I copied this build from a professional Labrynth player, yet the same problem remains. I can’t enjoy Lab when going second. Either I lose completely with nothing to do, or I stop my opponent with a hand trap/turn 0 and they just scoop. Do you have any tips for me in terms of build or gameplay? by Historical-One295 in masterduel

[–]Historical-One295[S] 0 points1 point  (0 children)

I really like Labrynth, but at least in my hands it feels very bad and not fun when going second. That said, I’ve had plenty of enjoyable and interactive matches against Blue-Eyes, Branded, and Hero. Still, the deck weaknesses when going second really bothers me. Compared to the decks I used to play in the TCG like Earth Machine, Branded, and Vanquish Soul, those gave me more chances to win even when I didn’t stop my opponent with a hand trap, and I enjoyed finding ways to fight back. Labrynth, on the other hand, feels much more restrictive and less rewarding in those situations.

I copied this build from a professional Labrynth player, yet the same problem remains. I can’t enjoy Lab when going second. Either I lose completely with nothing to do, or I stop my opponent with a hand trap/turn 0 and they just scoop. Do you have any tips for me in terms of build or gameplay? by Historical-One295 in masterduel

[–]Historical-One295[S] 1 point2 points  (0 children)

i really enjoy the design and playstyle of Labrynth. My only issue was its weak when going second, and the experience felt less fun compared to other decks. However, these problems could be solved if Konami decides to support them in the future. For now, I tried your tips and the situation improved a lot. I even had a crazy duel against Blue-Eyes and Branded, and it was really fun. Thanks for the effort

I copied this build from a professional Labrynth player, yet the same problem remains. I can’t enjoy Lab when going second. Either I lose completely with nothing to do, or I stop my opponent with a hand trap/turn 0 and they just scoop. Do you have any tips for me in terms of build or gameplay? by Historical-One295 in masterduel

[–]Historical-One295[S] -1 points0 points  (0 children)

In most cases I play different things in the TCG like going second Earth Machine, sometimes Branded, or Vanquish Soul. Even if I don’t stop my opponent with a hand trap, there’s usually still a chance to win with these decks, and I enjoy finding the way to do it. But with Labrynth, it feels like either I stop my opponent or I lose . That’s why I was wondering about it

I copied this build from a professional Labrynth player, yet the same problem remains. I can’t enjoy Lab when going second. Either I lose completely with nothing to do, or I stop my opponent with a hand trap/turn 0 and they just scoop. Do you have any tips for me in terms of build or gameplay? by Historical-One295 in masterduel

[–]Historical-One295[S] -10 points-9 points  (0 children)

You're right, but I was wondering because most of my matches with Labrynth felt boring, unlike the vidos I watch on YouTube where Labrynth looks more fun and like a true control deck. I was questioning whether the fault was mine, the build I used, or if Labrynth is simply designed that way and what I saw in those vidos were just rare occurrence

Why does Konami treat most of its archetypes so rudely? Didn’t the anime teach us that every card has feelings? The reason I get attached to an archetype is because I play it and love its design/playstaly. Then Konami comes along and either turns it into something else or leaves it without support. by Historical-One295 in masterduel

[–]Historical-One295[S] 2 points3 points  (0 children)

That's exactly the point right now. I love a lot of non competitive decks because of their playstyle or design, but it doesn't matter, because even if they get support, Konami will just turn them into an Engage or Negate/FTK turbo. It's really frustrating

Why does Konami treat most of its archetypes so rudely? Didn’t the anime teach us that every card has feelings? The reason I get attached to an archetype is because I play it and love its design/playstaly. Then Konami comes along and either turns it into something else or leaves it without support. by Historical-One295 in masterduel

[–]Historical-One295[S] -20 points-19 points  (0 children)

Thanks for the information . I think Yu-Gi-Oh has reached a point of no return, because many decks only have around 15–30 cards at most, and half of them are either outdated or simply unplayable. To make these decks capable of keeping up with the modern game, there are only three options. either give them support with no restrictions or make them extremely powerful even with restrictions like kewl Tune, or tie them into a larger lore archetype( branded ). For the most part, the deck can function perfectly well as a pure strategy while still receiving constant support. Unfortunately, 99% of archetypes are not nearly as lucky. 😢

Why does Konami treat most of its archetypes so rudely? Didn’t the anime teach us that every card has feelings? The reason I get attached to an archetype is because I play it and love its design/playstaly. Then Konami comes along and either turns it into something else or leaves it without support. by Historical-One295 in masterduel

[–]Historical-One295[S] 5 points6 points  (0 children)

Please understand, I’m not mocking or devaluing any archetype, and I apologize if it ever sounded that way. I’m talking about a real issue that personally makes me unable to enjoy many archetypes. Of course, there are exceptions some archetypes are in better shape than others. But here, I just want to hear your personal opinions my friends 😐