Pojo's Yu-Gi-Oh Card of the Day
During the turn this card is sent to the Graveyard,
the owner of this card can activate Trap Card(s)
from his/her hand.
- Warrior / Effect
are based on a 1 to 5 scale
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 12.20.04
Makyura is perhaps one of the most
anticipated cards to be released in the TCG. He has
decent stats; 1600 ATK isn’t terrible while being a
Warrior gives him a lot of great support cards. His
effect is unique.
When he’s sent to the Graveyard,
you’re allowed to use Traps from your hand that
turn. So, what does this mean? Play Painful Choice
or something to get Makyura into the Graveyard, and
you’re now allowed to activate that Ring of
Destruction in your hand without setting it. If
your opponent springs a last-minute Magic Cylinder
on you, feel free to blast him with that Solemn
Judgment you just drew.
It’s a very interesting effect;
Makyura is quite a rentsy monster. There are
obviously some restrictions on his effect, however.
You’re not allowed to use this effect if, say,
there’s a Jinzo on the field. You can’t activate
Sakuretsu Armor if your opponent never attacked
you. And so forth. So granted, this guy isn’t
really the best top deck; but in the right hands,
Makyura is deadly (Reversal of Worlds, is the best
example; unfortunately, that card hasn’t come to the
TCG yet. But any deck heavy on Traps might consider
tossing in a Makyura or two [speaking of which,
Makyura is limited to two in Japan (presumably
because of his being awesome in Reversal of Worlds
decks [but also potentially due to his combo with
Chick the Yellow and Call of the Haunted])]).
Traditional – CCCC: 3/5
Traditional – Trap Deck: 4/5
Advanced – CCWC: 3.5/5
Advanced – Trap Deck: 4.5/5
OVERALL RATING: 3.8/5
Makyura the Destructor
Well after weeks of waiting, altering, and
relocation, my week of cards to review has arrived.
This week I first wanted to review some of them
there new cards twer released, followed by some RDS
cards. Today’s card is Makyura the Destructor, an
evil monster in decks with large amounts of Traps.
Makyura’s got a few plusses right of the bat; its
1600 ATK makes it capable of destroying many common
monsters with relative ease. In addition to a good
ATK, its got a good Type. Being a Warrior, he gets
all the normal perks that come with Warriors and you
can search for it with Reinforcement of the Army and
Freed the Matchless General. So really, Makyura has
nothing wrong when it comes to stats.
The effect is what makes Makyura fun; getting to
activate Traps from your hand during the turn
Makyura is sent to the Graveyard has many
possibilities. You have a Dust Tornado, Call of the
Haunted, or Ring of Destruction in your hand that
would be really helpful right now? Get Makyura in
the Graveyard through a card like Painful Choice or
have it die while on the field and you can activate
them now without Setting them. To make it even
better, you can use the effect during your
opponent’s turn, assuming Makyura was sent to the
Graveyard that same turn. This little advantage
allows you to avoid any of that pesky Spell and Trap
Card removal your opponent may have.
There’s an OTK using Makyura. But before you use it
you’ll want to make sure your opponent has no
defenses (stronger monsters, Set cards, etc.) Use
Makyura’s effect to play Call of the Haunted from
your hand, Special Summoning Dark Scorpion - Chick
the Yellow from the Graveyard. Have Chick do damage
to your opponent and use Chick’s effect to return
Call of the Haunted to your hand, destroying Chick.
Repeat this while remaining in the Battle Phase to
win the duel that turn.
Makyura works with ease in a Warrior Deck or any
Deck that is running at least 8 Traps. If you’re
using less than 8, you may find Makyura’s effect a
Makyura the Destructor is a monster I hope to be
getting over the holidays.
If you use a good deal of traps in your deck,
Makyura could be a blessing in disguise.
Advanced Format: 3.5/5. Good monster with a good
effect. And since people use more Traps than in
Traditional, its uses increase.
Traditional Format: 3.5/5. Good monster with a good
effect that allows you to avoid all that pesky S/T
Art: 2.5/5. Them’s big claws you have there Makyura.
This week starts off
with a strong card -- the one most people are
buying Dark Beginning I to attempt to acquire,
Makyura the Destructor.
