WATER
5Eria the Water Channeler
Archetype:
Charmer
ATK:
1850
DEF:
1500
View:
2432
(This card is always treated as a "Charmer" card.) You can discard this card and 1 other WATER monster; add 1 WATER monster from your Deck to your hand with an equal or higher Level than the other discarded monster, also you cannot activate non-WATER monster effects for the rest of this turn. When your WATER monster is destroyed by battle: You can Special Summon this card from your hand. You can only use each effect of "Eria the Water Channeler" once per turn.
Eria the Water Channeler — Power Evaluation
Final Score: 52 ± 8 · Confidence: Medium
- Intrinsic: 52.5 · Deck: 52 · Meta: provisional
- Primary role: Searcher/Tutor · Secondary: Extender
Why it scores here
Eria converts a second WATER monster in hand plus itself into one level-matched WATER monster from the Deck, a net minus-one card exchange, with a conditional revival from hand after a WATER monster is destroyed by battle. Its 1850 ATK earns nothing; the points come from search reliability (400 of 400 sample decks run it, 1.11 copies on average) and deck fit with the Ash Blossom, Spellbook and Charmers partners. It does no opponent interaction and no combo data was supplied, so combo conversion stays low and the deck score rests on observed inclusion rather than observed board impact.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | The discard-cost search needs a second WATER monster in hand, and 400 of 400 decks run it, but there is no starter role or searched-for role data to confirm how often it goes live (observed deck presence, inference on the hand requirement). |
| Combo & Conversion | 40 | The text converts one card into one level-matched WATER search, a 1-for-1 that only builds a board with other pieces, and no combo examples were supplied (inferred from text; no combo stats). |
| Resource Economy | 25 | Discarding itself and one WATER monster to add one monster is a net minus-one exchange, with only a hand revival on battle destruction to recover value (verified from card text). |
| Effect & Interaction | 10 | No opponent-facing negate, removal or hand trap; the non-WATER activation lock restricts the controller's own turn (verified from card text). |
| Material Utility | 60 | A Level 5 WATER Spellcaster is a clean Level and attribute body that remains a material body when its effects are negated (inferred from stats and text). |
| Resilience & Flexibility | 50 | It works from hand, so hand traps like Ash Blossom are a real interruption, but the revival path gives a second zone and turn (inferred from text plus partner observation). |
| Deck-Building Efficiency | 65 | A single copy runs in most decks (366 of 400 at one copy) with no garnet or lock beyond the once-per-turn and own-turn activation limits (observed deck copy distribution and text). |
Calculation
Weight profile: 0.7 Searcher/Tutor + 0.3 Extender. Intrinsic ≈ 52.5, Deck ≈ 52, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Present in all 400 sampled decks (100% deck presence), with 94.5% of decks in gameplay type 7
- Level 5 WATER body that still works as material when its effects are negated
- Cheap to run at a single copy; redundancy across archetypes is low but the slot cost is small
- Strong observed partner set: Ash Blossom and Joyous Spring 84%, Spellbook of the Grand Circle 79.8%, Charmers of the Grand Circle 79.5%
Weaknesses
- Net minus-one card exchange; the revival only recovers value after a WATER monster is destroyed by battle
- No opponent interaction of its own
- Needs a second WATER monster in hand, so it is hand-dependent and fails in hands that lack one
- No combo evidence, so board conversion is text-only inference
Counters / choke points
- Ash Blossom & Joyous Spring and other hand traps (observed as a top partner, so the card is commonly played alongside them)
- Hand disruption that removes the second WATER monster before the discard cost is paid (inferred from text)
Best use
Searcher/Tutor: WATER monster search with a discard cost, plus a conditional hand revival. Decks: Charmer, K9, Familiar-Possessed, Spellbook. Suggested copies: 1.
Evidence & gaps
- Verified: Text: discard self and 1 other WATER monster to add a WATER monster of equal or higher Level from Deck, and lock non-WATER monster effects this turn; Text: Special Summon from hand when a WATER monster is destroyed by battle; Text: each effect is once per turn; Deck presence: 400 of 400 sampled decks; 1.11 copies average; 39 distinct archetypes; Top partners: Ash Blossom & Joyous Spring 84%, Spellbook of the Grand Circle 79.8%, Charmers of the Grand Circle 79.5%
- Observed: Charmer 25.2%, K9 15.5% as the largest archetype homes; 94.5% of decks in gameplay type 7; 366 of 400 decks run one copy
- Inferred: The discard-cost search is a net minus-one exchange; The hand revival is a conditional second use, not a refuel; Hand traps like Ash Blossom are a real interruption to the search
- Data gaps: no combos supplied: combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) for this card; archetype inclusion is from the deck sample only not in top-card rankings; no cross-format rank available no banlist token; assumed 3 copies (unlimited)






