DARK
Level 6
ATK/1700 DEF/2200
[Spellcaster/Effect]
When this card is Normal Summoned, put 2 Spell
Counters on it. Each time a Spell Card is activated,
put 1 Spell Counter on this card. It gains 300 ATK
for each Spell Counter on it. Once per turn, you can
remove 2 Spell Counters fromthis card to make your
opponent discard 1 random card.
Card Ratings
Traditional: 1.60
Advanced:
2.50
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 04.02.08
Today we look at another Secret Rare from Phantom's
Darkness, Dark Red Enchanter, who is so close to
being good...but isn't. Now, our Enchanting friend
is a Level 6 monster who requires a tribute and only
has 1700 attack, yet a fairly solid 2200 defense.
Dark Red Enchanter is a Dark monster, of the
Spellcaster type.
When Normal Summoned, you can put two Magic Counters
on Dark Red Enchanter. Each Magic Counter gives your
monster an extra 300 attack points. So, your 1700
attack monster just became a monster with 2300
attack points.
However, you only get that effect when Dark Red
Enchanter is Normal Summoned, not Special or Flip
Summoned, and that is just one downside of this
card. Furthermore, 2300 attack just isn't
competitive enough, and you all ready know that.
Yet, Dark Red Enchanter can have any number of Magic
Counters, it has no limit, which is nice, so it
could grow to be more powerful yet. It also has the
bonus ability of once per turn being able to remove
two of the counters (and 600 attack) to discard one
random card from your opponent's Hand.
Honestly, the card is NOT bad, the format is bad.
Ratings:
Traditional: 1.5/5 It still has Hand disruption.
Advanced: 3.5-X/5 Where X equals any card your
opponent plays with
2400 attack or more.
Art: 4/5
General Zorpa
Dark Red Enchanter
This is the card that Spellcaster decks have been
waiting for. Unfortunately he came a little late.
When he is summoned, you get two spell counters on
him. Then each time a Spell is activate he gets
another, and like Breaker, gets 300 ATK for each
one. You can then discard 2 counters to make your
opponent discard form their hand. This is great as
spellcasters need to make up all of the advantage
that their fancy tricks cost, and this guy lets you
help in that regard. He is just too slow for the
metagame right now, but still a decent card that
helps to complete a fun and possibly competitive
spellcaster deck.
Traditional-1/5
Advanced-2.5/5
Jae Kim
Wednesday - Dark Red Enchanter
It's hard to tell if a card is well-designed or
broken, simply because Dark Armed Dragon skews the
power level of cards so much.
Premier Level- I think Red Enchanter is generally a
broken card that is overlooked because of DaD.
Despite what the novices at other sites tell you,
Enchanter does not belong in a Spellcaster deck at
all. In fact, it's actually suboptimal to be running
this card with garbage like Dimension Magic and
Magician's Circle.
A top-tier deck using Enchanter would main-deck
Decree, play multiple copies of Thestalos,
Enchanter, Soul Exchange. You would drop Enchanter
on turn one, play a bunch of spells the next turn to
refuel, and set spells on your turn to give it
counters as well.
Enchanter is basically a 1700 Thestalos that can
reuse the effect if your opponent does not find an
answer to rid it next turn. If DaD wasn't so
dominant, this would classify as an *EXTREMELY
BROKEN* card, and would probably form the linchpin
of an extremely top-tier deck.
Enchanter control can still work in the DaD format,
it just has to be built right. Also, I think the
Monarch mechanic itself (tribute floater for a +1
and 2400, or Soul Exchange for the same result), is
broken so I might be biased.
Casual Level- Sure, read the
Metagame.com articles and run him in suboptimal
sets involving stuff like Circle and Dimension. *Teehee*
YGO is fun!
Enchanter can sweep regionals and locals.
Traditional- 1/5
Advanced- 1/5 (rated on design)
Ed
Wednesday - Dark Red Enchanter
Not really too much to say here that I haven't said
in my most recent article, but I'll try my best to
sum it up in one paragraph. Dark Red Enchanter's
first effect is a pretty cool effect in the current
format once you think about it, because 1) you can
gain attack points via Spell Counters again and 2)
it's so easy to gain lots of attack points with
players rapidly activating spell cards left and
right in many of the top decks of the format. The
second effect of Dark Red Enchanter is relatively
awesome, too, since it can easily ruin the
opponent's plans by discarding an important card
from the opponent's hand. Discarding a card that the
opponent doesn't need most likely will never happen,
because the cards included in a DAD deck or DDT deck
are all extremely important.
Traditional: 1/5
Advanced: 3/5
Art: 3/5
Pwii
Hi.
this isnt pwii, this is his evil twin. I do
everything pretty much like him, except I'm evil.
Remember that.
Dark red enchanter just might make apprentice
magician a good deck all by itself. or not. if only
it didnt use two counters, then just maybe...
2/5 all. thestalos does the job a lot better.
--pwii('s evil twin)
Ex`
Wednesday April 2nd: Dark Red Enchanter
Today we're reviewing Dark Red Enchanter, another
OCG card that came in Phantom Darkness. This card
is alot similar to Breaker and his Spell Counter
gang. First of all, when you normal summon this
card, it gains 2 Spell Counters that boosts its ATK
by 300 for each counter. At 1700 for 1 Tribute, it
will reach 2300 upon a successful summon. Like
Breaker, those counters have a use instead of ATK
boosts. By removing 2 Counters, your opponent
randomly discards 1 card from their hand.
What's good about this card is that unlike breaker,
it has no limits to how many spell counters it can
have as well as gaining a Spell counter for every
spell that's been activated. A Good Deck would make
this card pack alot of counters in short time and in
turn, eating off your opponent's resources