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One Level to Rule Them All [A guide to Level 1s]


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"All for 1 and 1 for 1!"

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Hello all! Since there doesn't seem to be a thread for this, allow me. 

 

Now, the point of a good Level 1 Deck is to spam the field with 1s so that you can do 1 of the following:

1) Make good Rank 1s like crazy

2) Make it a stall game until your Main Deck Boss can get out

3) A combination of the above

Now, I will be focusing on the third option since it seems to work the best. Keep in mind, though, that Level 1s are weak on their own, and without support the Deck will crumble. Also, no staples are mentioned here because they are staples and should always be kept in mind.

 

[spoiler=The Basic 1s]

300px-Kinkabyo-TDGS-EN-SR-1E.png

 

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, you can Special Summon 1 Level 1 monster from your Graveyard. When this card is removed from the field, remove from play that monster.

This card is essential. Able to revive any Level 1 besides itself and returns to the hand so that it can be used again. Run this card @3

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You can Tribute this card to draw and reveal 1 card. If that card is a Level 1 Monster Card, draw 1 more card. The effect of "Mystic Piper" can only be activated once per turn.

This card is your go-to draw power. Able to be revived every turn with Kinka-Byo, this card is great. Run @2-3

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You can Special Summon this card from your hand in face-up Attack Position. If you do, return this card and 1 face-up monster your opponent controls to the hand during the End Phase of your opponent's next turn. You can only control 1 face-up "Jester Confit".

This card is a free summon. Use it to set up for Xyz (and possibly Synchro) plays. Run @2-3

300px-BigOneWarrior-DP10-EN-SR-UE.png

 

During your Main Phase, you can send 1 Level 1 monster, except this card, from your hand to the Graveyard to Special Summon this card from your hand.

Similar to Confit, it is a Special Summon that can set up Kinka plays. Run @2-3

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When an opponent's monster declares a direct attack: You can Special Summon this card from your hand, then end the Battle Phase. If Summoned this way, banish it when it leaves the field.

This card stops you from getting killed and sets you up for next turn. Run @1-3

 

 

[spoiler=Magical 1s]

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Send 1 monster from your hand to the Graveyard; Special Summon 1 Level 1 monster from your hand or Deck.

A more inclusive Big One Warrior. Run @1 because limited.

300px-WhereArfThou-REDU-EN-C-1E.png

 

If you control a face-up Level 1 monster: Add 1 Level 1 monster from your Deck to your hand. During the End Phase of this turn, take 2000 damage if you did not Normal Summon the added monster, or a card with the same name, after activating this card.

The universal Search card. able to add any level 1 to hand is a big deal, especially if you can still normal summon. Run @3

 

 

[spoiler=Big Bosses]

Anti-Hope, God of Despair

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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by sending 4 face-up Level 1 monsters you control to the Graveyard, and cannot be Special Summoned by other ways. Other monsters you control cannot attack. During either player's Battle Step, while an attack involving this card is occurring: You can banish 1 Level 1 monster from your Graveyard once per battle; this face-up card is unaffected by other card effects, and it cannot be destroyed by battle, until the end of the Damage Step.

This card is one of the Main Deck boss options. With stats like that, giving up 4 Level 1s isn't too bad. However, getting the 4 1s out can be easier said than done. Also, this card prevents your other monsters from attacking, which can be bad. Run @0-1

BlackLusterSoldierEnvoyoftheBeginning-IO

 

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn, you can activate 1 of these effects.

● Target 1 monster on the field; banish that target face-up. This card cannot attack the turn you activate this effect.
● During the Damage Step, if this attacking card destroys an opponent's monster by battle: It can make a second attack in a row.

Probably the best Main Deck boss possible. extremely easy to get out because of the sheer amount of LIGHT/DARK monsters that go into Level 1s. Run @1 because limited.

 

 

[spoiler=Extra 1s]

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3 Level 1 monsters

This face-up Attack Position card cannot be destroyed by battle. When you take battle damage from battles involving this card: Inflict damage to your opponent equal to the amount of battle damage you took. If this card battles an opponent's monster, during damage calculation (in either player's turn): You can detach 1 Xyz Material from this card; your opponent takes any battle damage you would have taken from that battle.

