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X-Cross Cannon – Yu-Gi-Oh! Card of the Day

X-Cross Cannon
X-Cross Cannon

X-Cross Cannon – #MZTM-EN018

If you control a LIGHT Machine Fusion or Union monster: You can Special Summon this card from your hand. During your Main Phase: You can equip 1 appropriate LIGHT Machine Union monster from your Deck to this card as an Equip Spell as if it were equipped by that monster’s effect, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. You can only use each effect of “X-Cross Cannon” once per turn.

Date Reviewed:  May 12th, 2025

Rating: 3.63

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

Reviews Below:



Crunch$G

From Zexal and Tachyon all the way back to the Duel Monsters and GX era (whether you want to associate this Deck with Kaiba or Chazz) and we get to look at the A-to-Z series since I guess that’s most of what Konami wants to do with Unions anymore. Anyways, we finally retrain the XYZ monsters and start the week with X-Cross Cannon.

X-Cross Cannon is a Level 4 LIGHT Machine with 1800 ATK and 1500 DEF. Very respectable stats for any Level 4 to have, plus LIGHT Machines are always nice. First effect lets you Special Summon this card from the hand if you control a LIGHT Machine Fusion/Union, making it an instant extender if you have one of your ABC pieces or the other new XYZ pieces, or got to one of your Fusions. During your Main Phase, you can equip an appropirate LIGHT Machine Union from your Deck to this monster, as if it was equipped by its Union effect, but you can only summon LIGHT monsters from the Extra Deck for the rest of the turn. The restriction isn’t the worst thing, as there are several good LIGHT monsters in the Extra Deck you can use. In return, you get a monster that gets you to A-Assault Core, B-Buster Drake, or C-Crush Wyvern to help summon ABC-Dragon Buster, or you get the new Y-Yare Head or Z-Zillion Tank to try and summon the new XYZ-Hyper Dragon Cannon. You might prefer B-Buster Drake if you can, just so you can use it as Link Material and search another of your Unions, considering you can just summon the Union you equip to this as a monster with the second part of the standard Union effect. You can also get Y-Yare Head and Z-Zillion Tank to recover some other Unions to equip to them for you to summon and make a bigger board. It’s a nice starter and extender, with the only negative being it isn’t a Union Monster itself, so it does nothing with Union Hangar. The only way you get to search it is Union Activation, needing to play the original X-Head Cannon as a brick to ensure you can search for this. HOPT on each effect, being probably the only A-to-Z related monster with any HOPT clause I can think of. It can start some good combos for the A-to-Z Deck as a whole, though, so it has a place in the modern Deck.

Advanced Rating: 3.75/5

Art: 4/5 I think we can look at a lot of these new cards almost like they’re alternate arts of the originals.



Mighty
Vee

Never before have I seen a deck hyped for less than a week only to drop off the face of the earth, and that would be the mildly controversial XYZ Dragon Cannon support shoved into Maze of the Master. X-Cross Cannon starts our coverage– as a retrain of X-Head Cannon, it’s still a level 4 LIGHT Machine monster. The most direct way to search it is Union Activation, but if necessary you can grab it with Fusion Deployment as well. Cross Cannon borrows Head Cannon’s stats, with an okay spread of 1800 attack and 1500 defense. They say it’s the thought that counts.

Cross Cannon comes with 2 hard once per turn effects. The first will simply let you Special Summon it as long as you control any LIGHT Machine Fusion monster or Union monster. As the majority of your monsters will be Unions, this will almost always be live; I’d be more worried about accessing Cross Cannon in the first place because Gear Gigant X, tragically, is an EARTH Xyz monster. Cross Cannon’s second effect is more on-brand for the Union gimmick, equipping any compatible LIGHT Machine Union monster from your deck to itself, locking you into LIGHT monsters from the Extra Deck for the rest of the turn (so, again, no Gear Gigant X). For the most part, this will get you to Y-Yare Head and Z-Zillion Tank as fast as possible. Ideally, you’ll already have one or the other to Special Summon Cross Cannon with, immediately enabling their new boss monster. In ABC hybrids (as you will almost certainly play), you’ll likely be equipping B-Buster Drake instead so that you can search another Union and go into Platinum Gadget. This’ll also easily make Union Controller, which I have many complaints about, but fortunately we’re not covering that card. I’d like to mention the tragic paradox of the new XYZ support as a deck– you want all your stuff in the Graveyard, but how can you do that when everything is getting banished? I’d joke that the original Head Cannon might be more useful since it enables Primite hybrids, but if you play Union Activation, you’ll still run it anyway. How’s that for nostalgia? In a deck specifically dedicated to the new XYZ-Dragon Cannon retrain, you’ll want to play 3 since it accesses Union Controller and is an extender, but otherwise it’s better off at 1 or none.

+Good extender in Union decks 
+Fairly easily enables XYZ-Hyper Dragon Cannon and Union Controller
-Limited combo potential on its own
-Requires X-Head Cannon in the deck for accessibility

Advanced: 3.5/5
Art: 3.75/5 Basically a modernized version of the old Takahashi art; while I kinda miss the dark shading, at least it still looks good.



King of
Lullaby

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