Its hilarious power level aside, the most frustrating thing about Maxx "C" has always been that it's impossible to play around because they can simply chain it to a special summon effect and always AT LEAST go card neutral. I've always thought it would make a lot more sense if it worked like Droll & Lock Bird. If your opponent special summons a monster: you can discard this card, etc, etc. The card would still be extremely strong (and likely need more nerfs on top of this), but you would actually have a chance to go minus using it. It's always a pet peeve for me in any video game when there is a card/move that is literally IMPOSSIBLE to use poorly. Just click Yes and win.
I definitely see a lot of scrubs just fire it off during my standby phase when I have an out to it or way to play around to it, so there are definitely ways to use it poorly, and they find those ways
Not gonna lie. I like the extra deck only errata more than the go second peak power. It puts in theme with the other C hand traps with them being focused on extra deck disruption. It even opens up more dead carding starts against them. Kosmo and UA can play under that for example.
Traptrix generally only summon 2 ED but need the extra special summon for brigadine & sera search.. Which totals of 4 card drawn. At that situation they might just be forfeited.. Cutting it into 2 (if maxxc get errata to only draw for ED SS) will make it more fair
I play UA and that's why I don't like that errata, lol UA could still finish a board on like three interactions or negates and that errata just basically makes it useless against that specific deck (Not that it'd be meta if this errata passed but it just makes it feel weird just Ignoring the card entirely like Floo does)
@@colmecolwag some decks will just be inherently better against certain hand traps, that's just a quirk of how the game is, and that can be a useful and powerful perk of certain decks, Kash and Floo can play under Shifter, some decks don't get hit by Ghost Belle or Nibiru at all, I don't see why some casual tier decks being good against a specific hand trap would be bad
@@colmecolwag so your argument is “hey my decks a bit better now” like what?? Lmao If you can’t break my U.A board (which with MOST hands isn’t going to give you much. Best case scenario probably a pop and 2 negates if you can get both field spells in hand) without Maxx C then your deck just fucking sucks dude lmao.
The number 9 actually make it function like Dimension shifter in a sense that you only need it to deter your opponent from comboing and not a "win more" card and i like that kind of effect
@@eclipse3479 1. it's not a win more card anymore. 2. it's actually can encourage smart planning on turn 2 player to not wipe the turn-1 player before the battle phase unless they want to get counter maxx-c'ed. 3. In case of What about Nibiru / Evenly, make it "If you control 1 or less card" for activation condition instead of "no card"
@@eclipse3479 depend on decks, rikka can essentialy give your oponent only one card if you drop it early, also some decks have line how to still get board while not giving oponent too many cards, but nowadays, when kashtira which has one card combo.. well
@@jps_user20 it never was a win more card? Just because you can only use it going second doesnt make it fair. U still skip my turn if i dont have the out. I dont understand how people still argument for this card. The best errata was the, you can draw 2 max. And thats still way to broken
The issue I often see is that people try to errata cards too hard. If you nerf it to a point where its no longer worth actually playing youve basically just removed a card from the format, and if thats the case you could have just banned it to begin with.
For some people that’s the entire point though, they’ll only allow the card to see play if it’s practically unusable because they never want it to be usable in the first place Had someone on the comments of farfa maxx c ban video try to argue that it’s only fair that they should be able to combo off as much as they want and maxx c being popped off of them should not be able to effectively do anything It’s almost like they’re trying to scapegoat their unhealthy solitaire obsession behind something else
@Dylan Reeves A better example would be Crush Card Virus. Card went from Format defining to be a +3 for a Lightsworn Player since it forced them to destroy 3 wulf from deck, sending them from deck to GY thus letting them summon the Card.
I like #9, not only it's in line with the line of thought that "Maxx C can stop combo deck" that many people have, but it also doesn't let combo deck drop the same Maxx C on your head when you trying to play around like 3 4 disruptions.
What would you think about maxx "C" limiting your amount of summons per turn for the rest of the duel then? (Only 2-3 per turn). It would essentially be impossible to play the card in combo decks then.
@@alexanderjackson7948 idk, to be honest, the "can't activate this card if you control other cards" seems more like what would happens if Maxx "C" ever got errata, since it's very simple, clear, straight to the point, and very Konami like.
You didn't solve anything. Just made Maxx C a hard going 2nd card that's still main deck. Honestly, it's no different from Evenly, kind of. I can still Niberu you and do everything the same going 2nd before and after this errata. I can't use it first, that's fine because it was just the cherry on top of the cake. You still have to deal with my board and whatever handtrap i may have or s/t cards.
Now we only need to combine the two best suggestions from the video: "While you control no cards (Quick Effect): You can send this card from your hand to the GY; this turn, each time your opponent Special Summons a monster(s) from the Extra Deck, immediately draw 1 card. You can only use this effect of "Maxx "C"" once per turn."
