Makyura the Destructor
If this card is sent from the Monster Zone to the GY: You can activate 1 Trap Card from your hand this turn. You can only use this effect of “Makyura the Destructor” once per turn.
November 19th, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Makyura the Destructor got the errata and is back unlimited in the TCG.
The errata really tore into this cards broken nature. From as many traps as you’d like from your hand to one trap only, and from hitting the grave in any fashion to needing to leave the field. RoTA target and Allure fodder, you can still have it hit the field and get rid of it via Extra Deck means to get to that effect. The problem now is that traps you’d activate after doing this are more gimmick-based like Chain Material rather than meta like something along the lines of Ring of Destruction or any of the Solemn traps. Its playability would go up more if it retained the ability to hit the grave in any fashion to trigger activation.
Makyura the Destructor was a good card long ago, evident by its time on the ban list and need for such a harsh errata. I’d like to see it come back into the meta, but it is unlikely unless it finds itself into a deck that could utilize traps that last for the turn like Chain Material.
Until Next Time
As much as Metal Reflect Slime would of made sense here, I felt the errata of Makyura the Destructor would be more interesting of a discussion point.
Makyura is a Level 4 DARK Warrior with 1600 ATK and 1200 DEF. The stats are fine overall on this thing, DARK is a good Attribute to have and Warrior is a good Type. In the past, Makyura could let you activate as many Traps as you want from your hand the turn it was sent to the graveyard from anywhere, which was far too broken from the 2 days Konami let this be legal in the TCG without the errata updated on the database. Now we got the errata, which lets you only use 1 Trap from your hand and you got to send this from the field to the graveyard to do such, and it’s a hard once per turn, which makes all the sense in the world to bring this from 0 to 3 now. Being a Warrior means you can summon this off Isolde and Link it off to get the effect, but 1 Trap isn’t the world’s biggest difference sometimes. The errata is harsh, but it kinda had to be to make sure this could be legal again and not abused. I’m sure there’s some cool things to do with it still, but it seems super niche now instead of the broken card it once was.
Advanced Rating: 2.5/5
Art: 4/5 This is old school Yu-Gi-Oh in a nutshell.
I might have thrown this to Metal Reflect Slime, given what we cover this week, but Throwback Thursday gives us our first review of Makyura the Destructor being legal in the game. It was reviewed upon release in 04 here and I threw it in a week in 06 in a loosely themed X-Men week. These days, Makyura sits at 2 in the OCG while being at 3 in the TCG. Dark and Warrior are phenomenal. Both have insane support, and 1600 attack is enough to take some things out (while still being taken out itself). This card had more power when it was Banned, being able to activate Traps (plural) from your Hand when Makyura goes to the Graveyard. Now, an errata later, when sent to the Graveyard, it lets you activate a Trap (singular) from your Hand. Still a fun effect to spring on the opponent, but be aware of removal. Naturally, any Graveyard effect doesn’t happen when said Monster is removed, and it HAS to be from the Field. So no discarding Makyura for its effect. It also being a once per turn effect only further waters this card down. As for combos, looking at this week specifically, a well timed Metal Reflect Slime can get things going for a Ra/Marik player. Sadly, Makyura is just a shadow of what it was, and it spent to long in Ban Land on the US side.
Rating: 2.25/5 It could still be a piece of tech in various Decks, but there’s better ways to go about things.
Art: 5/5 Love the armor, the claws, the background, at least that’s still a pro.
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