Divine Temple of the Snake-Eye – #AGOV-EN056
When this card is activated: You can place 1 “Snake-Eye” monster from your hand, Deck, or GY face-up in its owner’s Spell & Trap Zone as a Continuous Spell. Level 1 FIRE monsters you control gain 1100 ATK. Once per turn, if your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can target 1 Monster Card on the field treated as a Continuous Spell; Special Summon it to your field. You can only activate 1 “Divine Temple of the Snake-Eye” per turn.
Date Reviewed: January 10th, 2024
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Every archetype usually has a Field Spell as well, and Snake-Eye aren’t any different.
Divine Temple of the Snake-Eye gets you a Snake-Eye and puts it in your Spell/Trap Zone. You’ll always go for your Deck first, but it’s good that it can search the grave for one or drop one from your hand as well. Good ATK gain of 1100ATK for any Level 1 FIRE monster you control isn’t going to make Snake-Eye win any battles, but it does help make them able to poke away at the opponent’s LP mini-rush style.
Divine Temple of the Snake-Eye’s ability to Special Summon any monster treated as a Continuous Spell from either side is essentially a free monster for you whenever they Normal or Special Summon. If something like There Can Only be One or Summon Limit are out, giving your opponent a monster when you Normal/Special Summon becomes worse (especially if they get one of your monsters treated as a Continuous Spell). This effect is meant to go after your opponent’s monsters that you’ve turned into Continuous Spell cards. Snake-Eye Birch is the best Snake-Eye to have out on your opponent’s turn, as it is the only one with a Quick Effect to Special Summon a Snake-Eye from the hand, Deck, or graveyard, allowing you to get to Flameberge Dragon and its 3000ATK.
I feel like Snake-Eye would be better if all Snake-Eye monsters had their trade two for one Snake-Eye effect be a Quick Effect. As is, only Birch has that and it works so well if Divine Temple goes off on your opponent’s turn and gives you one of their monsters from their Spell/Trap Zone. It would give the archetype some serious ability to interact during the opponent’s turn, but it is what it is.
Advanced- 3.5/5 Art- 3/5
Until Next Time,
Midweek brings us to your traditional Field Spell for a new archetype: Divine Temple of the Snake-Eye.
Divine Temple is a Field Spell that on activation lets you place a Snake-Eye monster from your hand, Deck, or graveyard to the Spell & Trap Zone as a Continuous Spell. Solid to get your monsters into the Spell/Trap Zone for the cost of the Snake-Eyes you actually summon, plus it helps get Populus or Flamberge Dragon on the field to send and trigger a graveyard effect, or you can use this with Snake-Eyes Diabellstar that’s upcoming in April for her effects. Level 1 FIRE monsters gain 1100 ATK, giving them respectable stats. Finally, if your opponent Normal or Special Summons a monster(s), you can target a monster on the field treated as a Continuous Spell and summon it to your field, which is good for Flamberge Dragon’s other effect to put monsters the opponent controls or in either grave to the Spell/Trap Zone, potentially letting you get a powerful monster if the opponent summons anything, or you can summon any Snake-Eye you put there via various other effects in the archetype. You can only activate 1 a turn, so you can’t load your backrow with Snake-Eye monsters. It’s still a solid card to help Snake-Eyes extend their plays. It’s a solid Deck and this is a decent addition to it.
Advanced Rating: 3.5/5
Art: 4/5 Pretty spooky lair here.
Incidentally, today’s card would be a lot worse if it weren’t for a recent card reveal in OCG! Divine Temple of the Snake-Eye is the resident Field Spell for the Snake-Eye archetype, searchable with their upcoming new monster (yeah, it’s that important). Divine Temple can only be activated once per turn, with its first effect triggering on activation to place any Snake-Eye monster from your hand, Deck, or Graveyard to your Spell/Trap Zone, keeping in theme with the archetype’s gimmick. Helpfully, Divine Temple itself can also be fodder to activate Snake-Eye Ash or Snake-Eye Oak, so Divine Temple’s main usage will be providing more fodder to send to the Graveyard and recycling Snake-Eye monsters. This effect won’t be as useful until we get one of their new cards in Legacy of Destruction, which has more value when placed as a Continuous Spell; until then, it’s more of a backup search if you already used Original Sinful Spoils or their upcoming Quick-Play Spell. While Divine Temple is on the field, your level 1 FIRE monsters gain 1100 attack, a comparatively massive amount only matched by Wetlands, though it’s important to note that the strongest among them is Oak, whose meager 900 attack will only become 2000. It can be helpful for pushing for the OTK in an emergency, but it’s not something I’d go out of my way for. Divine Temple’s final effect is a soft once per turn, triggering if your opponent Normal or Special Summons a monster and letting you Special Summon any monster on the field that is currently treated as a Continuous Spell. This effect is essentially a diet version of the boss’s effect, which isn’t bad; it can prepare follow-up and acts as a quasi-disruption by robbing your opponent of a key monster, though unfortunately it won’t do anything by itself much like the boss. Divine Temple isn’t bad, but it competes for being searched with two much stronger Spells, and being unable to combo or disrupt by itself makes it a liability outside of pure builds.
+Can help generate massive advantage and follow-up
-Can’t combo or disrupt without help from other effects
-Doesn’t recycle from banished
-Competes with Original Sinful Spoils – Snake Eye and Snake-Eye Dramatic Chase (name pending)
Art: 3/5 Somebody call Gandalf because the Eye of Sauron has been spotted!
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