Water Enchantress of the Temple
Water Enchantress of the Temple

Water Enchantress of the Temple – #GRCR-EN026

If you control an “Adventurer Token”: You can Special Summon this card from your hand. You can banish this card from your hand or GY; add 1 “Rite of Aramesir” from your Deck or GY to your hand. If you control an “Adventurer Token”: You can place 1 Field Spell that mentions “Adventurer Token” from your Deck face-up in your Field Zone. You can only use each effect of “Water Enchantress of the Temple” once per turn.

Date Reviewed:  March 16th, 2022

Rating: 4.50

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


Crunch$G Avatar
Crunch$G

You want to see Rite of Aramesir as fast as possible, so here’s a searcher in Water Enchantress of the Temple.

Water Enchantress is a Level 3 WATER Spellcaster with 1500 ATK and DEF. Fine stats, good Attribute, and great Typing. First effect lets you Special Summon this from the hand if you control an Adventurer Token. You don’t always really use this effect, but it’s nice to have a free extender if you need it. Can never truly complain with free monsters on board for Extra Deck plays. The main effect lets you banish this from the hand or graveyard to search for a copy of Rite of Aramesir from the Deck or graveyard, ensuring you have as much consistency for setting up your engine as quick as possible to get it all going. Something this consistent, no wonder OCG put her to 1 alongside of Rite of Aramesir. Final effect triggers if you control her and an Adventurer Token, letting you put a Field Spell in the Field Zone that mentions Adventurer Token from the Deck, which doesn’t really come up in the engine at all seeing as the Field Spells are subpar and you aren’t really trying to summon this to begin with. Either way, she’s a great card for the archetype as a whole, whether the engine or the Deck. You want to max out on her with however many copies Konami lets you have at a time, probably until it’s Limited alongside Rite, which is where I’d see the engine falling off completely.

Advanced Rating: 4.5/5

Art: 5/5 She seems like a lovely guide on this journey.


Dark Paladin's Avatar
Alex
Searcy

I love when you can look at a Monster and go ‘that’s a Spellcaster’ by its art, without even having to look.  Which is the case for Water Enchantress of the Temple.  Water (not the most supported Attribute with our Spellcasters) and Level 3, with actually respectable stats at 1500/1200.  Free Special Summon from the Hand as long as you control Adventure Token is good and appropriate.  Removing this from play from your Hand or Grave nets you a Rite of Aramesir from your Deck or Grave (back) to your Hand.  (RoA gives you an Adventure Token if you don’t have one, as well as a Fateful Adventure to your Field, again, if you don’t control one).  You get the same type of Effect here later with a Field Magic coming to your Field (as long as it mentions Adventure Token) which is something (continuing to stay with the ‘as long as you control an Adventure Token’ text).  Each Effect here is once per Turn.  She gets you cards here in about every way possible, has a solid stat line for a Level 3, and should net you a ton of advantage.  Lots of Themes would kill for a card like this.

Rating:  4.75/5  She’s not perfect, but she does so much, so well.

Art:  5/5  This doesn’t scream at me like some 5/5 art does, but it’s really cool, and I love her outfit, as well as the staff, and the background is lovely.


Mighty Vee
Mighty
Vee

Some people might remember the poor reception of the Adventurer Token series when it was first revealed. That all changed with the reveal of Water Enchantress of the Temple, a level 3 WATER spellcaster with 1500 attack and 1200 defense. Of these stats, the most important part is being level 3, which we’ll get to later. 

All 3 effects of Enchantress are a hard once per turn. Like all other Adventurer Token monsters, you can special summon it as long as you control an Adventurer Token, which lets you make a link 2 monster in a jam. Additionally, if both Enchantress and an Adventurer Token are on the field, you can directly place an Adventurer Token field spell; neither of the options are particularly powerful, but in a pure deck they can help, I guess? The most infamous effect, however, is Enchantress’s effect to banish itself from your hand or graveyard to search for Rite of Aramesir. Between this card and Foolish Burial, you have at least 7 kickstarters for the Adventurer engine, making it pretty consistent. Not enough for your tastes? Since Enchantress happens to be level 3, it has incredible synergy with Phantom Knights decks. Cherubini, Ebon Angel of the Burning Abyss can dump it from the deck for almost guaranteed access, a major factor in that deck’s success both here and formerly in the OCG before the deck suffered major hits after a couple of banlists. Overall, it’s arguably the most problematic aspect of the Adventurer Engine (save for the end result), so I would not be surprised if TCG follows suit in hitting it along with Rite of Aramesir in the future.

Advanced: 4.25/5

Art: 4.25/5 A thinly-veiled reference to a certain blue-haired, water-themed magician known for her uselessness, only this time she’s a bit too useful.


KoL's Avatar
King of
Lullaby

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