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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Maxx "C"
- #PGL3-EN042

During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.

Card Rating
Advanced: 4.30 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed:
March 31, 2016

Back to the main COTD Page



Maxx "C"

An essential main/side option with Special Summoning becoming more and more common.  As a reactive hand trap (that can be used turn 1 if needed), it either increases your draw power or seriously deters the opponent from going off in combos.  I don't see this one going away any time soon.



Maxx "C"
For those of you who have been opening the latest Premium Gold sets, I certainly hope that you've not been disappointed by the generous spread of GOOD reprints, nor by the overall  generally balanced spread of cards.
And today we are looking at a card that is a rather well sought out staple, and even despite several reprints, is holding decent value, but then that is simply how good it is.
Maxx "C" could essentially be considered to be the greatest deterrent card since using it against your opponent means that they then have to make a difficult choice.
A: Continue Special Summoning until all required set-up is achieved and hope that those cards the opponent draws don't come back to hurt you, OR prevent you from OTK'ing that turn. Because lets be honest, the main reason that you'll be Special Summoning without care will be because you believe that you can win/ lock your opponent out of the game.
B: Since in this situation it's most likely that you would not be able to win... Special Summon 1-2 times simply so that you don't provide your opponent with the resources to overpower you, while hopefully being able to minimally hold onto the field OR hopefully leaving yourself with sufficient ability to win on your next turn.
With the current Meta, I feel that Maxx "C" mostly benefits you against your opponent during their first turn, especially if you are going second since almost regardless of what deck you'll be playing, if your opponent is for some reason stupid enough to allow you to draw several cards from Maxx "C", they'll almost ensure their own loss.

Maxx "C" currently is most ideal against DracoPal and Burning Abyss since they like to Special Summon numerous times during the same turn, can be semi-effective against Kozmo and may be a +1 (at best without them killing you!), but against Monarchs, Maxx "C" is pretty average, and in general will only ever be a +/-0.
Since this is a card that you'll always want to have 3 of, regardless or not of whether the format is ideal for it or not, I strongly suggest that if you do not have 3, that you use their release in Infinite Gold to grab some much cheaper copies of them.
While Maxx "C" may well never actually win games by itself, it can serve as the ultimate tool to help you to do so, either by preventing your opponent from doing all the plays that they would otherwise normally be doing OR, if your opponent cannot win, the additional cards that you can draw off of it may be enough to push you towards an otherwise out of reach victory.
Rating: 4. If you don't have 3, get 3. Because Monarchs are a big part of the Meta currently it is probably best Side Decked, but including 3 of Maxx "C" in there is not all that terrible of an idea!


Maxx "C"

An essential main/side option with Special Summoning becoming more and more common. As a reactive hand trap (that can be used turn 1 if needed), it either increases your draw power or seriously deters the opponent from going off in combos. I don't see this one going away any time soon.



So back in 2011 Maxx "C" was like I'm here, but I'm not really a monster. And that's true. It may be a Level 2 Earth Insect-type monster with 500 Atk and 200 Def, but none of that matters. You discard it when your opponent starts Special Summoning monsters so you can draw as many cards as they let you. They either stop their play or they give you massive advantage. In 5 years, neither of those things have changed. Now there are even a few support cards to get Maxx "C" in your hand. Most decks at least side deck this card in case they are up against something that Special Summons heavily, like say Dracopals or Kozmo. Don't let Kozmo OTK you. Own 3 Maxx "C" at all times. 
Score: 4/5
Art: 2/5 Implied insects can only score so high. 


Maxx C

Maxx C is an outlier in the game of Yu-Gi-Oh, an anathema that exists for the sole purpose of producing the extreme example of risk versus reward. It gives you a sense of assurance in your hand during your opponent’s turn, but once it’s your turn, you’d rather have something else. And you never think your opponent is playing it, but once they drop it, a decision explodes in your mind about whether or not to give your opponent plusses, or just sacrifice the turn (some advice: sacrifice the turn. Never give your opponent plusses).

On one hand, Maxx C is almost never bad to main deck, even in multiples of three. The game is based so much on monsters now, that any opponent at any given time is bound to make plays that special summon more than one monster. So unless you get multiples in your hand, it’s rarely a true burden, and even then, Maxx C can at least replace itself in quick fashion. But on the other hand, the card does take up deck space that might otherwise be used to support whatever theme or engine is being built.

At the current date, I like Maxx C, but wouldn’t main deck it unless I just had available room for whatever reason in a deck I was building. Harmony of theme takes precedent over risk-vs-reward cards. However, the future potential for the card is very high. The meta changes all the time, and tier 1 decks change with it. The TCG is soon going to be introduced to new Blue-eyes and raidraptor support that are powerful, yet vulnerable to Maxx C. Not only that, but Maxx C has incredibly generic stats. If a card in the future is released that allows a player to search for small insect or earth-type monsters, especially as a side-plus, the card’s potential would explode and possibly merit a place on the ban list.

Advanced: 3.5/5
Future Potential: 5/5

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