I played in 2017/2018 when Maxx C actually was at 1 and it has been super toxic in my experience, which is why it only makes sense at 3 or 0 imo. But I respect, if you have a different opinion about that. Also, why not make the errata unique then and turn it into a "once per match"? :v
@@awakusutv1574 you can still add it back, that's the point. Also, being at three means that you have to take into account an higher probability of encountering it multiple times during a duel, like being under a dimensional shifter lock with floowandereeze, if it's one, people still have to keep it in mind while deckbuilding, but once you get rid of it, that's it, otherwise at 3 you can still be locked for more turns. And since it would be a hopt, you can still get it back, it would be overkill but I think that otherwise it would never be unbanned at least here in TCG. obviously, this is my opinion, and I respect yours, and everyone who disagrees while giving a constructive reply.
I've personally taken a liking to a "skip your next battle phase", or "your opponent takes no damage until their next draw phase" sort of errata. That way the effect is mostly unchanged, but it guarantees that your opponent will get another turn if they do decide to just stop.
that doesn't really mean anything because chances are that the end result is you're gonna have a 6 card hand, a loaded graveyard, and 3+ disruptions on board and your opponent will have maybe 2-3 cards in hand and an empty board and _maybe_ a loaded graveyard when they start their turn 3. It's still way too much advantage. I mean look at every Runick quick play card, which all make you skip your next battle phase. Any deck playing a sizable Runick engine plays almost all of those spells and dedicated Runick strategies play all of them. Skipping a battle phase means little since you get to set up your board and draw 3 (or more!) during your turn, and you also get to draw 3 on your opponent's turn. You can just out-advantage your opponent forever unless they have an out for Fountain (usually has to be a non-target, non-destruction out, too, since Huginn and Muginn exist.) Maxx "C" is a turbo version of this dynamic where, if they don't have an answer for it (like Ash or Called By) you don't just draw 3, you either get to completely skip your opponent's turn or you get to draw 3+ cuz with the exception of like Floo, True Draco, and Monarchs, every deck is gonna need to special summon at least a few times to set up a board that isn't pathetic. Mirrorjade pass is a best case scenario where you go card neutral and have decent disruption but it's still gonna be nothing compared to what you could have set up.
Literally doesnt change anything it still ends your turn and allows your opponent to start a one card combo that ends on a board thats gonna stop whatever you are able to play
@aaa ddd Yeah, it also need a clause with something like "you can't active this card if you control more card than you opponent" or that the clause to be "summon/set"
I personally love the 4th, it turns off all other handtraps in return and would basically negate your own board when used turn 2 if you go first. Other suggestion: It summons itself and needs to stay on field in order to draw cards. Many decks have removal options, so this could be deald with way easier and usually with your main engine instead of "just draw the ash/crossout/whatever"
And you could also just go battle phase to out it then go combo. It guarantees you live one more turn while also allowing your opponent actual interaction to stop it
My favourite errata would be that you have to control no cards and that you draw the cards during the end phase. That way you have to use it going 2nd and it doesn't help you get handtraps, it helps to get get board breakers or to have enough gas to play through a board. I think Maxx c like this actually encourages back and forth
makes you still pass the turn if they drop it. that doesnt solve anything except modern problems of drawing handtraps maybe replace "control no cards' with 'have no cards in your gy', and/or 'cant acticate other effects this turn' what would that do? if you force them to ash, imperm,... they cant use maxx c anymore BUT, the card would still be playable in a deck without other handtraps.
if the point of it is to make it only viable going second just add "you can't use this effect if you had the first turn of the duel" without having to write a long control no cards etc etc paragraph
The "you cannot activate other card effects this turn" literally does the same thing as the last one except it dosnt turn it into a sidedeck card, as well as removing the risk for "taking the challenge" and the inherit synergy of drawing into handtraps
@@Practitioner_of_Diogenes not quite, maxx c was printed well before the modern state of hand traps. The "point" of maxx c was to net more cards when the game goes back to you on your turn, which is still a strong effect
@@magiv7573 I'm saying adding the "can't activate cards after resolving Maxx "c"" is the point of that errata in that it removes its synergy with handtraps. While it still letting to draw a fuckton of cards is still way too powerful, removing its synergy with handtraps makes it sllllightly better.
The best way to fix Max C is to change two things,first add "If you control no face up cards" as a activation condition this way if you get board wiped you can still use it as recovery while having backrow facedowns or whatever it also means having a field in play prevents you from activating it So Runick decks for example won't get as much out of max C since they need their field. Second "Cards you draw by this effect must be revealed to your opponent" this way you know what the opponent is drawing off max C and can make decisions about what to do based on that information.Information about what is in your opponents hand is extremely valuable. For example seeing opponents draw their nibiru means you know with certainty to play around that. On the other hand you would also be able to see them drawing bricks that do nothing for them or maybe they are drawing useful cards but they drew 2 copies of a hard once per turn and your end board is going to be prepared to negate it anyway. you won't have a big unkown factor to deal with and if you still get rolled you'll know for sure when the opponent just had the good stuff in their hand to begin with.
My suggestion is that an errata'd Maxx "C" can be reworked to only work during the current Main Phase. This makes Maxx "C" still strong when you lose the coin flip (since there is only 1 Main Phase on turn 0) and allows the player going 2nd to decide how many special summons they want to commit before the Battle Phase.
