Why is maxx c good
Unlike Nibiru, the Primal Being , Maxx "C" can be used to defend set-ups, and that's one of the reasons why it's actually a boon for combo strategies with lots of existing draw power and hand activations. Even if Maxx "C" were completely effective at balancing combo strategies, would that mean it should be brought back? Consider the argument: an Unlimited Maxx "C" would make non-combo strategies more competitive by introducing a hand trap that punishes Special Summons.
If one card can make such a big difference—and I've already outlined why that's not necessarily true—isn't that more of an incentive to keep it out of the game? It's a question that I've personally struggled with because, to some extent, Yu-Gi-Oh is a game that's balanced competitively around a handful of key cards. If you're not a fan of an overabundance of powerful staples and the continued reliance on the same set of tech cards, then Maxx "C" returning will feel like Konami is doubling down on exactly the kind of deck building environment you've grown to dislike.
Whether you're a fan of standardizing a set of must-play tech cards, or you're looking for a little more variety in hand trap choices—or possibly even regular trap cards—it's clear that Maxx "C" would instantly become a pivotal card in any format that it was legal in. It's the type of card that would drive deck building decisions and entire deck choices, although as I mentioned earlier it likely wouldn't impact that actual number of successful combo decks in the game.
Is it the kind of card you'll want to face off against, time and time again, forever? It's really hard to imagine any card actually power creeping Maxx "C" in terms of its ability to shut down combo decks. Maxx "C" has only become better as more and more hand activated effects have been introduced.
Back when Maxx "C" was introduced you were hoping to draw into D. Crow , Swift Scarecrow , or Effect Veiler. Those cards weren't guaranteed to save you from losing that turn, and they were played in few enough numbers to avoid being oppressive.
Nibiru, the Primal Being feels like a fair compromise for not having Maxx "C". You can't use it to defend your own set-ups, so combo players can't expect to go first and play Nibiru, the Primal Being simultaneously.
There's a delicate balancing act where Maxx "C" could help fuel combo strategies instead by delivering much-needed draw power. If there's one type of deck in this game that effectively leverages five or more draws in a single turn, it's a deck that's loaded with summoning power and monsters with inherent summon conditions.
No summon loop is capable of decking you out unless you're playing against the faultroll loop which nobody plays. If they're going to summon through your maxx C it means they're going to otk you. Wiki Explore. Structure Deck R Starter Decks.
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Put new text under old text. Click here to start a new topic. Summon Loop potential Okay, I have placed a valid strategy on this page three times and three times it has been wrongfully removed by YamiWheeler. Don't be so stupid. Maxx "C" is a competitive card, I am a competitive player, he is an idiot who can't admit when he's wrong and knows nothing about competitive play, yet insists on filling this Wiki with BS theories that would never work in practice.
His latest theory is siding Exodia and Maxx "C", because the opponent will keep Special Summoning and you will draw Exodia with "C"'s effect.
I want this tip removed for the following reasons. Any half-decent competitive player and this card is fairly moot in non-competitive play , when faced with Maxx "C" will either a Stop Special Summoning after "C" is dropped.
This means that, you will draw a few lowly cards off of whatever you dropped "C" on, and you'll have sided Exodia like a moron for no reason. What deck can even Special Summon that much in 1 turn?
To sum up, the entire tip is completely ridiculous, and LordGeovanni just likes to have these little moments to remind the world that he is a Grade A overly-proud idiot who knows fudge-all about this game. You do realize the ocg has both Called by and Crossout designator at multiples to counter this card. When you have the copies of these spell cards in your deck you are still more likely to see these spells than the bug itself. Not to mention all the other outs the game has for maxx "c" now: Ash, droll, and dimension shifter all stop the bug.
TBH, the OCG has their combo decks and yet those decks are better able to handle threats like floodgates and play through hand traps as well. This is with maxx "c" in the meta. And I don't know about you but it kind of kills the whole concept of creative deckbuilding when you have to put in a bunch of cards to counter 1 card.
For example with other handtraps. Handtraps are optional, for example dragon link before elpy banned rarely ever played handtraps because it had an engine that could go through interruption, and it increased the consistency of their hands. But with maxx c at 3 anything like that would've died or had to play sackier because of the anti maxx c cards.
Just because a card has counters doesnt mean it's healthy. It just turns into, a counflip on if you can stop it or not. Honestly I find it more interesting deckbuilding when you have to think about how many outs to put in your deck against a certain hand trap. I have to disagree. That's just super uninteresting deckbuilding. You have to sacrifice cool tech cards for combos, hand traps or trap cards for a control deck, or any other unique aspect of deck building to play an out to a single card.
It's so unhealthy and just kind of goes against how yugioh works as a whole. But it's a generic handtrap that you can drop in the standby phase with and there is not a single downside. You can't chain block from it, you can't continue playing around it, you either draw a specific card that outs it, or you have to play the maxx c challenge, which is such an unhealthy gamestate to have.
