Notes & Combos
This deck isn't meant to be optimal. I've just been having fun playing with it and catching people off guard with cards they didn't expect. Here are still some basic plays to start with:
-Normal summon Pudica when you can, when Traptrip garden isn't already in your hand. Otherwise, it's usually best to either normal summon Mantis to add Arachnocampa, or normal summon Myrmeleo to add Holeutea.
-You always want Heleutea around. So if you don't have her on your field already, she's typically the best trap to set with Sera's effect. Traptrix needs to be able to keep continuity, and Sera and Holeutea are best suited for that. Don't try too hard to FTK, because that rarely really works. OTK on turn 3 or 4 is possible though, if you know what you're doing.
-If you activate Holeutea by discarding a hole trap card, Dionaea is usually the way the to go, because she can bring the trap back that you just discarded.
-If you're not afraid of Nibiru, sometimes it's better to summon Pinguicula, to get Arachnocampa to your hand, to help you summon Raflesia after. But if you don't need to add Arachnocampa with Punguicula to get both xyz-monsters on the field, start with Raflesia, to protect yourself from Nibiru.
-Try to get Myrmeleo and Pudica in your GY asap, since being able to revive them with Holeutea in your GY can win you games sometimes.
-Ideal end board after turn 1 is with Traptrip Garden, Sera, Redoer, Pinguicula and Rafflesia on the field, Arachnocampa in your hand, in case you need to summon her during your oppoenent's Main Phase 1 to protect your back row, Holeutea set, and I don't remember if having another set trap card is still possible, since you need Parallel eXceed in your hand for that, and I haven't had that luck in ages.
-Lastly, yes, Lady Labrynth has won me games at times, even though she's certainly not a necessity, and all ED monsters are relevant.