Most people remember
it as something Marik used -- for those who have
forgotten, you can activate Traps from your hand
the turn this card goes to your graveyard. Not
just one trap -- trapS. Meaning you can spring
as much as you can on them from the comfort of
The #1 way this card
will be used is Painful Choice -- since this
card will eventually be semi-limited, putting
both copies of it in a Painful makes sure you'll
get the effect of one of them. If your opponent
gives you the other, well...it could come in
handy later. We don't have Reversal of Worlds
yet, so this card's full potential won't be
realized for a short while (where you play
Painful Choice, this effect activates, Jar of
Greed x3, Graceful, ANYTHING to get 15 cards in
your GY on your first turn then play Reversal of
Worlds for the win.) However, what we DO have
are some nifty combos outside of Painful Choice
and Graceful Charity:
*Opponent is about
to destroy your set Call of the Haunted, you
chain it on this -- oh look, Makyura went from
field to Graveyard and its effect activates!
*Set against a
multi-monster field, they kill the first one,
then Mirror Force (in Traditional, anyway) kills
If nothing else,
it's Dark (Chaos food), Warrior (searchable by
Reinforcements of the Army and reusable with The
Warrior Returning Alive), and only 1200 Defense
(searchable by the Witch in Traditional.)
playing Reversal of Worlds when it comes out,
you HAVE to run the 2 you'll be allowed.Cory's
mom is extremely large and can't even fit
through double-wide doors.
If you're playing a
Warrior deck, at least play one, as it goes with
If you're playing
any other non-burn/stall deck, try one, and
you'll be pleasantly suprised.
Rated For: Trap
* Side note: There
will be a format change to my reviews. The cards
that combo well with the reviewed Card of the Day
will now be placed in the front along with
strategical advice. The contributions the card makes
to the FORCE system will be listed at the end of the
The Destructor boasts
a rather decent 1600 attack score, but most players
will be using him for the effect, which is a rather
unique one. Send him to the graveyard in any way,
and you’ll get to play traps from your hand! But is
such an effect really worth striving for? Let’s have
an in-depth analysis for one of the most anticipated
cards of all time.
The most commonly
played trap cards in the game are, in no particular
order, Call of the Haunted, Ring of Destruction,
Torrential Tribute, Compulsory Evacuation Device,
and maybe Sakuretsu Armor and Magic Cylinder. Almost
every single one of these cards are used as traps
because traps offer strategic advantages (if your
opponent loses his normal summon for the turn, he
can’t defend himself the next turn, so traps are
better played on your opponent’s turn than on your
So immediately, the
strategic Makyura user will realize that he’s not
intended to be played for his effect on your turn,
but rather on your opponent’s (except in highly
specialized cases, which we’ll get into later). See,
if you find a way to discard him during your
opponent’s turn, you can bumrush your opponent with
a slew of tasty traps, including Magic Cylinder!
While this isn’t always “worth it”, so to speak, it
is the best way to use Makyura in a standard cookie
cutter deck. So this begs the question, what are the
best cards to use him for on your opponent’s turn?
Well let’s take a look at the playable cards with
Back to Square
(not really an option here because they’re spells.)
Break/Hallowed Life Barrier/Magic Jammer
(sensual options, they’re the best).
So to fit Makyura
into a standard cookie cutter deck, you’re going to
want to run extra traps, including Magic Cylinder,
Sakuretsu Armors, and then find fuel for the fire by
discarding him through card effects or having him
Having said that,
Makyura is not really intended to be used in such
decks. Instead, he becomes a far better option when
the Japanese version of the game’s Reversal of
Worlds comes out, a card that switches your
opponent’s graveyard with his deck, leading to a win
by deck-out. Makyura can also work in a turbo Exodia
deck running multiple Jar of Greeds and Reckless
Greed, but this isn’t very recommended. So Makyura
is caught between a rock and a hard place; his
variegated uses will materialize more fully with the
release of material from the OCG (Japanese Card
Game.) On to the review.
aren’t many traps in the game that are better by
being used immediately instead of being set for a
turn. The only one that really springs to mind is
Jar of Greed, and that should be reserved strictly
for an Exodia Deck. So what you really have is a
dark warrior with 1600 attack and a rather unusable
Best Draw for the
2+2= 4, and if you
have a card with a bad effect and subpar stats….
With no effective archetype to build around yet,
he’s quite worthless.
