Max Metalmorph
Max Metalmorph

Max Metalmorph – #ROTA-EN071

Tribute 1 face-up monster; Special Summon 1 monster that cannot be Normal Summoned/Set and mentions “Max Metalmorph” from your hand, Deck, or GY, then you can equip this card to it with the following effect.
● The equipped monster gains 400 ATK/DEF, it cannot be destroyed by Spell or monster effects, also your opponent cannot target it with monster effects or Spell Cards or effects.
You can only activate 1 “Max Metalmorph” per turn.

Date Reviewed:  November 4th, 2024

Rating: 3.42

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

This week is gonna get pretty metal, as we’re looking at the revamp of some old cards that have show lore as well as some boosts to make them playable in the game. Lets begin with Max Metalmorph.

Normal Trap like its predecessor, Max Metalmorph has you tribute a face-up monster you control Special Summon something from your Deck or Graveyard that cannot be Normal Summoned/Set…I like that effect. Nothing like cheating out a big monster that is going to help you. The monster has to mention Max Metalmorph in its text, but that’s what you’re playing this in. The 400 ATK/DEF boost is 100ATK/DEF higher than the original Metalmorph, but it is the destruction protection against monster effects and Spells that is far superior to the ATK boost when attacking. Also, the monster gains targeting protection against monster effects and Spells…that’s a two-thirds covering of effects in the game and players have gotta love that. The only issue is that the two monsters you will be summoning with Max Metalmorph need certain Type of monsters to be tributed to summon themselves. Tomorrow’s card covers that, it’s just a hassle.

While traps are slow (we’ve nailed that point home at nauseam at this point) the protection this card offers is fantastic. So much stuff targets, so much stuff revolves around monster effects that protection is key, especially if you equip it to one of your two big monsters. Two monsters only available for this effects Special Summon ability, but both those monsters have 3000ATK or more and both have negation or destruction capabilities.

Max Metalmorph was always going to be a Trap Card, no getting around that. It needed to be better than the original and offering a great amount of protection in exchange for the ATK gain while attacking was the way to do it. It is searchable in the archetype and you have tomorrow’s card to search it and meet the requirements for the boss monsters. Alone it is not great, but paired in the archetype with tomorrows card it is pretty good.

Advanced- 3/5     Art- 2.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Metalmorph has been due for an update for a long time now, and now we finally have it with the retrained Max Metalmorph series, starting with the main card of it all: Max Metalmorph.

Max Metalmorph is a Normal Trap that lets you tribute a face-up monster you control to Special Summon a monster that cannot be Normal Summoned or Set directly from the hand, Deck, or graveyard that mentions Max Metalmorph. Currently we have the ability to tribute a Fiend to summon Metalzoa X or tribute a Dragon to get to Red-Eyes Black Fullmetal Dragon, with soon being able to tribute a Warrior to summon Metal Flame Swordsman, all this due to the condition on those monsters. So in theory, this looks like it could tribute anything, but in reality the monsters it summons have the restrictions to need monsters of specific Types, which makes me wonder if we’ll get more old monsters retrained to cover more of those. You can equip this to the summoned monster afterwards, giving it a 400 ATK/DEF boost plus making that monster unable to be targeted or destroyed by Monster or Spell Effects, so you might as well equip it for some protectiton on the boss monster you summoned. You can only activate 1 of these a turn, so you can’t get multiple of the monsters out with multiples of these sadly. It’s necessary if you run any of the Max Metalmorph monsters, and those are pretty good considering they retrain monsters that are basically vanillas that can only be summoned by tributing specific monsters that have the old Metalmorph equipped to it. This is searchable by returning the monsters it can summon to the Deck, but ratios of this to those monsters are completely up to you.

Advanced Rating: 3.5/5

Art: 3/5 Metalmorph and Rare Metalmorph weren’t too inspired, and neither is this.


Mighty Vee
Mighty
Vee

After what has seemed like an eternity, Bandit Keith finally gets tossed a bone with the new Metalmorph series, revolving around the iconic card from the anime. Max Metalmorph is the titular card that starts the week. I’ll once again have to spoil the week early, because it’s hard to fairly judge this card without it– it’s searchable with tomorrow’s card, Metal Illusionist, as well as the theme’s boss, Red-Eyes Black Fullmetal Dragon, which itself is searchable with Black Metal Dragon. Like the original Metalmorph, Max Metalmorph is a Normal Trap that functions as a pseudo-Equip Spell, and it comes with a single hard once per turn effect. On activation, you’ll tribute any face-up monster to Special Summon an appropriate nomi monster from your hand, deck, or Graveyard that mentions Max Metalmorph, then equip itself to that monster. While equipped, Max Metalmorph grants an effect similar to the anime effect– it boosts the monster’s attack and defense by 400 while also granting it immunity to destruction and targeting from Spell and monster effects. Currently, there are only two valid targets: Metalzoa X, which requires a level 5 or higher Fiend, and Fullmetal Dragon, which’ll take a level 5 or higher Dragon instead. Metal Illusionist will helpfully fulfill both of these, though otherwise you’ll need specialized decks to make full use of Max Metalmorph. The bonus effect is just to make those two even stronger, and they’re both strong monsters in their own right. Metalzoa X has a twice per turn reactive pop, and people have floated its potential in Labrynth (which has yet to materialize into tournament tops). On the other hand, people are already experimenting with Fullmetal Dragon in Dragon Link, since Black Metal Dragon helps set it up almost by itself. The main use of Max Metalmorph is bringing out those two monsters, and if you’re deck can’t field them, there’s no reason to run it. I hate harping on Traps for being “slow”, but unfortunately that’s this card’s main pitfall; being able to field Fullmetal Dragon on your first turn would’ve been amazing, and I would’ve at least liked it if you could activate it on your own turn going second. It’s not a good card to run multiples of either, since you will need a body to tribute. Still, it’s a key enabler for two very strong monsters, so if you can integrate it into a deck of Dragons or Fiends, give it a shot!

+Key card to summon two powerful boss monsters
+Very easy to access
-Useless unless you have the appropriate tribute fodder
-Normal Trap makes it less good going second outside of specific decks

Advanced: 3.75/5
Art: 3.5/5 I still prefer the iconic original anime artwork, but I do like it more than the standard card game art. It kept the four eyes!


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