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Pojo's Yu-Gi-Oh Card of the Day
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Level Conversion Lab
Common
Select 1 monster in your hand and show it to your
opponent. Then roll a six-sided die. If the result
is 1, send the selected monster to the Graveyard. If
the result is 2-6, the level of the selected monster
becomes equal to the result until the End Phase of
this turn.
Type - Trap
Card Number - TLM-EN054
Card Ratings
Traditional: 2
Advanced:
2.65
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 06.27.05 |
Lord
Tranorix |
Level Conversion Lab
We open off the week with Level Conversion Lab, a
very interesting Trap that will doubtless see play
in casual decks and may even pop up in some
competitive ones. First of all, it’s a Normal Trap
and chainable – but it’s next to useless if you
activate it on your opponent’s turn, which is a
drawback.
Upon activating LCL you show a monster in your hand
to your opponent. Then you roll a die. There’s a
probability of 50% that the monster you chose will
be able to be summoned without tribute, a 33% chance
that (essentially) nothing will happen, and a 17%
chance that monster will go to the Graveyard.
The fact that the best case scenario is also the
most likely certainly makes Level Conversion Lab
worth considering, especially in a deck with a lot
of two-tribute monsters. In those cases, even
rolling a 5 or 6 will ease the requirements for
summoning, as a Level 7 monster will become…Level 5
or 6.
This is a rentsy choice for Dark Magician Decks,
because it makes DM much easier to summon (as well
as Dark Magician of Chaos). In a tournament deck,
it’s also not terrible, as it at least increases the
likelihood that you’ll more easily be able to summon
Jinzo and/or Airknight (and if you fail, they’re in
the Graveyard as Chaos food – you lose card
advantage, but hey, look on the bright side).
Traditional – CCCC: 2/5
Traditional – Dark Magician: 3.5/5
Advanced – CCWC: 2.5/5
Advanced – Dark Magician: 4/5
OVERALL RATING: 3/5
|
ExMinion OfDarkness |
Level Conversion Lab
Here we have a card that might help you and might
not. Usually cards depending on luck are bad, but
let's take a look.
Basically, your intent with this card is to get a
monster that needs a Tribute out without any...
If your monster normally has one tribute:
A 2, 3, or 4 lets you summon it without tribute,
putting you ahead of the game.
A 1 sends it to the graveyard, which despite
recursion cards will usually hurt you.
A 5 or 6 just means you wasted a card.
If your monster normally requires 2 tributes:
A 1 sends it to the graveyard which usually helps
with recursion unless the monster can't be revived
-- here's looking at you Ancient Gear Golem.
A 2, 3, or 4 puts you way ahead, letting you summon
a 2-trib monster for no cost.
A 5 or 6 gives you a slight advantage in only
needing 1 Tribute.
I really doubt someone in a heavily competitive area
would want to run a card where you need ADDITIONAL
luck to win (besides the luck you need to draw Pot,
Graceful, Delinquent, hoping your opponent doesn't
hit the same...) In a deck focusing on Ancient Gear
Golem or high-level monsters it helps you swarm the
field, but otherwise it's just not that great.
Oh yeah, and since it's a Trap you have to wait a
whole turn so it won't help you right away even if
you draw it, have AGG in hand, and you and your
opponent both in near-topdeck mode.
1/5 Traditional
2.25/5 Advanced
|
Snapper |
Level Conversion Lab
Welcome to a FOURTH week of TLM cards! Today’s card
is Level Conversion Lab,
a Trap that assists in summoning your strongest
monsters.
In order to set LCL’s effect in motion, you must
first select a monster from
your hand and show it to your opponent. After doing
so, you roll a die.
Should you roll half of a snake eyes (1), the
monster is sent to the
Graveyard. If you roll somewhere between 2 and 6,
the monster’s Level
becomes that number until the end of the turn. If
you roll a number higher
than 6, well then you’re using the wrong kind of
die.
As should be apparent, LCL’s sole purpose in life is
to make high Level
monsters into non-Tribute behemoths. So if you visit
the Land of Probability
for a second, you’ve got a 17% chance of rolling a
number that causes your
monster to go to the Graveyard. On the bright side
though, you can now
revive it via Premature Burial and Call of the
Haunted (assuming it’s
revivable/Special Summonable). Whilst passing
through Probability Land,
you’ll find you’ve go a 50% chance of making the
monster into an ideal
Tribute-free creature. And as you pass through the
Gates of Probability and
venture into the land of Geometry (shudder), you
find you’ve got a 33%
chance of making the monster into a single Tribute
individual, which would
be a big improvement for Level 7 and up monsters.
As you might have guessed (or already known for you
busy-bodies), LCL should
only be used with Level 5 or higher monsters. Using
a Level 4 or lower
monster would reap no benefits save putting the
monster in the Graveyard.
Using stronger monsters however would give nothing
but benefits (assuming
you’ve got revival on your side). All in all, LCL is
a valuable tool in
Decks that focus on a specific and/or numerous
difficult to summon monsters.
With a 50% chance of eliminating Tributes for the
turn, LCL should be very
valuable.
Advanced: 3.5/5. Go for it!
Traditional: 3.5/5. You may at the very least be
putting a LIGHT or a DARK
monster in the graveyard.
Overall: 3.5/5.
Art: 2.5/5. It’s Name That Monster Time! I see
Kozaky, preparing to convert
Gagagigo into Giga Gagagigo.
|
Dark Paladin |
Welcome to Monday and another week of The Lost
Millenium Cards. Sadly, even though this week of
cards was chosen by me, there isn't really a theme
so this is another of our infamous No Particular
Theme Weeks!