The suggestion I've been giving for a while now is actually a mix of 2 of these. 1. During the turn it resolves, you cannot use any other cards. 2. You have to return cards from your hand to your deck equal to the number you drew during the end phase. This way it's still a very powerful card, but it doesn't become an automatic win button.
if you had to return the cards drawn, you wouldnt play the card at all. In deckbuilding my side options are already very limited. Instead of playing a "hand-fix" you would just side the board breaker directly.
Still doesn't fix the problem unfortunately because board breakers exist. Also if you take the maxx c challenge under these restrictions you still lose because then your opponent will just keep the best 5 out of the dozen or more cards they drew and then you'll get dark ruler + evenly matched and then get full combo'd post battle phase, or they just otk you if they use board breakers that don't lock them out of dealing damage.
@Wat Simp yeah. That sums it up. If necessary then it can be return cards to the deck -1, and you can only draw when you have 10 or more cards left in your deck. Highly specific, yes, but it at least keeps the card from being an auto win button.
@Wat Simp didn't phantastical dragon phantasmay see play? anyways there are also solutions for that like you could shuffle back the amount of cards you drew -1 I still think a draw amount limit of 3 is the best way
I like the “cannot activate other effects” option best, because it still accomplishes most of what options 9 does, as you wouldn’t be able to utilize an established board if you decide to use MaxC. On top of that, it also prevents abusing hand traps.
What about a delayed draw? Like drawing the cards at the end phase all at once instead of drawing them during the special summon. Still gives the card advantage you’re looking for but only accessible during the following turn.
Wouldn't this be better? While you control no cards And your opponent controls a special summoned monster: (quick effect) special this card from your hand. You can only use this effect of Maxx C once per turn. While you control this face up, card draw a card everytime your opponent special summons a monster. During the end phase, destroy this face up card.
Maxx "C" is a powerful card in the Yu-Gi-Oh TCG that has been the subject of much debate in the community about whether it should be banned or not. Here are some reasons for both sides: Reasons for banning Maxx "C": Disruptive gameplay: Maxx "C" allows the player to draw a card each time their opponent Special Summons a monster, which can lead to an excessive amount of card advantage and disruptive gameplay. Power creep: As the game has progressed, Maxx "C" has become more and more powerful, especially with the introduction of powerful Special Summoning mechanics like Pendulum Summoning and Link Summoning. Limits design space: Maxx "C" can limit the design space for future cards, as it can be difficult to create new Special Summoning mechanics or archetypes without considering the potential impact of Maxx "C" on the game. Reasons for unbanning Maxx "C": Balanced gameplay: Maxx "C" is a powerful card, but it also requires the player to make a strategic decision on when to activate it, as well as how to use the additional cards they draw. This can lead to balanced gameplay and interesting decisions. Provides counterplay: Maxx "C" can provide an important counterplay to powerful Special Summoning decks, allowing players to disrupt their opponent's strategy and potentially turn the game around. Promotes diversity: By allowing a powerful but balanced card like Maxx "C" to be played, it can encourage diversity in deck building and gameplay strategies. Ultimately, whether Maxx "C" should be banned or unbanned is a matter of personal opinion and can vary depending on the current state of the game and the player's individual preferences.
#8 is straight up crazy, and I love it. It seems with Time Rending Morganite and the newly revealed Rose Papillon, along with the whole Floo archetype, that Konami is getting more comfortable with extra summons, so I can kinda see a world where they do something like that. Konami has been known to factor their crack usage into card design, so watch out for it becoming real lol
The Gamma-like restriction is the perfect one, the one that actually would make that blasted card the "keep combos in check" thing its defenders claim it is.
I don’t like this solution since it’s still too good. Like he said for salamangreats, they’ll just lose outright because they put up like 2 interruptions and the opp gets 6 cards. Gamma needs that restriction and it’s just a negate/pop. Maxx c DRAWS cards. it needs a heavier restriction.
The thing is, even without the extremely toxic aspect of firing it off in the draw phase of your opponent's turn after completing your full combo, Maxx "C" is still a sufficiently toxic card going second. You present the ultimatum of: "Combo off and give me enough cards to break your board and OTK you with certainty, or pass your turn with no board state and probably get OTK'd anyway." This card is undefendable, and the argument that "my deck has a chance against better decks with Maxx C!" is completely moot, as the people using that argument seem to be unaware of the fact that *your opponent with the better deck gets to have Maxx "C," too.*
@@issacsantana6419 max c creates interesting scenarios to both players in terms of cost benefit, and changes deck building quite a lot. sometiems max c will win the game, but theirs a lot of cards that do it, and max c unlike them has a miriad of different outs you can run. if you really hate max c, just play a deck that doesnt care about it at all (floo) or that much like a trap deck. people complaining about max c are usually people who want to set up a board with 12 million omni negates and their mad they cant run 100% consistency cards due to respecting max c. cry about it
Yeah it would work despite what some people say. I can promise everyone that even if Maxx C was exclusively a going 2nd card, more than 50% people would STILL want to go 1st. It would be down from the 95%+ now but it would still be more than 50%. People's overwhelming desire to go first is stronger than their desire to possibly have Maxx C live. So in that sense it would be a powerful balancing tool for going 2nd in a Bo1 format.
