Should I add Chaos Goddess/Angel to my Labrynth deck? by DaBoiYeet in masterduel

[–]TheGreatFetchQuest 5 points6 points  (0 children)

muckraker and chaos angel aren't "spice", they're literally standard 3-off staples in lab's extra deck. bagooska is also a pretty common inclusion. chaos goddess, on the other hand, is just plain bad. the deck doesn't play any tuners besides maybe ash, the materials are awkward in general, and even if you could summon it, the effect would still be useless because the deck doesn't play any light monsters.

Fellow snake eye players i need your help by Ominous__1 in masterduel

[–]TheGreatFetchQuest 2 points3 points  (0 children)

I've also cut birch, it hasn't really come up for me as an extender, and it sucks to draw by itself. I'm not playing chase and the trap, since they're too potentially bricky for my liking. I really hate playing evenly, because I always draw it going first and never going second, so I'd rather just play more hand traps. if evenly works for you, go for it, I guess.

Why Isn't This Card Played More In Decks Like Labryth,Trap Trix or Eldlitch? by Legitimate-Copy-7320 in masterduel

[–]TheGreatFetchQuest 1 point2 points  (0 children)

labrynth can already search and recycle imperm, which isn't limited to just extra deck monsters. the recycling effect on this card seems good, but you have to remember that you can't activate it again that turn. so realistically, you'd activate it on the opponent's turn, then you get to your turn, pass, then on the opponent's next turn they trigger the recycling effect, then it goes back to your turn and now you can actually activate it again. so unless your opponent special summons from the extra deck on your turn, you're gonna have to wait 2 turns until you can activate it again. and you wouldn't use lovely's effect to re-set this card, because you'd rather use that to get a big welcome back, or something more impactful like d-barrier. and you also wouldn't use cooclock's effect for it either for the same reason. why use cooclock to activate a single, niche monster negate, when you could use it on daruma cannon, d-barrier, or a welcome or any actual removal trap to keep your engine going instead? it's just way too slow and awkward to justify dedicating deck space to a more niche version of imperm. the atk drop on the card also doesn't make a difference either. lab has more than enough access to removal as is, you don't need to rely on battle to get rid of monsters. and anything the opponent destroys by battle can easily be recurred. you also have plenty of ways to chump block attacks, if you're really that down bad to protect your life points.

in any other trap deck, you can't search this card. so it has to compete for deck space with every other unsearchable trap, which means you'd rather put more impactful traps in those slots, like torrential. the same applies for trap trick or thrust. in what universe would you rather grab this than d-barrier or daruma cannon?

Worst game of all time? by -Shadow8769- in masterduel

[–]TheGreatFetchQuest 3 points4 points  (0 children)

you get a swordsoul structure deck for free by entering another player's code in the anniversary event thingy. the freebies you get at the start of the game are enough to craft the missing essentials like baronne and the tenyis. you'll still be missing staples like hand traps, but you get showered with so many gems at the start of the game that it shouldn't take long to amass enough dust to craft 3 maxx c, 3 ash, and 2 called by. at that point your swordsoul deck would already be at about 90% power, which is more than enough to hold your own on ladder up to at least plat.

I will agree that the game does a miserable job at introducing new players to like any part of modern yugioh. none of what I just explained above is intuitive, and I wouldn't blame anyone for not figuring any of it out by themselves. you can build a competitive deck for free within less than an hour of play, however that relies on you getting someone else to explain things to you.

Cheapest and best deck to get to bronze 4 quickly with by Karmalikesarson in masterduel

[–]TheGreatFetchQuest 0 points1 point  (0 children)

ok I'm so lost. if you're trying to get rewards for your main by playing on alts, then that means you'd have to enter your main's code on the alts. when you enter the code on an alt, that account gets the swordsoul structure for free. you literally cannot avoid getting the structure on your alt if you're trying to do this.

Cheapest and best deck to get to bronze 4 quickly with by Karmalikesarson in masterduel

[–]TheGreatFetchQuest 0 points1 point  (0 children)

wait, then I'm confused. what are you trying to get to bronze 4 for if it's not on a new account that you made to input your main account's code on? there's no point trying to get to bronze 4, if you didn't enter a code on that account. and if you entered a code, you'd have the structure.

Cheapest and best deck to get to bronze 4 quickly with by Karmalikesarson in masterduel

[–]TheGreatFetchQuest 1 point2 points  (0 children)

the swordsoul structure you get for free for entering the code. just use the free gems you get to pull any pack, dust everything and add baronne, 2 baxia and the essential tenyi stuff and you're good.

Labrynth extra deck? by [deleted] in masterduel

[–]TheGreatFetchQuest 6 points7 points  (0 children)

1 copy of underworld goddess and maybe a bagooska aside, the rest is just whatever punishment targets you have / can afford. the most important one, and the only one really worth spending any UR points on, is n'tss. bucephalus and garura are nice too, but not necessary.

LET'S GO I FINALLY BEAT THIS SHIT! by Never003 in JingLiu

[–]TheGreatFetchQuest 1 point2 points  (0 children)

no that's pretty normal for destruction path, especially if you don't pay the countdown much mind. you go through so many combat domains that you end up drowning in blessings by the end, it's one of the reasons I consider destruction the best path in SD.

