Notes & Combos
This was a brutal grind, this deck is not good. At all.
Hardest part is knowing all of their cards. You need to know every matchup in the meta and exactly where the optimal use of each HT is based on your knowledge of the deck/what they've played so far/searched. You also can't ever really missplay with your engine or HTs or you often instantly lose. Being patient is key, don't shotgun cards just cause yellow button shiny. The pain of playing a weak engine with a sub-rogue deck.
That said, I love live twins. With the introduction of Superheavy Samurai and the deletion of kash and bystials, I decided to try it out since there's less auto lose cards for us.
Ghost ogre is an excellent pick again for the first time since spright pack launch. Ogre on wakaushi and albaz is very strong. Remember that ogre can also be used on your own turn since branded enjoys using quem to summon albaz on you.
No one ever expects belle and droplets lets you play second and dodge imperm/targeting like a champ.
Droll and maxx c in the same deck feels weird, but you get FTK'd without droll so you have to include it.
Since decks that lose to nib also lose to droll, I cut all my nibiru for higher impact cards. Most good decks that care about getting nibbed just run baronne before 5 summons anyway. Droll is more likely to resolve.
Important note: be careful of the droll/frost interaction, you cannot order your chain links such that you resolve droll after frost, you either pick droll or you draw from frost for that specific card add.
Don't get greedy, a lot of times you need droll to go off that first search, letting them search twice just to resolve frost isn't advisable in most matchups unless you have no interruption or desperately need something matchup specific (Ash vs branded, as an example).
Remember, nibiru isn't real.
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Top Secret Packs used

If you want to still play Live Twin in a deck that's also meta, it does have synergy with Lab. I have fun playing it, and it's not really something you see because it's not as good as more standard versions of Lab.
Still, it does work out pretty well together because you don't get locked out. Not to mention, opponents will always use their Ash on your summoned Twin if they have it. Which will leave them open for the subsequent Lab trap.

So the synergy between things like live twins and unchained has been explored, and in a perfect world where you can guarantee you win the coinflip you'd be correct. Lab cards increase the ceiling going first quite a bit at the cost of making your go 2nd far worse.
In this world though, where you go second 50% of the time or more it's just strictly worse. Lab twin is not meta in the slightest, unfortunately.
All the lab cards take up handtrap slots, so when you go 2nd a deck like lab twin is significantly worse, especially at higher ranks where it's handtrap spam.
In a deck where you draw 1 on your turn and then draw 2 on their turn not drawing into immediately useable cards is really bad. Also, when you run 18-21 handtraps you often open 2 (if not 3) to weaken the opponents board to give you a shot going second. This happens almost 0 times when you cut handtraps to make space for the lab cards.