I like number 9, but I would also add a "your opponent takes no damage until the end of the next turn" clause too, since any deck can play it. A very aggressive deck would make that turn skip an auto win, even with a clause like D-Shifter. The plan would be to neutralize the advantage of going first, and would switch "who went first" almost. Giving your opponent a few extra cards to set up some form of disruption would be a lot easier if you know you won't die next turn.
when Konami does errata something they usually get it. they will probably errata it to only drawing ONE making it completely unusable, or just not errata and it stays banned in tcg.
@@ryuuohdeltaplus7936 if you fear monger Maxx-C, similar to how you guys do it in the TCG, to an OCG player, you don't need make-up, you're already a clown.
@@ryuuohdeltaplus7936 It's a meme that started with people writing fake reviews about the movie "Morbius" where they leave an adjective out of their sentence and write stuff like "This is one of the movies of all time" or "This is the most movie ever". Doesn't really mean much besides "This exists". If you really wanna stretch it, you could say that saying that something exists is the most generous thing they can say about that thing, but with Morbius the joke was mostly that people didn't even watch the movie and just came up with random stuff to say about it.
Floodgates turn one have become such a massive problem that Mass C is the only card that can give second turn decks a fair chance. It also forces negate decks to minimalist their special summons. And there’s always a 50% you don’t get it turn 1 even with 3 copies making having it in your deck worthless at that point. It’s not even a tuner.
One I saw that I liked went like this: If you control no cards (Quick Effect): You can discard this card; during the End Phase this turn, draw cards equal to the number of extra deck monsters your opponent controls + 1. You can only activate this effect of "Maxx C" once per turn.
How about if instead of drawing right when a monster is Special Summoned, it's changed so that you wait until the End Phase, count the number of Special Summoned monsters your opponent controls that were Special Summoned this turn after you resolved the effect of Maxx "C", and draw that many cards? Then its advantage correlates to the size of the board your opponent produced rather than the effort it took to get there.
I saw a better suggestion, in which case you would draw cards in the end phase equal to the number of cards your opponent controls (as the number of cards you draw would be more corresponding to the threats your opponent would have, in addition to nerfing it's power when you have a established board, because you don't gain an advantage immediately and if you break the opponent's entire board you won't gain any card advantage)
As a maxx C enjoyer, i always thought it should have had "If it's your opponent's turn, you cannot activate cards or effects until the end of this turn" restriction. If you wanna go even further, you can also add, discard 1 as a cost. Sorry farfa but suggestion 9 is just stupid. If anything, it makes second player very favorable when both of them have maxx C in their hands.
"banish this card from your hand or gy. if you or your opponent normal or special summons a monster, draw a card then flip a coin if heads draw another if tails draw 2." that's my dream Maxx C errata. I call it Maxx C Maxxing.
Between Ash, Crossout, Called and Droll and Lock, it doesnt need an errata and is fine at 2-3. Combo players have had their fun and its fine to punish decks that over extend their resources.
I believe there needs to be a combination of two errata to make it fair, so like control no cards + another restriction. Also, I think the one that returns cards during the EP is a fair alternative.
I'd love to see "add this card to your opponent's hand during the end phase." Somewhere. Make it a reveal and not a discard so it works or bend the rules. A new and exciting Maxx C challenge.
Tangently related, but it is odd that Konami doesn’t do Ring of Destruction levels of errata anymore. Ring of Destruction used to be able to be used on either player’s turn, can target your own monsters, and I think used to burn both players at the same time. And then they changed it to you can only activate it on your opponent’s turn, only target your opponent’s monsters, but you can’t target one whose attack is higher than their LP, and you would take the damage before your opponent so you would likely lose first. It went from so broken that I could see it being played and enable FTKs in 2023 to never being played in any decks except very niche burn decks. I guess Konami has no need to go that far with erratas anymore, but it’s still interesting.
If Maxx "C" were to get an errata, they should put in the text that you are allowed to slot more than 3 of that card in your deck. It would be the first effect of this type allowing you to run more than 3 copies of a single card.
Maxx C is a powerful hand trap card in Master Duel, however, the majority of opponents going first on turn 1 usually find strategies to play around Maxx C, making the card less efficient to begin with. Usually, the player going 1st will usually set some cards then pass turn. Master Duel players know that Maxx C is in that format, so therefore, they will be less likely to special summon a bunch of times, and not giving their opponents an advantage while going 1st. Just my opinion.
Better Errata than all of these: Give it an additional effect that activates in the deck that lets you add it to your hand for free as a quick effect (non-opt)
Here's a couple other suggestions: 1. Maxx "C" only draws cards for every third special summon after its activation. This keeps the spirit of potentially going crazy plus but also allows your opponent to make a decent enough board without plussing you too significantly. 2. You now draw the cards during _your_ next End Phase. This means you don't get the cards until after you've lost the chance to use your combo pieces. It could still be helpful for a few decks with hand trap starters like Tear and Labrynth, but largely it relegates Maxx "C" to drawing hand traps to help you deal with your opponent's follow-up to your turn.
