Spell
NormalWater of Life
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If you control no monsters: Target 1 monster in your GY; Special Summon that target in Attack Position, also, for the rest of this turn after this card resolves, you cannot activate monster effects, except the effects of that Special Summoned monster on the field. You can only activate 1 "Water of Life" per turn.
Water of Life — Power Evaluation
Final Score: 47 ± 8 · Confidence: Medium
- Intrinsic: 48 · Deck: 49 · Meta: provisional
- Primary role: Recovery / Recursion · Secondary: Starter
Why it scores here
Water of Life is a Normal Spell that revives one monster from the Graveyard in Attack Position, so it converts a dead monster into one board body, not a full board. It is live only when you control no monsters, which caps how often it can be cast, and its once-per-turn limit and the rest-of-turn monster-effect restriction add timing care. Its score rests on being a cheap, generic recursion spell that 26 recent decks run across 12 archetypes; the high ATK of the revived monster and the card's popularity earn nothing here.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Castable from hand whenever you control no monsters, and it is run in 26 of 26 sampled decks, typically 3 copies (inferred from text and deck stats; no combo starter data) (observed). |
| Combo & Conversion | 40 | Adds one Graveyard monster to the field with no further board-building text, and no combo boards were supplied to show a larger line (verified from text; no combo data). |
| Resource Economy | 50 | Spends itself to bring back a Graveyard monster, a roughly even one-for-one exchange with no draw or search (verified from text). |
| Effect & Interaction | 5 | No opponent interaction; its restriction on monster effects applies to the controller, not the opponent (verified from text). |
| Material Utility | 5 | Not a body and not a material, so it adds nothing as a Level or Attribute provider; it only returns a monster that may be used as material (inferred from text). |
| Resilience & Flexibility | 40 | A single Spell that can be negated, and it works only in the rare moment you control no monsters; the Graveyard target gives some reuse across turns (inferred from text and deck spread). |
| Deck-Building Efficiency | 65 | One Normal Spell slot with no garnets or locks; the no-monsters condition is a mild restriction on monster-heavy decks (inferred from text and deck copy counts). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Starter. Intrinsic ≈ 48, Deck ≈ 49, Meta = provisional. Modifiers: Self-restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Revives a Graveyard monster in Attack Position, which is a clean way to convert dead cards into board presence.
- Cheap, single-slot Normal Spell with no garnet cost.
- Broad deck spread: 26 decks across 12 archetypes, usually at 3 copies.
- Strong partner context in recent decks (Monster Reborn in 46% of decks, Armory Call and Waboku in 42%).
Weaknesses
- Requires that you control no monsters, which limits when it can be cast.
- Once per turn, and the monster-effect lock after resolution restricts the rest of the turn.
- Does not add a card or a board by itself; it is a one-body play.
- No combo boards were supplied, so its real conversion rate is unmeasured.
Counters / choke points
- Spell negation (generic, inferred from its Spell type; no specific counter card is evidenced).
Best use
Recovery / Recursion: revive a Graveyard monster when the field is clear. Decks: Yubel, Regenesis, Elemental HERO, Gate Guardian, Kozmo.
Evidence & gaps
- Verified: Card text: Graveyard monster Special Summon in Attack Position, with the no-monsters condition, the rest-of-turn monster-effect restriction, and once-per-turn limit.; 26 recent decks run it, 12 distinct archetypes, average 2.31 copies.
- Observed: Top partners: Monster Reborn (46.2%), Armory Call (42.3%), Waboku (42.3%).; usage statistics: Gate Guardian 100% inclusion, Regenesis 60%; these confirm consistent play, not power.
- Inferred: Accessibility is moderate because the no-monsters condition limits casting in mid-game.; Its restriction on monster effects applies to the controller only.
- Data gaps: no combos supplied: combo conversion and starter/material shares are text-only inference no guides supplied no banlist token: assumed 3 copies (unlimited) no rulings available for the no-monsters timing and the rest-of-turn monster-effect restriction