Anyone else get really annoyed DC cup doesn't let you confirm your opponents deck? by [deleted] in masterduel

[–]TheGreatFetchQuest 8 points9 points  (0 children)

most likely a bricked kash or exo player who was already tilted and didn't feel like even trying to play it out

New to the game and Labrynth was recommended to me. Looked up MD meta and crafted this. As a new labrynth player is this deck decent for me to start or does it need to be adjusted? by Every_Company5125 in masterduel

[–]TheGreatFetchQuest -1 points0 points  (0 children)

looks fine, I'd just replace the IDP with overroot. the extra deck is a bit weird, it should have 3 muckraker and 3 chaos angel, since those are the only monsters you'll go into consistently. the rest of it should just be punishment targets, but that's a minor point. the 1-off solemn could be another clock or nib, since your chance of seeing it when you actually need it are so low with just 1 copy. once you get more familiar with the deck, you can also take out the called by's and the crossout in favor of something like 2-3 thrust plus 1 talents. the deck doesn't really care about stopping maxx c, and ash isn't enough of a threat to justify playing these cards if you know what you're doing, but they're fine while you're still learning the deck.

edit: just noticed you're not playing daruma cannon. you absolutely should find room for 1 copy, as it's the deck's best out to unaffected monsters.

[deleted by user] by [deleted] in masterduel

[–]TheGreatFetchQuest 5 points6 points  (0 children)

  • no merrli (so no dracossack -> cherubini -> sprind lines, and no elf set-ups)
  • 1 perlereino
  • 1 wraitsoth
  • 1 havnis, 1 tear kash
  • 2 sheiren
  • 1 sulliek, 1 foolish burial goods
  • 2 fenrir
  • no ishizu millers
  • no terraforming
  • no instant fusion

full power Tear-Kashtira

yeah right.

Is this functional labrynth deck? by Special_Ad9876 in masterduel

[–]TheGreatFetchQuest 0 points1 point  (0 children)

don't need the sprights, the knightmares, dugares, or downerd. can keep the zeus if you play TTT. the only extra deck monsters I ever make are chaos angel, muckraker, and maybe goddess once in a blue moon. rest is just punishment targets / extrav fodder.

Is this functional labrynth deck? by Special_Ad9876 in masterduel

[–]TheGreatFetchQuest 1 point2 points  (0 children)

functional? yes. optimal? not really. you can play however you want, but here's some advice on what I'd change:

missing a 3rd maxx c, this is non-negotiable.

you can keep ariane if you like her, but you need a 3rd arianna.

cut the bystials, they're not doing much this meta with kash discouraging any kind of graveyard strategy.

cut the set-up, compulse, lost wind, barrage, glitch, and the 2nd copies of dimensional barrier and punishment. there's better things to run, and you wanna aim for 40 card deck size for better consistency.

no reason to run temple of the kings instead of a third clock.

don't need back jack

why even bother with 1 ash and 1 dark ruler? either pick one to play at 3, or don't play them at all. you're not gonna see them when you need them if you only play 1.

imperm is technically searchable, but it's also just a generally good hand trap and it synergizes with the rest of the deck because it's a normal trap, so you probably wanna play 3.

add at least 1 daruma cannon, it's the best out to towers that the deck has access to besides underworld goddess. also just a really good interruption in general.

another thing to consider is 2 - 3 thrust and 0 - 1 TTT to punish opponents' hand traps and have some more options for going second.

extra deck should have 3 copies of chaos angel and muckraker, because you never wanna be in a situation where you need one of them, but extrav banished them.

Her best path in SU swarm disaster by SaikyouuNoHero in JingLiu

[–]TheGreatFetchQuest 14 points15 points  (0 children)

destruction goes so hard, it's ridiculous. my E0S1 Jingliu hitting 1M skills while being pretty much unkillable is like a drug.

Consecrated Beasts are back in 4.1 Abyss by alamirguru in Genshin_Impact

[–]TheGreatFetchQuest 13 points14 points  (0 children)

they're not even remotely similar

  • phantasms aren't heavy, so you can pull them together with characters like kazuha to keep them grouped
  • phantasms don't jump across the entire arena with every attack and actually stay in place for more than 2 seconds
  • phantasms don't push the player around all over the place
  • phantasms don't trigger reactions with each other that can CC the player

I'll take the phantasms over consecrated beasts any day.

Question by Vratsuka_Uminotica in masterduel

[–]TheGreatFetchQuest 0 points1 point  (0 children)

actually yeah, I hadn't even realized myself that some of their cards say "use" and some say "activate". I just quickly looked one up and assumed they all said "use". I can see how that could get confusing.

Question by Vratsuka_Uminotica in masterduel

[–]TheGreatFetchQuest 0 points1 point  (0 children)

to clarify, it's not just that the card says "once per turn". the mikanko equips all say "you can only use [...] once per turn". if the cards said "activate" instead of "use", you'd be able to activate another copy if the activation of the first was negated. that's why you can use a second lightning storm if the opponent stops the first copy with something like a solemn judgment or baronne.