I’d like how they do it in duel links where you have a restriction based on the amount of cards you have in your deck. Ofc this would be really hard to manage in the TCG but in master duel it could work if the user only has like 5 insect monsters in their deck. Making insects way better by basically hurting everything else. Same could apply to DPE where if you have 10 hero monsters in your deck you can use it.
When your opponent special summons a monster: you can special summon this card from your hand. Each time your opponent special summons a monster(s), place 1 "C" counter on this card. During the End Phase: You can tribute this card and if you do, for each "C" counter that was on this card, excavate that many cards and if you do, add 2 excavated cards to your hand, also banish the rest face-down. You can only use each effect of "Maxx "C"" once per turn. This is my errata. I aimed to do a few things. 1) Make the trigger more in line with most of the other "C" cards (a triggered summon effect) 2) Remove the lingering effect 3) Remove the immediate availability of the advantage you're getting 4) Limit the advantage to a +1 but summoning increasing the selection. 5) There's a lot of information that's given up. What's being played, what the adds are, what's being banished. Based on those, you can plan certain interactions and, if you're knowledgeable with against that deck, what they now can and can't do. 6) Create more ways to interact with it. Negate the summon, the end phase effect. It sends for effect so it can't dodge "on the field" negation. Or just remove it from the field
i like #9 the best. Every maxx c defender will say maxx c puts combo decks in check without acknowledging that combo decks can use maxx c. so this way the card actually achieves its goal of slowing down the game. Becomes like d shifter in that regard as well
The problem with number 9 is that if you go first, get Maxx C'd on, let's say, Circular summon, and you have your own Maxx C, you can't activate it if you just pass, because you have a singular monster on the field.
The combo deck you're talking would absolutely pack their deck with crapload of handtraps that ALSO maxx c stopper, this will severely weaken them against backrow deck. Also an ash blossom can decide the outcome of the duel as maxx c, ash on big welcome? GG You don't get it? Let me simplified it to you. Play cards that immediately impact the game state, not drawing cards.
And what prevents the combo decks from going second and filling their non-engine slots with board breakers? The only way to make maxx "C" not work in combo decks is by putting some sort of restriction on the effects, like preventing its user from summoing more than three times a turn (including normal summoning, because Floowadereeze).
@@alexanderjackson7948 you're right, nothing stops them. this game is inherently flawed in its design where when u nerf something that's poorly designed you inadvertently promote a different kind of degeneracy.
My knee jerk reaction is the "you can't activate any other card effects the turn you activate Maxx C." The reason you can never take the Maxx C challenge in the modern day is because you inherently give your opponent all the Ash's, Nibirus, and Veilers they need to stop you. This would also solve the problem of Maxx C being used to inherently strengthen negate boards when you're going second into it. Basically, you either commit to Maxx C while challenging them to kill you, or you leave Maxx C be while keeping impactful disruptions online. The only fallout I could see from this is DRNM still absolutely sucking in Maxx C formats. Maybe mix it with one of the other erratas ro nerf it even more?
I like this tbh.. But im surpriser by how neat the "draw on extra deck special summon" .. Or make it more skillful, make it trigger on special summon but do only "draw card by the amount of special summoned monster on your opponent field" It force you to think carefully when to activate it to maximize your draw potential and it technically capped at 6 but generally give 2-4 draw.. The most bullshit things about maxx c imo is how it have lingering effect
I think "draw cards equal to the number of cards your opponent has special summoned this turn" would be a good change. If you activate it early you'll only get a couple of draws but if you wait too long they may have a negate up already.
I saw an errata suggested in a post on this topic on the Master Duel Reddit and it seemed pretty good. The errata was this: If you control no cards (Quick Effect): You can discard this card; during the End Phase of this turn, draw cards equal to the number of Extra Deck Monsters your opponent controls +1. You can only activate this effect of Maxx “C” once per turn.
I would add "you can only activate 1 other card after Maxx C activation this turn" to avoid getting handtrapped 5 times on top of fixing your opponent hand for the next turn.
I like this, except I think that it should just be equal to the number of Extra Deck Monsters your opponent controls, not +1. That would actually allow it to go minus and not just be a hand trap Upstart Goblin.