It’s important that he’s a warrior for later purposes, since
Reinforcements of the Army makes him eminently
searchable. Also, he’s a dark type. He gets a
perfect score for what you’re trying to do (use
traps in the first turn), because he’s searchable
and a dark type. I’ll deduct one point (he could
have had 1500 attack for Tomato’s effect).
running some sort of combo that requires traps to be
played from hand this is a pretty dependable effect
because one, there’s plenty of good discard cost
cards (including Card Destruction), and two, he’s
searchable by Reinforcements of the Army. So while
his effect is not that good as of this moment, it is
easier to pull off than say Manticore of Darkness
(which is not searchable).
The Bottom Line:
The effect is not too hard to pull off, but not very great as of yet.
-- Detracts from
Field Advantage, On-Field Presence, Counter-Defense
(Weak, low stats)
Makyura The Destructor.
This has to be one of the sickest arts and
coolest names on a card ever. The effect lives up.
For one turn, your trap cards become quickplay
spells. So their
obvious solution is to get rid of your hand first,
which is fairly
simple. You'll want your traps on the field, your
and constantly used, and your monsters strong and
don't belong in the hand most of the time, and
you're just sacrificing
stats (!!!) from a warrior for a blanket effect that
creates a game
state akin to Last Will. Activating multiple (yes,
cards from your hand can be nifty, but usually won't
It may scare your opponent off if you have 5 cards
in hand and a huge
grin on your face after a Makyura dies in battle.
But besides the
nifty scare tactic, this doesn't do much for stats,
although it gains
any and all Warrior support (Warrior Returning Alive
will help you
reuse him a few times). How is this card good, then?
opens up the door to easier FTK. Not Scientist FTK.
You want mostly
magics in that deck, and no traps and ~10 monsters.
This is best fitted in Reversal of Worlds FTK. We
probably won't get
Reversal of Worlds for a bit, which is unfortunate,
but RoW FTK is
based around the Trap Card Reversal of Worlds. While
you have 15 or
more cards in your graveyard, you are looking at
messing up the game
in a way no card game ever sees (save Magic: the
Tramautize, which can probably be pulled off around
turn 6 or so with
accelerated mill to go with it. Brownie points to
Once More With
Feeling and the entire sets of Unglued and Unhinged,
Basically, with 15 or more cards in your grave, you
can pay 1000 LP
with RoW to switch the deck and the graveyard.
Nifty, huh? So, like,
Painful Choice a CED and a BLS into the graveyard.
Or all 5 pieces of
Exodia. Then get them back. What if I told you
Makyura and one other
card made this possible turn 1? Discard a Makyura to
the grave in any
manner, and then use traps that help you draw (Jar
of Greed in triples
with Yata Garasu's Skull (Jar of Greed that draws
one extra card
whenever your opponent has a Spirit on the field)
also in triples) and
other magic cards that will put large amounts of
cards in your
graveyard without putting any in your opponent's
graveyard. All you
need are 15 cards in the graveyard, 1 card in your
hand, and 1001+
life points to win the game. Once you switch graves
without putting anything more in your opponent's
grave, you leave them
with no deck. Deckout. Good game.
As well as helping Reversal of Worlds (hell, making
Reversal of Worlds
possible along with Royal Shrine), it already has
its own OTK in the
English game. And even better, it requires only one
card to set up!
The madness! Basically, clear their field so it's
safe to attack.
You already know how to do that. Giant Trunade,
Heavy Storm, Needle
Ceiling, or even individual card removal like
Blowback Dragon. It
doesn't matter. Once it's safe to attack, send a
Makyura to the
graveyard in some way while you have Call of the
Haunted on your
field. Then use Call of the Haunted to revive Dark
Scorpion - Chick
Attack your opponent's LP directly with Chick the
Yellow. Use its
effect to return Call of the Haunted to your hand.
Call of the
Haunted has left the field, so Chick the Yellow is
Activate Call of the Haunted to revive Chick the
Yellow. Attack your
opponent's LP directly with Chick the Yellow. Use
its effect to
return Call of the Haunted to your hand...
Sorry about going into such detail about Reversal of
Worlds, but I do
need to show you the use of this, don't I? It also
helps in a Huge
Revolution deck. Not too hard to get the three
monsters on the field
first or second turn, but really hard to keep them
in play until your
Outside of FTK decks, though, its effect is not even
close to on par
with something like Blade Knight. Stick with
something else. It's
fun tech if you do use it properly, though.
3/5 in all decks in Traditional and Advanced
5/5 in FTK decks that benefit from him (Last Turn,
sort of, for
drawpower, and RoW)