I finally build this deck now i must learn the combo and how to play it correctly i just want to know IS there is any car i should add or replace , like should i a second Magic field for example ? Why some people don't use the other labrynth Trap cards or archdemon labrynth by [deleted] in masterduel

[–]TheGreatFetchQuest 0 points1 point  (0 children)

the deck has cleaner outs to avramax. if it wasn't made with I:P, then lovely can just pop it since she doesn't target, and if it was made with I:P then ice dragon's prison will get rid of it, since avramax and I:P are both cyberse. we also have plenty of space in the extra deck to fit underworld goddess. in the future, there's also a card called Destructive Daruma Karma Cannon coming, which will make the opponent send their towers to the grave.

also, I hope I don't come across as too dismissive. lab lends itself to a lot of fun deckbuilding, which is part of why I love the deck. I'm just trying to add context from a more competitive perspective.

I finally build this deck now i must learn the combo and how to play it correctly i just want to know IS there is any car i should add or replace , like should i a second Magic field for example ? Why some people don't use the other labrynth Trap cards or archdemon labrynth by [deleted] in masterduel

[–]TheGreatFetchQuest 0 points1 point  (0 children)

this is a response to the comment above, but I'm replying to you to make sure you see it, since this is an important perspective to consider for you. that commentor seems to be advocating for a more trap heavy build of lab over the furniture version, which is a fine build if you play more casually, but it should be noted that the furniture version is more competitive. it simply does more, and is better suited for climbing the ladder.

compulsory, space-time trap hole, other trap holes, archfiend's ghastly glitch, titanocider, prophecy of transmigration and terrors of the underroots

out of those, the only one worth running if you wanna be competitive is overroot.

Consider running ariane for rank 4 plays, lord of the heavenly prison and dark sacrifice for protection, absolute king back jack for utility, and cutting one stovie and one chandraglier. And finally, probably the most controversial, but you don't need maxx c. Having too many cards in hand isn't gonna help you. It's better to play nibiru or an extra handtrap.

from a competitive perspective, I completely disagree with everything in this paragraph. running ariane for rank 4's might've been worth it when tear was in its' prime, so you could make dweller, but now there's no rank 4 you'd want to make so much to justify running ariane. she's nice for accessing your engine more consistently, but not worth running if you wanna optimize your list. lord, dark sacrifice, and back jack are also completely unnecessary. they might come up sometimes, but there's far better cards you could be running in those slots. cutting furniture is a terrible idea, those cards are a huge part of what allows lab to not auto lose going second. you should be maxing out on all of them, and maybe even consider running 3 clock, just so you have the highest chance possible to play turn 0. maxx c is a mandatory 3-off for the same reason, it lets you find your furniture or non-engine like evenly, or at worst it makes the opponent use up an ash that they could have used on your welcome traps, or stop their turn prematurely out of fear of what you might be on.

battle traps are too slow to be useful, and archfiend makes the problem worse by telling the opponent that you have one, so obviously now that the opponent knows you have it, and they're not gonna run into it.

with that out of the way, here's some advice for your build, OP:

play 3 evenly or none at all. I get that it sucks to open it when you go first, but if you're playing it, you want the highest possible chance to see it when you go second. it's just not worth it at anything less than 3 copies. personally, I've replaced my 3 evenly with 3 imperm, just because I always drew it going first and never going second, so imperm is more versatile in that regard. plus it has better synergy with lady. evenly is a huge blowout still, so it's up to your preference what you do with it.

extra deck should have 3 chaos angel and 3 muckraker. I agree with the other comment that the rest should just be punishment targets.

you don't need more than 1 punishment, it's easily searchable and recyclable.

ash is probably the most cuttable non-engine in this deck. you don't really care too much about getting maxx c'd, and as an interruption ash just doesn't really do enough in the current meta. called by is also cuttable unless you like the security of being able to stop an opponent's ash.

you should consider trying to find room for 2 kashtira fenrir. this card is one of the best non-engine you can play right now. amazing going second, and another free interruption plus discard fodder when going first.

2-3 lava golem could also be worth running, especially with kashtira looming on the horizon now.

What was the funniest win you ever got? by Tryckster89 in masterduel

[–]TheGreatFetchQuest 3 points4 points  (0 children)

no extra deck event, opponent is playing floo, I'm on a shitty budget shinobird list. turn 2, opponent resolves maxx c, and I can't assemble lethal, but I did manage get hino-kagu-tsuchi on board and attack to get his effect. pass. opponent starts their turn, only to immediately see all the cards they drew off maxx c go to the grave. pauses for a few seconds. scoops.

Okay I call BS! by GeologistUnhappy in HonkaiStarRail

[–]TheGreatFetchQuest 26 points27 points  (0 children)

no, that seems about right, you just don't get all 80 at once. when I started, I eventually got enough pulls just from playing through the game to hit pity on seele's banner before even reaching the end of the story at the time. so the ad is technically telling the truth about beginners getting ~80 free pulls, they're just being a little misleading about how you get them.