One of, if not the best Xyz 1s have. Fairly easy to get out and has an effect to boot. Run @3

300px-Number13EmbodimentofCrime-PGLD-EN-300px-Number31EmbodimentofPunishment-PGL

 

 

2 Level 1 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; change all monsters your opponent controls to face-up Attack Position, also all monsters your opponent currently controls must attack this card this turn, if able. While you control "Number 13: Embodiment of Crime"/"Numer 31: Embodiment of Punishment", this card gains these effects.
● This card cannot be destroyed by battle or by card effects while it has Xyz Material.
● Your opponent takes any battle damage you would have taken from attacks on this card.

These cards are nowhere near good alone, so they get the same spot. They are good when you can make them at the same time, and only at the same time. Run @1-2 each, and only together.

300px-Number39UtopiaRoots-LVAL-EN-R-1E.p

 

2 Level 1 monsters

When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack, and if you negated an Xyz Monster's attack, this card gains ATK equal to that monster's Rank x 500.

Another good Rank 1. Can stop any attacks you don't want, and can be a massive beater against Xyz decks. Run @3

300px-GhostrickDullahan-MP14-EN-R-1E.png

 

2 Level 1 monsters

This card gains 200 ATK for each "Ghostrick" card you control. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; halve its ATK, until the end of this turn. If this card is sent to the Graveyard: You can target 1 other "Ghostrick" card in your Graveyard; add that target to your hand.

A good Rank one that can cut the opponent down to size. Easy to make and easy to use. Can also retrieve any other Ghostricks you may be running. Run @1-3

 

 

[spoiler=Other 1s]

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Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn: You can target 1 face-up monster on the field; banish that target. This card cannot attack the turn you activate this effect.

For when BLS isn't enough. Run @0-2

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If this card is sent from the field to the Graveyard by your opponent's card (including by battle, card effect, or by being destroyed), you can Special Summon up to 2 "Naturia Cherries" from your Deck in face-down Defense Position.

Gives access to synchros, sets  up for plays next turn, and can be a battle wall, but doesn't contribute to Chaos theme. Run @0 OR 3

300px-MeklordEmperorWisel-LC5D-EN-SR-1E.

 

Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard (except during the Damage Step): You can Special Summon this card from your hand. Other monsters you control cannot declare an attack. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. Once per turn, during either player's turn, when your opponent activates a Spell Card: You can negate the activation, and if you do, destroy it.

A big beater that also doubles as a spell and synchro killer, but prevents others from attacking. Run @0-2

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If this card on the field is destroyed and sent to the Graveyard: For the rest of this turn, you take no battle damage.

Helps stall and contributes to Chaos theme. Run @0-3

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During your opponent's Main Phase: You can send this card from your hand to the Graveyard, then target 1 face-up Effect Monster your opponent controls; negate that opponent's face-up monster's effects until the end of this turn (this is a Quick Effect).

Effect negation, Synchro possibilities, and a Chaos contributor. Run @0-3

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When this card is Normal Summoned: You can target 1 Level 1 LIGHT monster in your Graveyard; Special Summon that target.

Seems useless until you look at the number of LIGHTs in deck. Sets up for Xyz/Synchro plays and contributes to Chaos theme. Run @0-3 (look at your LIGHTs and decide for yourself)

300px-GhostrickLantern-MP14-EN-SR-1E.png

 

Cannot be Normal Summoned, unless you control a "Ghostrick" monster. Once per turn: You can change this card to face-down Defense Position. When an opponent's monster declares a direct attack, or when a "Ghostrick" monster you control is targeted for an attack: You can negate the attack, and if you do, Special Summon this card from your hand in face-down Defense Position.

A nerffed Battle Fader that doesn't banish itself, can also be retrieved through Dullahan. Run @0-2

300px-GhostrickSpecter-MP14-EN-C-1E.png

 

Cannot be Normal Summoned, unless you control a "Ghostrick" monster. Once per turn: You can change this card to face-down Defense Position. When a "Ghostrick" monster is destroyed by an opponent's card effect, or by battle with their attacking monster, and sent to your Graveyard: You can Special Summon this card from your hand in face-down Defense Position, and if you do, draw 1 card.

Helps stall and gives draws, can also be retrieved through Dullahan. Run @0 OR 0-2 w/other ghsotricks

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Cannot be Normal Summoned, unless you control a "Ghostrick" monster. Once per turn: You can change this card to face-down Defense Position. When an opponent's monster declares a direct attack: You can change that opponent's monster to face-down Defense Position, and if you do, Special Summon this card from your hand in face-down Defense Position.