I replied to some of these on HardLeg's Twitter post about Erratas, but some of these are SO much of a change that you might as well make these brand news cards and ban Maxx C anyways, LOL. The second one suggested is probably the best option. Then again, even with that, it becomes essentially a different card. An Errata is "supposed" to clean up problem text or alter just a couple of words or a change in condition/cost. I do like the idea of a Maxx C specifically for Extra Deck Summons. We can call it "Extra Maxx C". My suggestion - During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card, but during the End Phase, banish cards from your hand face-down until you have 6 cards in your hand. You can only activate 1 "Maxx C" per turn. It might not be enough of a change, but deeper changes would result in basically a retrained card. At that point, just ban it, and make a retrain. This at least limit it to just your opponent's main phase specifically, so battle phase special summons(if you used on turn 3 going 1st of course) and their own turn are out. Also, you are really playing a high risk game here, because you could end up drawing 10-15 cards, and have to banish most of them. Sure, you can still draw into hand traps to disrupt your opponent's combo (more the idea anyways), but now you run the risk of having to choose between keeping more hand traps or specific combo pieces from being banished away for good, possibly preventing you from your own combo or disruption on your turn. You also run the risk of over-drawing, and being forced to banish nearly half your deck. It becomes a gamble that you could quickly regret, but still gives enough benefit to make it playable. In the end, the benefit is disruption when going second, and a +1 to start your turn, at the risk of possibly banishing from a few cards to half your deck. Example - You use Maxx C on your opponent's first SS, drawing a card. It's not an instant out - you can play through your opponent's multiple hand traps IF they draw them, but now your opponent had to have properly deck built. Most hand traps are HOPT, so you can play through some of them if you have enough starters/enablers. You continue to SS, allowing your opponent to draw 8 cards. They Ash you, Nib you, Ghost Belle you - All the stops, but you end on a single omni-negate and a piece of interaction. Your opponent used 3 hand traps after the Maxx C. That leaves them 10 cards in hand. They must banish 4 of those, with several of the cards in hand being important combo pieces, forcing them to choose important cards. As we all know, almost every card in your deck is important. It can be a difficult choice, and you may have to sacrifice important cards. It becomes a battle of balance in deck building and decision making. It makes it so its not a guaranteed include in every deck. Too many hand traps, and you wont have enough combo pieces. Too many combo pieces, and you may end up having to banish away some of them, preventing your optimal plays. Imagine 18-20 draws instead? Now you have to banish 14-15 cards. That could be disastrous. If any of you read this, thanks. I could elaborate more, but this is already a lot.
I only ever had 2 suggestions to hardleg on his 30+ day mission, good to see one of them was 9. The other suggestion not mentioned here is "If you activate maxx c this turn, you cannot activate cards or effects on the field until the end phase". Basically creating a "mother of all handtraps" and would likely stop the pre-established board dropping a maxx c it'd also mean you couldn't run imperm, only veiler so called by is more live and imperm is less cemented as the staple negate.
My idea for an errata would be that it only works during the end phase of the turn. Your opponent goes through their combos, special summons, say, 5 monsters. You then discard it during the end phase to only draw 5 cards then and there.
During the Standby phase: you can send this card from your hand to the GY and reveal your hand; for the rest of this duel you must keep your hand revealed. During the End Phase of this turn, draw a number of cards from your deck equal the number of times your opponent Summons a monster(s). You can only activate the effect of Maxx "C" once per duel.
I like this one. It allows Maxx c to still gain advantage but not use any of it during the turn and reveals the opponent hand so they know how to navigate their turn.
Same here, as you don’t gain immediate advantage to draw into a hand trap and abuse it while still potentially gaining a ton of advantage, however I would change this effect to have the hand reveal is after the semicolon so it isn’t for cost in case they have the 1 of (or 2 of in MD) called by. Other than that slight change, I like this version.
I still dont think this would work too much. Even if you had your hand revealed, if you still have 15-20 cards on hand its bound to have so many hand traps/board breakers/starters that it wouldnt have mattered.
Maybe make it specifically if you're down in advantage? Something like "If the total number of cards in your hand and field is less than the total number of cards in your opponent's hand and field:(Maxx "C" effect here"
Just make it a mulligan. Still broken, but not as broken as just drawing 50 cards lmao. "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, then place one card on the bottom of the deck. You can only use 1 "Maxx "C"" per turn."
This is a minus 1 mulligan. A bit bad to be honest, considering you're going 2nd vs full board here. Make it like Saryuja (draw X cards, return X-1 cards) so that it becomes a card neutral mulligan then this should be ideal
That's kind of the point. It's still a mulligan, it can still help you draw your board breakers and starters. Making it a hand neutral card would still make it a no-brainer inclusion in any deck. The entire point of errata-ing it is to avoid that issue. Also it's not a "worse Phantazmay", as you can use it at any point, and not just when your opponent summons link monsters. They do fundamentally different things. Also sure a "non-quick effect mulligan your hand once" is definitely better than a quick effect that triggers upon every special summon. 🐔👍
@@alfian4653 This. If it's a game mechanic like in Magic, then sure, a -1 mulligan is cool. This is consistent as you don't need to draw "the card" for you to mulligan. But making maxx c as a -1 mulligan is basically just making it not really worth it. You have to draw the maxx c itself, your opponent has to keep playing, your opponent has to play a crazy combo deck, you have to still draw good so your mulligan makes your hand better, AND you still get a -1 after all that
Could make it so you can't draw for the next two turns after activating it. Makes it so you can't jut drop it beginning of a turn before anything happens and even if you chain to a summon effect, if your opponent decides to stop you went even in your hand but -1 over time. Honestly i think cards like maxx c have an important place in the game of being a big disruption to first turn combo decks and all the degen ftks
I kinda like the gamma restrictions one. The roach can keep stupid turn 1 combo deck in check. While gives turn 2 deck more power. AND it's actually presents a different consideration for player, do you want to go first and risked getting the roach, or opt for saver option and go 2nd but risked getting full comboed when you don't draw the roach. With how strong 1st turn is, this become interesting.
