Level reward card is what you can obtain by leveling up characters, including gems, cards, skills, extra deck slots. Which cards and skills you acquire is different according to which character you get to level up.
A table below describes what sorts of reward and how many of each you can get by leveling up a character to 45 (current max level).
|Reward type||Obtainable quantity|
|Skill||3 (Sometimes 4)|
|Extra deck slot||3|
What are the best Level-Up Reward Cards and what characters should I level up first?
These are fair questions considering how much time it can take to max out certain characters, so in this guide I will list the best Level-Up Reward Cards and explain why, in my opinion, you should give them priority.
Let’s set up a few rules first:
With so many characters now available, it can be difficult keeping track of them and knowing which ones to get and what cards to aim for, while also considering if they're still effective in the meta. Here are some things to help you get started:
|EARTH Dragon ★8|
ATK ? / DEF 0
|Officer Tetsu Trudge Lvl 30 [UR]|
|Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 other monsters from your hand to the Graveyard, and cannot be Special Summoned by other ways. This card's ATK becomes the combined original Levels of the sent monsters x 300.|
Blackwing - Pinaki the Waxing Moon
|DARK Winged Beast ★3|
ATK 1200 / DEF 1000
|Crow Hogan Lvl 35 [UR]|
|Cannot be used as a Synchro Material, except for the Synchro Summon of a "Blackwing" Synchro Monster. During the End Phase, if this card is in the Graveyard because it was sent there from the field this turn: You can add 1 "Blackwing" monster from your Deck to your hand, except "Blackwing - Pinaki the Waxing Moon". You can only use this effect of "Blackwing - Pinaki the Waxing Moon" once per turn.|
Unknown Synchron is a Level 1 Tuner that can fit in pretty much any deck because its effect allows you Special Summon it from your hand once per Duel as long as your opponent controls a monster while you don’t.
|DS Carly Carmine Lvl 35 [UR]|
|When this card is activated: You can add 1 "Fortune Lady" card from your Deck to your hand. Once per turn, if a card(s) you control is banished by card effect (except during the Damage Step): You can activate this effect; this turn, monsters you control cannot be destroyed by card effects (even if this card leaves the field). Once per turn, if a card(s) your opponent controls is banished by card effect (except during the Damage Step): You can make the next battle damage you take this turn become 0 (even if this card leaves the field). You can only activate 1 "Fortune Vision" per turn.|
|Zane Truesdale [UR]|
|Reveal 1 Fusion Monster in your Extra Deck and send, from your Main Deck to the Graveyard, the Fusion Material Monsters that are listed on that Fusion Monster Card. During your 2nd Standby Phase after this card's activation, Special Summon 1 of that Fusion Monster from your Extra Deck and target it with this card. (This Special Summon is treated as a Fusion Summon.) When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.|
|DARK Thunder ★5|
ATK 2400 / DEF
|Mokuba Kaiba (DSOD) [SR]|
|You can discard this card; add to your hand, 1 of your "Thunder Dragon" cards that is banished or in your GY, except "Thunder Dragonroar". If this card is banished, or sent from the field to the GY: You can Special Summon 1 "Thunder Dragon" monster from your Deck in Defense Position, but return it to the hand during the End Phase. You can only use 1 "Thunder Dragonroar" effect per turn, and only once that turn.|
|DARK Spellcaster ★4|
ATK 1600 / DEF 100
|Arkana Lvl 23 and 38 [SR]|
|When this card is Normal Summoned: You can add 1 Spell/Trap Card from your Deck to your hand, that specifically lists the card "Dark Magician" in its text. During your opponent's turn, if you activate a Spell/Trap Card or effect while this card is in your Graveyard (except during the Damage Step): You can Tribute 1 Spellcaster-Type monster; add this card to your hand. You can only use each effect of "Magician's Rod" once per turn.|
Destiny HERO - Plasma
|DARK Warrior ★8|
ATK 1900 / DEF 600
|Aster Phoenix Lvl 45 [UR]|
|Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by Tributing 3 monsters you control, and cannot be Special Summoned by other ways. Negate the effects of all face-up monsters your opponent controls. Once per turn: You can target 1 monster your opponent controls; equip that target to this card, and this card gains ATK equal to half the ATK of that equipped monster (you can only equip 1 monster at a time to this card with this effect).|
This Quick-Play Spell can be used to prevent an opponent’s monster from attacking and, because of its activation cost, it also has great synergy with Silver's Cry.
Thunder Dragons Hundred Thunders
|Mokuba Kaiba (DSOD) Lvl 30, 33, and 35 [UR]|
|Target 1 Thunder monster in your GY; Special Summon it, then you can Special Summon as many monsters with that same name as possible from your GY. The monster(s) Special Summoned by this effect are banished when they leave the field, also while they are face-up on the field, you cannot Special Summon monsters, except Thunder monsters. You can only activate 1 "Thunder Dragons' Hundred Thunders" per turn.|
Windstorm of Etaqua is a decent Trap Card that allows you to change the Battle Position of all monsters your opponent controls, it can prevent an OTK and it’s a pretty cheap alternative to other Battle Traps.
Curse of Anubis is another cheap alternative to expensive Battle Traps and it’s not a bad card for a beginner as it’s able lock all Effect Monsters on the field in Defense Position, lower their DEF to 0 and prevent them from changing their Battle Position for the rest of the turn.
While the fact that Curse of Anubis does not affect Normal Monsters is definitely a downside, it’s not as easy to play around as Windstorm of Etaqua.