Labrynth

Master I from on February 2nd, 2025
cp-ur 1410 + cp-sr 750
60 cards

Notes & Combos

Early M1 - Dinomorphia Labrynth

This deck largely resumes its controlling ways, offering an entry that once again takes good advantage of the changing seasons and weaves that into its usual package of favorable assets to push it across the finish line. There was little question for me to pilot Dino Lab for February; It’s not only strong into the recently added Mulcharmies, but despite the nerfs, the meta is still headlined by Tenpai and its exact brand of anxiety-inducing blind second ignorance is what this deck thrives against. The interaction suite here remains a noticeable testament to that, pleasantly cluttered with sharp stabilizers and potent floods that hone in on them but not clunky enough in arrangement or choice where you’re conceding notable margin points in other relevant matchups. The result in motion leads to a relatively easy effort in stitching together just the right amount of small triumphs to eventually takeover games, and in the bigger picture, ultimately slide up ladder without any real drama. Dino Lab may not be the most flashy variant of Lab to play, or deck overall, but it's congruent and strong enough in design while having enough favorable cues in the environment to get the job done in good time.

Notes
  • The pair of The Black Goat Laughs landing back in the list is the only real relevant note this time around. Its inclusion is a nod to the Fire King and Yubel matchup with particular respect to the latter as Varudras has entered the game since last season's notes and Yubel’s usage has clearly increased with that. Calling Spirit can often be powerful against them (Phantom as well), and Goat's GY effect has various relevant targets to go after with Phantom being high on that list too. On a whole, it’s solid early interaction, appreciably versatile in range to check whatever your other disruptions can’t cover, and depending on your sequencing, even crafty enough to allow you to play a more tempo-based game when you can steal a phase or a turn with it. It’s a solid punish when Yubel is stumbling, and given that deck's flowcharty nature, when you flip the corner and get out in front of Yubel it's strong in preventing them from catching up. Of course, its scope isn’t just limited to that matchup. As suggested earlier, it’s good into Kings but also elsewhere with Tenpai being a notable standout among the group. I was really happy with it during this run.
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