I like the shuffling back at end phase errata. Maybe apply something else that prevent other hand traps to be used the turn its activated. Or after it's used you cannot perform more than one summon during your next turn making the turn ending power of this card apply to both players ( kinda of, since stun decks could still just set 5 pass. )
the second one would be useless. It's like outright banning max c probably. No combo deck would play then. Because imagine you drop max c, they stop, you summon once pass, they otk you. gg. Although it would be staple for trap deck, aka eldlich/labrynth.
I don't think erratas should be the solution to every kind of broken card. Some cards were meant to be absolutely broken, and they should stay so. While banished forever to the shadow realm, of course
The ideal banlist is the one that has the fewest cards on it. Everything that is too generic or OP should get errata for balance. There are only definitely a couple cards that really need to be on it. I really don't understand what is with this weird childish notion that the game shouldn't be balanced and that some cards just never be allowed forever. You paid for them, you should absolutely be able to use them unless they are absolutely unfixable. You are free to use them without errata on your own. Can even make up your own effects if you want but that is not how official tournament play should be treated. It is a product and a game.
@@RunicSigils the concept of "balanced" is too variable based on the metagame. There are cards that have received absolutely shit erratas and will forever be this way, even though sometime in the future they could have been played as they were originally printed
@@lorenzoaurilia4759 it would obviously be taken into account for new cards as well. All you are doing is making arguments for Konami being lazy in the future but no one cares about your pre-defense of a company. Again, you can use the cards with whatever effect you want with friends, but that has no bearing on tournaments. It should straight up be illegal to not have them all playable in a tournament setting if possible because that would mean they are intentionally selling you a product you cannot use as THEY intend.
@@RunicSigilsWith alternative formats this would all be solved, erratas in standard and the original printing in the other formats And still, I didn't say erratas shouldn't exist, but some cards are too iconic in my opinion to be changed that much
making maxx C having the restriction of it being the only effect for a turn would make it a bit more fair, however I'd also personally make it reveal the card you drew + 2 more cards from the top of the deck then Banish those face-down. so for every Special Summon you more or less loose 3 cards in your deck and your opponent gets to see what you added / banished. It'd keep Maxx C niche enough I'd say to not be shot gunned against every deck as you could easily be decked out now with just 12-15 Special Summons until your Deck is out.
Id go with option #9, but I'd add 2 things: 1) make it last until your next end phase. 2) make it apply to both players. This means that if you use maxx c to either plus off of your opponent or keep them from comboing off but then try to combo off on your turn, your opponent gets to draw for every special summon you do. basically the idea is don't put someone under maxx c if your deck doesn't want to be put under it either.
In 2020 i suggested a errata in my playing group and they accept try, the card still strong but not degenerate. Basically i transform in Phantazmay (i always forgot the name, hope write its correctly) 2.0. "You can only activate this card effect if you control no monster, if your opponent special summon a monster, discard this card: draw 1 card and for the rest of this phase, when your opponent special summon a monster you draw 1 card and put 1 card from your hand on bottom of your deck. The idea of restrict to the phase is trying to playing around turn 2 Maxx "C" against trap decks, i first try the idea of having no cards to activate but it's make only playable in turn 0, what is good but don't make much different than Nibiru in the meta we tried (Block Dragon Adamancipator). Another thing about the phase is the turn 0 your opponent don't have MP2, and this is a huge difference between a turn 0 Maxx "C" and a turn 2 or 4 Maxx "C".
Another thing that I don't test is you just mulligan your entire hand, something like: "Activate this card only when your opponent special summon a monster(s), discard this card: shuffle your entire hand on the deck and draw that many cards +1 card". Maybe this can fix the problem of going first full combo with Maxx "C" on the hand.
Rather than waiting until the end phase, I prefer having to return the card to the deck immediately after drawing. Kinda like ferrijit I also like some other suggestions here tho
I would do that you can't activate any other effects the turn you activate Maxx C. That means you can't use it on top of your board like the last suggestion did and you can't use any of the handtraps it draws you.
How would you feel about adding some sort of restricition like "you can only summon three times per turn for the rest of the duel", so combo decks don't just immediately win going second with five board breakers and six engine cards.
One thing I like seeing is replays where Card destruction is used against the Maxx C challenge. It doesn't happen often but it's pretty funny when it's pulled off. Also the tricksters burning the opponent for game is pretty funny also.
@@eclipse3479 How so? Its basically much more fairer than the current Maxx C. The only reason people protested for its eff are that both players can use it freely even after setting up strong board. By giving empty boards extra advantage, it gave players chance to use their skill and judgment to go through or stop summoning. It involves skills of course. Something that autopilot players doesn't like.
@@eclipse3479 Nobody stops you for using the same card in your deck at 3. Just like Ash. Many decks can be stopped with a single Ash at the right moment. Instead of creating unbreakable board and waiting for opponent to surrender next turn, its better to create back and forth games that gives both players chances to win. You like the current state of game that is heavily determined by coin flip to win? I prefer a more balanced game. And the errata to be able be used when you controls no monster is pretty much better than the current Maxx C.
