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Pojo's Yu-Gi-Oh Card of the Day

Level Conversion Lab

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


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

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

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.


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.


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 :)

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.



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.

Traditional: 2.1/5
Advanced: 2.7/5

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