Really helps stall game early and sets up for plays, can also be retrieved through Dullahan. Run @0-2

AbsoluteKingBackJack-PGL2-EN-OP.png

 

During your opponent's turn: You can banish this card from your Graveyard (this is a Quick Effect); excavate the top card of your Deck, and if it is a Normal Trap Card, Set it to your side of the field. Otherwise, send it to the Graveyard. That Set card can be activated during this turn. If this card is sent to the Graveyard: You can look at 3 cards from the top of your Deck, then place them on the top of the Deck in any order. You can only use each effect of "Absolute King Back Jack" once per turn.

Helps stack the deck for piper and is a chaos contributor, is also good fodder for 141 and Big 1. Run @0-2

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If this card is in the Graveyard: You can send the top card of your Deck to the Graveyard, and if you do, Special Summon this card. You can only use this effect of "Glow-Up Bulb" once per Duel.

A tuner that can revive itself for synchro shenanigans. Run @0-2

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1 Tuner + 1 non-Tuner monster

When this card is Synchro Summoned: You can draw 1 card. During your opponent's Main Phase, you can: Immediately after this effect resolves, Synchro Summon using this card you control (this is a Quick Effect).

Another drawing engine, a chaos contributor, and opens up more synchro plays. Run @0-3 (space allowing)

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1 Tuner + 1 or more non-Tuner monsters

Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes 0, and if it does, its effects are negated. These changes last until the end of this turn.

Debuffs the opponent very hard. Run @0-2 (0 if no formula synchron)

 

 

Now, go forth and wreak havoc on the dueling world with your legion of petite powerhouses!

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Allthe basics seem to be covered here. Except i swear people use ghostrick lantern and the otjer one that looks like a sheet.

Ghostrick Lantern and Ghostrick Specter? I suppose they could be used, since they are 1s, and they do help stall game and Chaos theme. Thanks for pointing those out, I'll add them right now. Also, thank you for reading over this~

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I would personally always recommend 2 Ghostrick Dullahan since they can be looped with each other.

 

Also, I'd say throw in "Absolute King Back Jack" as a good DARK contributer that can stack your Deck for Piper plays. It also makes excellent discard fodder for 141 or Big1Warrior. Also, setting it is a decent turn 1 play if nothing else.

 

I'm really a huge fan of the Chaos variant. It's nice seeing these little guys get some justice.

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I would personally always recommend 2 Ghostrick Dullahan since they can be looped with each other.

 

Also, I'd say throw in "Absolute King Back Jack" as a good DARK contributer that can stack your Deck for Piper plays. It also makes excellent discard fodder for 141 or Big1Warrior. Also, setting it is a decent turn 1 play if nothing else.

 

I'm really a huge fan of the Chaos variant. It's nice seeing these little guys get some justice.

Ooh, good catch! Edited~

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I actually use Number 99 and Argent Chaos Force (the one that lets you add it back to your hand after summoning a Rank 5 or higher Xyz) along with Roots, for a surprise 4000 ATK beater. As a bonus, if you can swing it, you can get an OTK with 2 99s.

 

Materials needed: 1 Roots and 2 Number 99 in your Extra, 1 Roots in the grave, 1 Argent Chaos Force in hand, and any way to make Roots that turn.

 

  1. Summon Roots however you want/can.
  2. Summon 99 by pitching Argent and using Roots as material. Since you summoned a Rank 5 or higher monster, Argent comes back to your hand.
  3. Use 99 to summon the Roots in the grave.
  4. Summon the second 99 by pitching Argent.
  5. Attack for game.

 

It's a bit hard to pull off, but 99 is absolutely worth it! Plus its other effect means that it's immune to things like Ryko and Shaddoll Squamata.

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  • 2 months later...

I took interest in Level1 decks recently. I was wondering if you could include sample decklists in the OP so we can get a better idea on how to start building the decks, specifically Ghostrick variants.

 

Sure thing! I'll see what I can whio up when I'm home later~

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It may seem a bit inconsistent, but may I suggest adding Watapon to the list of potentially usable cards? It can be insta-Special Summoned by "Where Arf Thou?", if that helps matters any.

Tru, but then you take that 2k burn in the EP. So I suppose it is possible, but it's probably against the player's best interests. Also DN is still being bad so those deck lists are going to be delayed, sorry<*^_^

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