Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
Level 11 Monsters
When playing Yu-Gi-Oh (also called Duel Monsters), your deck's construction determines your chances of victory. Monsters, in particular, are the backbone of just about any deck. As a quick review, level four and below monsters can be summoned without sacrifice; levels five and six require one monster to be tributed; levels 7-12 require two sacrifices.
Now, I'll be honest with you—this is one of the easiest Yu-Gi-Oh countdowns I've ever made. Why? Well, there are thousands of monsters in Yu-Gi-Oh, meaning for these "Level" countdowns I usually review hundreds of candidates. But as of this writing, only seven are Level 11s. Hooray for easy lists!
Anyway, the trend with 11s thus far seems to be they have difficult and unique Summoning requirements, but make up for it with powerful effects. Which reign supreme?
Here are the top six Level 11s!
- Sophia, Goddess of Rebirth
- Infernoid Tierra
- Yubel - Terror Incarnate
- Hyper Psychic Blaster/Assault Mode
- Nekroz of Sophia
- Star Eater
How to Determine Monster Levels
To figure out your monster's level, simply count the number of orange stars near the upper right corner of the card. All of today's entries are Level 11, so they each have eleven stars.
6. Sophia, Goddess of Rebirth
First a monster with very strong Attack and Defense. You cannot Normal Summon Sophia; she can only be Special Summoned by banishing one Synchro, Fusion, Xyz, and Ritual monster from anywhere on the field. Sophia's Summoning cannot be negated, and when it occurs, all cards in both player's hands, field, and Graveyard are banished except for Sophia.
In short, if a player successfully Summons this Goddess, they'll almost certainly win because her effect will banish any defense your opponent has, but getting the necessary monsters on the field for her Summon will take quite some effort. Note that you can use monsters on your opponent's field, so they can actually unknowingly aid you in calling out this colossal titan.
5. Infernoid Tierra
Fourth place goes to Infernoid Tierra, a Fusion monster (meaning it goes into your Extra Deck, which is available to you the entire duel). To Fusion Summon it, you need to use any Fusion Spell card, and fuse "Infernoid Onuncu" and "Infernoid Devyaty", and 1 or more Infernoid monsters. The interesting thing about Tierra is that it gains effects based on the number of Infernoids you chose to fuse for it. Here's a quick list:
- Three or more: Each player sends three cards from their Extra Deck to the Graveyard.
- Five or more: Each player sends the top three cards from their deck to the Graveyard.
- Eight or more: Each player returns up to three of their banished cards to the Graveyard.
- Ten or more: Each player sends their entire hand to the Graveyard.
You really want the "eight or more" effect when playing Infernoids, since these monsters heavily rely on having the Graveyard stocked with monsters. The ability to return some of your banished Infernoids to the Graveyard is invaluable. To get enough Infernoids for the Fusion Summon, try using "Future Fusion"; unlike most Fusion cards, it lets you use monsters from your deck instead of your hand and field. Beyond that, Tierra is simply a monster with very high battle stats to overwhelm your opponent with brute force.
4. Yubel - Terror Incarnate
Next, another monster that cannot be Normal Summoned. This card can only be Special Summoned by the effect of the Level 10 monster "Yubel".
Though Terror Incarnate has zero Attack and Defense, don't let that fool you - its effects make it unable to be destroyed by battle, and its controller won't take any battle damage from it. Also, at the end of your turn, all other monsters on the field are destroyed. Finally, when this card leaves the field (by being destroyed, returned to your hand, banished, etc.), you're allowed to Special Summon the Level 12 monster "Yubel - The Ultimate Nightmare) from your hand, deck, or Graveyard.
Phew, that's quite a few effects, huh? Essentially, Terror Incarnate can be useful at wiping out the opponent's monsters with its effect, but it's really a stepping stone to calling out its even-stronger Level 12 form.
3. Hyper Psychic Blaster/Assault Mode
To Summon our third-place monster (abbreviated HPB/AM), you need to activate the Trap card "Assault Mode Activate" while you have the Level 9 Synchro monster "Hyper Psychic Blaster" on the field. Also, HPB/AM has to be in your deck; it cannot be in your hand or Graveyard.
When these conditions are met, you can wield the awesome power of this behemoth. Not only does it have great Attack and Defense, it boasts of three excellent effects. First, every time it battles a monster, that monster's Defense is inflicted as damage to your opponent. Next, when battling a monster, that monster's Attack is added to your Life Points. And finally, when HPB/AM is destroyed, you can Summon "Hyper Psychic Blaster" from your Graveyard.
A strong monster with useful offensive and defensive effects. Just keep in mind that Synchro Summoning "Hyper Psychic Blaster" requires a tuner and Psychic-type monsters whose Levels add up to nine; thus, this monster is really only playable in Psychic decks.
2. Nekroz of Sophia
You can tell by its blue color that this monster is a Ritual monster, but its Summoning conditions are different than most Rituals. To call it out, you need to use a Ritual Spell card and tribute three monsters on your field who have different Types (a monster's Type is listed right below its picture; Sophia is a Spellcaster, for example).
Summoning it can take some work, but Sophia has an awesome summoning effect: it can banish all cards on the field and in the Graveyard, decimating your opponent's defenses. Do note that their hand is unaffected, so if they last another turn, they may be able to launch a counterattack, but Sophia's high Attack and Defense should help it last in battle, at least.
Also, if Sophia is still in your hand, during either player's turn, you can discard it and one "Nekroz" Spell card to prevent your opponent from summoning monsters in their Extra Deck this turn.
This card usually only works with the "Nekroz" series of monsters, but its high Attack and card-banishing effect can really turn the tide of a duel.
1. Star Eater
Alright, here we have by far my favorite of today's cards: Star Eater. Why do I like it so much? It's simpler to understand and easier to use than today's other entries.
Star Eater is a Synchro monster; in fact, it's as of this writing the only Level 11 Synchro. To Summon it, you need any tuner and non-tuner monster whose Levels add up to 11 (they don't have to be a particular type or anything). Star Eater's summon cannot be negated, and no cards can be activated in response, which can save it from cards like Trap Hole. Also, when Star Eater attacks, it is unaffected by card effects, again saving it from defenses like Mirror Force.
Star Eater has high Attack and Defense, and useful but fair effects. It works well in any deck using Synchro monsters and is by far the most variable of today's cards. If you're using tuners, give this cosmic dragon a try!
Hopefully you've enjoyed examining the best of the rare and powerful Level 11 monsters! Let me know which is your favorite, and I'll see you at our next card review!