Enough about that though...
Level Conversion Lab
Normal Trap
Select 1 monster in your hand and show it to your
opponent, then roll a six-sided die. If the result
is 1, send the selected monster to the Graveyard.
If the result is 2-6, the Level of the selected
monster becomes equal to the result until the End
Phase of this turn.
Well, this certainly is an interesting card.
Obviously suited for use in tribute heavy decks, but
that's about it. Even if you get a 1, the monster
only goes to the Graveyard, and that's not the end
of the world. That just sets you up for a dump and
revive.
Otherwise, (assuming you're using a tribute monster)
you've got a 50% shot of normal summoning that
monster. Being able to normal summon your Jinzo,
Phoenix, Vampire Lord, Blue Eyes, or even Dark
Magician :) is always a nice surprise.
Ratings:
1.5/5 Across the board
The card isn't all that bad, it's just fairly hard
to use and not necessarily worth the trouble.
However,
3.0/5 In an extremely tribute heavy deck maxed on
this card. (All formats)
Art: 3.5/5
I think thats Giga-Gagagigo in the tank and that
looks like his armor on the other pads all strewn
about.
You stay classy, Planet Earth :)
|
Otaku |
In what appears to be the default now, I won’t
be breaking this card down into sections because
Spells and Traps basically have an effect and
one single stat, making it pretty silly. I’ve
only stuck with it so long because I liked
having a generic template for reviewing.
Today’s card is Level Conversion Lab.
Given the nature of the card, I’ll start with
its effect: you select one Monster card in your
hand, and roll a six-sided dice (d6). If you
get a one, the Monster is destroyed… ouch.
Still, I suppose in a pinch that could help
certain decks that need Monsters in the
discard. It is a draw back, but on a very rare
occasion, it could be useful.
If you roll anything above one, the Monster
becomes that level. Since we are rolling a d6,
it means the most the Monster can become is a
Level 6. As such, I’d assume you’d usually want
to use this on a Level 7+ Monster: then there is
a five in six (roughly 83%) chance you’ll make
said Monster easier to Normal Summon. A Level 5
or 6 Monster only has a 50% chance of being
helped out by Level Conversion Lab. If
you roll a two or three (one in three odds or
approximately 33%), you’ll be able to slip under
Gravity Bind and Level Limit-Area B
for the turn.
I can think of one other use for this card:
Ritual Monsters. Unfortunately, the Ritual
Spells needed for the Ritual Monsters cite the
exact amount needed, so you can’t shrink
something into a more affordable version. You
can, however, attempt to pump something up to
help pay for the cost. Sinister Serpent
becomes an ideal candidate: on a result of one,
big deal, it’s destroyed; you’ll just get it
back next turn. Any other result allows it to
fill more of the requirement for the Ritual
Summon.
Unfortunately, this card is a Trap. It really
needed to be a Spell, since all of the uses I
gave require it be your turn. This instantly
relegates this to something of a “desperation”
move. Normally, you’d think about using it with
cards that have to be Normal Summoned and are
high level. Given the two huge drawbacks
(possibly nuking the Monster and the difficulty
of keeping the Trap alive long enough to go
off), this card becomes something of a novelty.
Ratings
(Specialized)
Traditional :
2/5-Only because the cards this helps need all
the help they can get. So in decks with big,
Normal Summon only Monsters, it’s pretty
useful. Remember, if you do nuke the Monster,
you can use Monster Reincarnation to get
the destroyed card back.
Advanced :
3.5/5-Here it might make a real difference: a
one in three chance of a no Tribute Normal
Summoning Ancient Gear Golem? Sweet.
Limited :
4/5-One in three chance of Normal Summoning
Ancient Gear Golem sans Tribute? Sweet… so
long as you’re desperate. If you already have
the lead, just build up the Monsters for a
normal Tribute Summon.
Summary
In Yu-Gi-Oh, there are certain things that can
really hurt cards: consider them “strikes” a la
baseball. For Level Conversion Lab, it
doesn’t look good. Strike one: it is a Trap
that is only as useful on your turn. Strike
two: it is a random result. Strike three: it
can backfire (destroying the selected Monster).
|
Coin Flip |
Level Conversion
Lab starts us off this week. Perhaps the second most
fun common in the set, it has stuff going for it.
Not much, granted, but still…
If you are playing Cost Down, I would recommend
going for this instead. For one, it loses you less
card advantage on average. This can turn Ancient
Gear Golem into a 1-trib. This can morph your
pathetic 8-star Sacred Phoenix of Nephthys into a
level 2 monster, assisting you greatly in taking
care of those pesky whatchumcallits, Gravity Binds.
Ah, that would be fun.
Sadly, however, if you aren't playing 5+ tributes in
your deck (and, unless they aren't Monarchs, you
deserve to lose for doing so), this card is useless.
Turning a Level 5 monster into a level 6 monster
will not be of much use. Monarchs won't get their
effects. And to top it all off, you have a chance of
Delinquent Duo'ing yourself (card advantage wise)…
TWICE. No thanks.
And, since I am obliged to do this with all chance
cards, the rating is increased by 1 in both formats
if you are using fixed dice and coins with this and
Blowback Dragon. Possibly with Roulette Barrel. But
then you're just a shoddy player.
General:
Traditional: 2.1/5
Advanced: 2.7/5
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