You can activate this effect during either player's turn by sending this card from your hand to the Graveyard. This turn, each time your opponent Special Summon a monster(s), draw 1 card. You can only activate Maxx "C" once per turn.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Dec. 28, 2011
Maxx "C"...this is one of those cards where about
everything about said card is next to irrelevant,
save the effect, of course. This is a hell of a
piece of Tech, one card I'm not ashamed to say I
grossly misjudged upon its release. Am I surprised
it's on this list, moderately so, but I've been
wrong before. This is one of those cards I think in
short, that either, (since you can use during either
players' turn), you're going to gain massive
advantage (say two Draws or more) or be a -1 or
break even. If you use this on your opponent's
turn, it's essentially a guessing game. They may
not want to go as far out as they wanted, unless
they KNOW they have the game, and you Drawing, even
several cards, matters not. Or you can use it
yourself. The top 10 cards are totally my favorite
two weeks of the year =)
Traditional: 4/5 Even easier to Special Summon
Art: 3/5 Meh
We are counting down to the New Year with one of
the best tech cards of the format, Maxx “C”. With
all of the special summoning in the game today, Maxx
“C” is at the very least a draw card, one for one,
and at the most a turn stopper. Almost every top
tier deck is countered with this card. Fairies
summon Venus and activate its effect to which Maxx
“C” is chained. If it stops there, you get a one for
one and stop the Fairy decks big play. If it
continues, you get at least a plus two.
Plant Synchro decks are wrecked by Maxx “C”. Play
One-For-One and chain Maxx “C” and you could have
yourself a plus two or more easily. Shooting Quasar
Dragon may be a powerful Synchro monster, but Maxx
“C” will give you so much of a card advantage that
you could easily deal with it and win the game. T.G.
decks can Synchro summon Trishula easily, but by
playing Maxx “C”, you can quickly negate any card
advantage you would have lost.
Maxx “C” has become a staple in many decks. In fact,
Billy Blake main decked several of them in his deck
that won him two straight YCS championships. If
there is a better argument for sunning this card in
ether the main deck or side deck, then I do not know
what it is.
Coming in 8th on our list is a card that was
hyped liked crazy when we all found out what it was
able to do. Maxx "C" is a level 2 Earth/Insect type
500 ATK and 200 DEF. Maxx's effect says, You can
activate this card during either player's turn, by
sending this card from your hand to the grave. This
turn, each time your opponent special summons a
monster, you can draw a card. You can activate Maxx
"C"'s effect once per turn. While our buggy friend
will not win many battles outside of tokens, his
effect will make your opponent think twice about
trying to swarm when they see this card hit the
grave from your hand. Yes, they will have field
advantage, but you will be able to draw like two,
three maybe four times in a turn, given the right
circumstances and how brave your opponent feels.
Samurais, Infernitys and Blackwings love to swarm
and hate this card....a lot. Overall, a good card to
try to overcome the one turn field fillers.
Advanced: 4 Great side deck card
Tomorrow: Yuma would be proud.
Next up on our countdown is a card that really
became relevant this format, Maxx “C”. With Royal
Oppression gone, people needed a way to keep Special
Summoning at bay. Maxx “C” doesn’t stop summonings.
At least not directly it doesn’t. Instead, it
profits from them.
Once you discard Maxx, you draw a card each time
your opponent completes a special summoning that
turn. Let me put forth a fictional (but realistic)
scenario. You’re going second and your opponent’s
first move is to summon Rescue Rabbit. They activate
Rabbit’s effect and you chain Maxx “C”. They summon
their monsters and you draw a card. Now if they Xyz
summon (they will), you’d draw another card. You’re
at 7 cards in hand (and 1/5 of the deck removed)
without even having a first turn.
You can also use this card offensively as well. Does
your opponent have a Reborn Tengu out? Tengu’s
effect is mandatory, so that should be at least two
cards. Does your opponent have a battle searcher
such as Giant Rat out? Draw those cards then.
While this sounds strangely overkill-dramatic, Maxx
is a very good card to have in this format. It’s at
three and feels very good when played at the right
moment. At worst, you’ll break even. At best, you’ll
get another hand.
Traditional: 3.5/5 (maybe in some kind of Exodia
deck to beat a FTK deck)
Advanced: 4.5/5 (very good this format and makes you
rethink that dice roll)
Art: 3/5 (meh, Shiny Black “C” is pretty much the
Sitting pretty at the number 8
slot we have an in invasion of insects, and this
swarm deserves to be on the list.
Insect/Earth/Lv 2/500 ATK/200
You can activate this effect
during either player's turn by sending this card
from your hand to the Graveyard. This turn, each
time your opponent Special Summon a monster(s), draw
1 card. You can only activate "Maxx "C”" once per
This card can generate either
advantage, or make your opponent think twice about
special summoning many times in the same turn. The
effect of Maxx “C” is spell speed 2 and can chain to
the effect of a card that special summons a monster.
Some cards that are on this list that are more
commonly seen are Junk Synchron, Agent of Creation-
Venus, Debris Dragon, etc. Another instance is when
cards activate their own effect to special summons
themselves like Plaguespreader Zombie, Glow-up Bulb,
and Black Wing- Zyphros the Elite.
This card, when activated
correctly, is at the very least a 1 for 1. It has
also been seeing a lot of play in most decks to the
amount of special summons Tour Guide from the Under
World and Reborn Tengu Provide.
Pros: Searchable, Generates
hand advantage, makes your opponent think twice, and
the added draws can give you options.
Cons: Useless against Macro
decks and against opponents who don’t special
"You can activate this effect during either player's
turn by sending this card from your hand to the
Graveyard. This turn, each time your opponent
Special Summon a monster(s), draw 1 card. You can
only activate "Maxx "C"" once per turn."
An interesting card, but once again, it relies on
what your opponent does. Against synchro decks, Six
Samurai, Gladiator Beast and low-level Beast decks,
this can be a useful card, but the rest of the time,
you're likely to get very little bang for your buck,
as this card will usually end up being a 1-for1
It can be a real boon in certain situations, but
most of the time, you'll just be trading it in for a
different card during a duel.
Traditional: 4 (more multi special summoning
This is easily one of the best cards in the game.
Why? It simply makes your opponent think twice
before continuing or going into a huge set of plays.
Just by chaining this to a cards activation will net
you 1 for 1 in advantage, then your opponent decides
how much you plus. Most times your opponent will
just pass because the pluses can be overwhelming.
Drawing into Gorz/Tragoedia/Effect Veiler/Battle
Fader is too much of a risk
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