MANIFESTO
why Labrynth is no longer competitively viable
table of contents:
intro
dimensional barrier
low commitment decks
future
intro
Hi, I'm kaihari and I have exclusively played labrynth and tried to compete with the deck for over a year now. I have 3 regional tops and 1 YCS top, and have made day 2 at two YCS' with the deck post-JUSH. I don't often share theory on stuff like this, but as it seems my competitive run is coming short early, I figured now was the best time to start. Earlier today Konami released an emergency banlist which banned Dimensional Barrier, and I will delve into why I think 1) it should not have been banned and 2) why it hurts labrynth more than any other deck.
dimensional barrier
Dimensional Barrier is not the best card, but it's a necessary evil to combat decks that cards like Destructive Daruma Karma Cannon doesn't help with. It interacts with the opponent in two ways: 1) by preemptively stopping the opponent from establishing board presence and 2) reducing the presence of their already established board. In that way, it acts like both a breaker and disruption, which is extremely versatile and a great payoff. But it's not as good as you think: it has to be set, it only lasts for the one turn, and to activate it and play push with your own engine, requires a lot more commitment (in the form of cooclock, arias, or lovely setting it back). If you wanted to have an edge with the card in the maindeck for game 1 you would need to gamble on not playing matchups where the card is bad (fiendsmith, maliss, hybrid decks in general). It's also not searchable, and the methods of searching it have a higher commitment requirement which makes the card fair (thrust, trap trick, lady, trap holic). The only time this card feels overwhelming is when the opponent has this backed with a full board, but even then the opponent was most likely losing anyways had the card been any other going first card.
Normal trap cards suck
Out of the limited pool of viable normal trap cards aside from dominus impulse, they all either only interact with cards on the field or needs to target. For decks like Mitsurugi, Dracotail, and even Yummy to some extent, these kind of interactions are easily played around. Mitsurugi, for example, can dodge targeted removal or negation with prayers, and once summoned, a Murakumo can be revived easily with Prayers or even Purification. Mitsurugi and Dracotail can retain full value of monsters set by Karma Cannon by either tributing or using them as fusion material. Dimensional barrier is the only card that can provide some kind of value against these decks, and that's how it should be. Traps are tools, and should be specialized in hitting certain decks over others. By banning Dimensional Barrier, there is no trap card that can hurt these decks in a meaningful way, and that's really a shame. I would be fine with the ban if a card was printed that provided a similar targeted payoff against these decks (i.e. mistaken arrest but as a normal trap could be fair since we already have droll), but normal trap card quality has been getting worse and worse, while combo piles are seeing more one card combos that can play through interaction. Dominus impulse is great, but with the use of preprep and extenders, one use of impulse isn't going to cut it at all.
future
Labrynth already has been a severely underpowered engine due to its vulnerability to interruption and high commitment to the field. I fear that the changes to the game is leaving labrynth behind, even before it has had it's time to fully shine with newer support like the gardener counterpart to arias. I really love the minimalistic and unique play style of the deck, and being able to compete with it in cosplay has been nothing less than a dream. I'll still try my best and figure out different ways to make the deck work, and I hope this has been a helpful, if interesting, read. I'll still keep believing, and I hope you'll be there with me!
Please @AkihiroHino@LEVEL5_times all the communities want Astro Gate in the game… it needs to be in the best game ever of Inazuma Eleven!
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Beta Test Demo
For PS5/PS4/Steam
Scheduled to release 7/18 (Thu) 20:00 (JST)⚡
Watch the announcement trailer on YouTube!
https://t.co/8NqRRoHwFa
Thank you for your patience, we're almost there!
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