The solution to a problematic card isn't "oh there are outs to that card," it's removing that problem card so that the meta can strive. Like marshel metal marcher should have never been banned, it should've been linkross in that banlist, but it took a whole other list because the ignored the problem and just hit something that benefits from the problem.
I agree. There are a lot of outs that can hurt decks outside of maxx "c". Just because one card is in the meta doesn't mean you have run so many cards to counter just 1 card.
If you can find a card that counter the strategy of a deck as a hole along with maxx "c", like using Dimension Shifter against a gy based deck, all of a sudden you now have a better chance against an entire deck not just one card.
This is something that the OCG has a solid grasp on. I seriously don't understand why this concept fails to be grasped here in the TCG. How does shifter stop Maxx C?
I understand the first two but shifter? You discard it preventively so your Opp has no chance of even activating Maxx C? Yeah, you discard it preventively to stop Maxx "C" since it needs to go to GY to activate.
Ok, so they activate C, I chain shifter and C doesn't resolve because it can't go the gy? I'm in favor of it coming back. Something I don't think people realize enough is that there are many decks that can still put up a decent board when Maxx C is activated. Giving your opponent two draws isn't an instant lose. Now off course there are also decks that have a miserable time under Maxx "C", but there are also decks that have a miserable time under Nibiru and Dark Ruler No More, so for me the advantages outweigh the disadvantages.
That card is currently limited for good reason. If you opponent does one more summon to better defend them selves, then it is a power crept pot of greed. The card is busted. Okay let's go over your examples. Yes dragon link can still make heavenly spheres, but it would pretty much mean nothing because their opponent drew cards during it and now the interaction is pointless.
Same with tri-brigade. The only decks that don't suffer from this are control decks that don't summon, or summon only 1 or 2 times per turn. Every other deck suffers and loses to maxx c whenever it resolves, period.
What are you saying? From your very examples, dlink can easily make spheres while only giving 1 or 2 draws and tri can set up a board with silver and searched revolt in 2 as well.
These are some of the worst decks to use as your examples since dlink has many options to play around c. If they standby c, they risk getting gamma into papers ruler. If they wait for the normal then use it, dlink can chain tracer or quick launch. It's like you've forgotten that dlink is a "combo" deck that can play midrange if it wants to which is the whole point of c IMO, to force combo decks to be less all or nothing.
Yes that's true, but the problem is in that situation that it's just a 3 of pot of greed. Which is banned for a very good reason. It's at minimum a pot of greed if your opponent isn't playing a set 5 pass. I'm just saying that a card that is literally a better pot of greed shouldn't be legal, especially with current yugioh and how every single extra card makes the difference between losing to interaction or just completely blowing your opponent out of the water and otking immediately.
If maxx c had an actual downside I'd be less critical of it coming off. On one hand, every deck will be playing the same 10 cards in a maxxc format so that sucks. On the other, it will make mid range decks the strongest, which I feel are the most healthy decks.
For example I love plunder patrol, it is a very fair deck that has a decent amount of interruption and a good grind game. If my opponent drops maxx c I just lose, I just can't beat that because the deck focuses on dealing with the limited cards your opponent has. Phantom knights just lose as well because the maxx c player will have too many extenders or ways to push through.
The only decks that it won't effect are trap decks, and I'd say that set pass is way less healthy than combo because with combo at least you can see what you have to do to play around it. Plunder is yet another awful example of decks that "lose" to c when you can literally pass on a normal summoned monster white or red and still have interaction. If you don't have either, you can make the link 2 and give your opponent 2 draws in exchange for you getting interaction. See this is why I hate this maxx c argument.
People just lie and throw personal attacks to try to make their point. It's a cool consistency boost, but we need much more support to increase the deck's viability. In particular, we need quicker ways to fill the graveyard so we can have a quicker time summoning Super Armored Robot Armed Black Iron "C". Maxx c shouldn't be unbanned so that the "c" archetype can be more playable.
Also that archetype is very usable with beetroopers, it doesnt need maxx c. It should come back to 3. Our personal feelings on if it would destroy the game or not are not important. It's at 3 in Japan and Yugioh hasn't collapsed upon itself there. You stop summoning, or stop until you think you'll be able to stop your opponent in their turn. Our brains are just to accustomed to barfing 10 omnigates on a board and we feel bad when we can't.
It's high risk high reward. Yugioh has reached an insane power creep level, and cards meant to hold it back get shunned by the community. You deserve games that are decided from the coin-flip if you don't want cards like Maxx C. You go first and your opponent drops it on you, you set and pass. I'm not looking forward to playing vs combo when they have crossout, 1 cbtg, 3T, and millennium eyes.
And you'll be even less excited when they maxx c you after making a combo board. You're not fixing anything. Look at the ocg, it fixes nothing. It just makes the meta less healthy overall.
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