.
If it's certain other MUs where plan A doesnt work well then you might want to shift to plan B which utilized Z arc engine. If they play a lot of spells and/or utilize 0 attack monsters then Z arc is good to potentially instant win. Soul trap + Daruma is also a board wipe if your against a backrow deck. Utilize Arc Ray if your Z arc is about to go to ED so you got a permanent "Z arc" to proc your soul trap in grave.
plan C is stalling. Daruma can stall well and so does most of the other generic normal traps in list to disrupt their board without destroying.
Plan D punishes if they HFD or whatever on you with a potential game winning ED if they didnt draw out. If they didnt summon anything then summon Last Warrior, if its a backrow deck then Naturia fusion, and if its a deck that has no answer to a 4k tower then pick the R13 Raidrapter XYZ