During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
March 31, 2016
An essential main/side option with Special Summoning
becoming more and more common. As a reactive
hand trap (that can be used turn 1 if needed), it
either increases your draw power or seriously deters
the opponent from going off in combos. I don't
see this one going away any time soon.
For those of you who have been opening the latest
Premium Gold sets, I certainly hope that you've not
been disappointed by the generous spread of GOOD
reprints, nor by the overall generally
balanced spread of cards.
And today we are looking at a card that is a rather
well sought out staple, and even despite several
reprints, is holding decent value, but then that is
simply how good it is.
Maxx "C" could essentially be considered to be the
greatest deterrent card since using it against your
opponent means that they then have to make a
A: Continue Special Summoning until all required
set-up is achieved and hope that those cards the
opponent draws don't come back to hurt you, OR
prevent you from OTK'ing that turn. Because lets be
honest, the main reason that you'll be Special
Summoning without care will be because you believe
that you can win/ lock your opponent out of the
B: Since in this situation it's most likely that you
would not be able to win... Special Summon 1-2 times
simply so that you don't provide your opponent with
the resources to overpower you, while hopefully
being able to minimally hold onto the field OR
hopefully leaving yourself with sufficient ability
to win on your next turn.
With the current Meta, I feel that Maxx "C" mostly
benefits you against your opponent during their
first turn, especially if you are going second since
almost regardless of what deck you'll be playing, if
your opponent is for some reason stupid enough to
allow you to draw several cards from Maxx "C",
they'll almost ensure their own loss.
Maxx "C" currently is most ideal against DracoPal
and Burning Abyss since they like to Special Summon
numerous times during the same turn, can be
semi-effective against Kozmo and may be a +1 (at
best without them killing you!), but against
Monarchs, Maxx "C" is pretty average, and in general
will only ever be a +/-0.
Since this is a card that you'll always want to have
3 of, regardless or not of whether the format is
ideal for it or not, I strongly suggest that if you
do not have 3, that you use their release in
Infinite Gold to grab some much cheaper copies of
While Maxx "C" may well never actually win games by
itself, it can serve as the ultimate tool to help
you to do so, either by preventing your opponent
from doing all the plays that they would otherwise
normally be doing OR, if your opponent cannot win,
the additional cards that you can draw off of it may
be enough to push you towards an otherwise out of
Rating: 4. If you don't have 3, get 3. Because
Monarchs are a big part of the Meta currently it is
probably best Side Decked, but including 3 of Maxx
"C" in there is not all that terrible of an idea!
An essential main/side option with Special Summoning
becoming more and more common. As a reactive hand
trap (that can be used turn 1 if needed), it either
increases your draw power or seriously deters the
opponent from going off in combos. I don't see this
one going away any time soon.
So back in 2011 Maxx "C" was like I'm here, but
I'm not really a monster. And that's true. It may be
a Level 2 Earth Insect-type monster with 500 Atk and
200 Def, but none of that matters. You discard it
when your opponent starts Special Summoning monsters
so you can draw as many cards as they let you. They
either stop their play or they give you massive
advantage. In 5 years, neither of those things have
changed. Now there are even a few support cards to
get Maxx "C" in your hand. Most decks at least side
deck this card in case they are up against something
that Special Summons heavily, like say Dracopals or
Kozmo. Don't let Kozmo OTK you. Own 3 Maxx "C" at
Art: 2/5 Implied insects can only score so high.
Maxx C is an outlier in the game of Yu-Gi-Oh, an
anathema that exists for the sole purpose of
producing the extreme example of risk versus reward.
It gives you a sense of assurance in your hand
during your opponent’s turn, but once it’s your
turn, you’d rather have something else. And you
never think your opponent is playing it, but once
they drop it, a decision explodes in your mind about
whether or not to give your opponent plusses, or
just sacrifice the turn (some advice: sacrifice the
turn. Never give your opponent plusses).
On one hand, Maxx C is almost never bad to main
deck, even in multiples of three. The game is based
so much on monsters now, that any opponent at any
given time is bound to make plays that special
summon more than one monster. So unless you get
multiples in your hand, it’s rarely a true burden,
and even then, Maxx C can at least replace itself in
quick fashion. But on the other hand, the card does
take up deck space that might otherwise be used to
support whatever theme or engine is being built.
At the current date, I like Maxx C, but wouldn’t
main deck it unless I just had available room for
whatever reason in a deck I was building. Harmony of
theme takes precedent over risk-vs-reward cards.
However, the future potential for the card is very
high. The meta changes all the time, and tier 1
decks change with it. The TCG is soon going to be
introduced to new Blue-eyes and raidraptor support
that are powerful, yet vulnerable to Maxx C. Not
only that, but Maxx C has incredibly generic stats.
If a card in the future is released that allows a
player to search for small insect or earth-type
monsters, especially as a side-plus, the card’s
potential would explode and possibly merit a place
on the ban list.
Future Potential: 5/5
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