Level Conversion Lab
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Level Conversion Lab

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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 of this turn.




 
 
AI Power Analysis
Combo enablerConfidence: MediumEvaluated Oct 9, 2026
40± 8/ 100
Power Score
Intrinsic 40

Level Conversion Lab — Power Evaluation

Final Score: 40 ± 8 · Confidence: Medium

  • Intrinsic: 40 · Deck: — · Meta: provisional
  • Primary role: Combo enabler · Secondary: Utility

Why it scores here

Level Conversion Lab converts one monster in hand into a Level 2-6 monster for the turn, which only matters when a Level-matched summon is the goal, so its value is a narrow enabler rather than a board-maker. The 1-in-6 roll that sends the chosen monster to the Graveyard is a straight card loss, which keeps resource economy low. No deck, combo, or guide evidence was supplied, so the score rests on card text alone; the 2905 view count and the card's presence across four formats earned no points.

Axis scores

Axis Score Evidence
Accessibility 45 Needs a monster in hand plus a set and later activation of the trap, with no searcher or deck evidence to show how often it is live (inferred from text).
Combo & Conversion 40 Changes one monster's Level to 2-6 with no board output of its own, so it only feeds a Level-based summon; no combo evidence supplied (inferred from text).
Resource Economy 20 Costs the trap and, on a roll of 1, also the selected monster, with no card returned; no refuel or search (verified from card text).
Effect & Interaction 5 No effect against the opponent's cards or board; the monster is only revealed to the opponent (verified from card text).
Material Utility 35 The Level change makes the monster a usable Level fit for Synchro or Xyz, but the effect is not carried by the monster itself (inferred from text).
Resilience & Flexibility 40 Any of five Level results works, but the trap can be negated before it resolves and the 1-roll branch loses the monster (inferred from text).
Deck-Building Efficiency 65 A single trap slot with no garnet or lock and no archetype restriction, though it still takes up a slot (verified from card text).

Calculation

Weight profile: 0.7 Starter / Combo enabler + 0.3 Utility. Intrinsic ≈ 40, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks and no combos; provisional; Deck = null)

Strengths

  • Turns any hand monster into a Level 2-6 monster for the turn, covering the Level needed for a Level-based summon
  • Trap card with no archetype or garnet restriction, so it fits most decks

Weaknesses

  • Gives no board presence or card advantage on its own
  • The roll of 1 sends the chosen monster to the Graveyard, a straight loss
  • Only valuable when a Level-matched summon is the actual plan

Counters / choke points

  • Negation of the trap before it resolves
  • Opponent's responses that remove or negate the monster in hand before activation

Best use

Level-fit enabler for an in-hand monster. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: select 1 monster in hand, show it to the opponent, roll a six-sided die; on 1 it goes to the Graveyard; on 2-6 its Level becomes the result until end of turn; Trap Card type, legal in TCG, OCG, MasterDuel and DuelLinks
  • Inferred: Primary role is a Level-fit enabler for Level-based summons, from text; Accessibility depends on having a monster in hand and on the trap being set first; Value is limited to Level-matched summon plans
  • Data gaps: no decks supplied; deck synergy and copy counts unavailable no combos supplied; conversion rated from text only no guides supplied no usage statistics (StatisticsCard); inclusion rate unknown legal copies empty and no banlist token; assumed 3 copies











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