More broken IMO, if you can only activate it while you control no card, means if you go 1st and you already normal summon or place search card (continuous or field spell), you won't be able to activate your drawn maxx c when your opponent start, which make it AN INSTA WIN CARD GOING 2ND, unlike now which will give interaction, "You Maxx C me, I Maxx C you". The better option would be "While you control no card or your opponent RESOLVED Maxx C on your last turn", this way it wouldn't be too broken going 2nd card nor it make people can Maxx C after setting up their board.
I like to combine 2 suggestion for maxx c - You can't activate another card effect from your hand. - at end of turn put card from your hand equal card you draw from this card(maxx c) effect. With this you can't activate another hand trap when you draw it and it help going 2nd player to craft their hand to break opponent board next turn.
I like the idea of this video, so here’s how I’d errata Maxx “C” to be a bit more fair in my opinion: “Once per turn (Quick Effect), you can discard this card from your hand; each time you opponent special summons a monster this turn, draw a card. If you controlled any cards when this effect was activated, you can only use 1 more card or effect this turn after this card resolves.” That way if it’s played on the first turn, they can still try to stop the setup of a big board or interrupt it in some way with cards like ash, nib, or imperm, but if they go second with a full board they have at least 1 piece of disruption, but not 15.
I don't mind maxx c compared to ash blossom. It gives me the option to choose how many cards they get. As a LV player I hate giving my opponent a card per LV Up!, But I absolutely can not stand ash, there is nothing worse than successfully leveling up your monster through battle and just watching it go to the graveyard without actually being trapped/countered
#1: 6/10, giving Maxx "C" a draw cap is fair but boring. I suppose it would give an opponent some pause when deciding whether to Ash it or not, that's really the only boon i can think of. Probably depends on the deck they're playing and their starting hand. #2: 10/10, there needs to be consequences for link spamming and it gives your opponent more incentive to try to play through an active Maxx "C" if they think they won't need to summon that much from the extra deck on their starting turn. Immediate side deck card that gives Maxx "C" a strong, specialized purpose and keeps it from drawing the entire deck since it specifically states "when the opponent summons a monster FROM THE EXTRA DECK", meaning it wouldn't draw when an extra deck monster is reborned from the GY. Therefore, there is basically a hypothetical draw cap of 15 (though you'd rarely ever reach that number). You could run it in the main deck, but there would be inherent risk in doing so depending on the match-up (which helps to keep this card's placement in a deck interesting). It also is more thematic to the card art given that the "C" artwork is about a guy trying to get cockroaches out of his apartment. The extra deck could be seen as the tools in the apartment that the guy is utilizing to try and get rid of the bugs, which the bugs are retaliating against by adding cards to the hand. #3: 2/10, Nibiru is already mid since people play around it. The cost for firing off Maxx "C" wouldn't be worth running it since at that point you'd rather have Nibiru in hand. This would completely kill the viability of the card if you ask me. #4: 4/10, the lack of hand trap synergy makes this card awful. You'd only be using this to either grab board breakers going second, or to refill your hand on the opponents turn if you went first and built a heavy disruption board. This just sounds really bad on paper, it completely neuters Maxx "C"s greatest strength and I feel like it'd make the card fair but really unviable. #5: 7/10, still pretty unbalanced but it effectively becomes a really OP Into the Void rather than Pot of Greed. #6: 1/10, really does nothing to fix the card. #7: 3/10, massive nerf that's really punishing, but no one would actually play this card if you made that change. Side deck card if at all, this makes Maxx "C" garbage. Its basically suggestion number 5, but even more punishing. If you want #7, maybe reconsider #5. This is basically Spooky Dogwood but even worse somehow. #8: 1/10, its a worthless errata. As its currently written, if you were going second and you use it on your opponent's first turn, they don't get any additional normals and your opponent just gets to play with what is basically a pre-errata Maxx "C". I'd rather it have effected the opponent on "their current or upcoming turn" so that when you activate it while they're in the middle of their turn, they get to reap the benefits of additional normal summons as a drawback for each card drawn. We'll look at that with #8.5. #8.5: 6/10, interesting drawback but it honestly makes link summoning even easier (something that's already way too easy to do in a lot of decks). You might be digging your own grave doing this since you're giving your opponent more potential board presence on their first turn, though I suppose that introduces proper risk/reward for using Maxx "C" since you could be directly helping your opponent's end board. Would be really good if you draw it in your starting hand though going first and then use it on your opponent's turn 2 since you'll already have a board designed to help stop it, but if you're going second and you open Maxx "C", it becomes incredibly risky. #9: 8/10, objectively better than #1 but still a pretty boring suggestion. If you just want Maxx "C" Lite, this is probably your best suggestion. This could make Maxx "C" a brick though going first, which is the main reason why I don't like this suggestion. Like, its enough of a change to make it fair, but you really can't justify putting it in the side deck as opposed to the main deck because its still Maxx "C" at the end of the day in terms of effectiveness. And then you're just gonna be cursing yourself if you don't open Maxx "C" in your starting hand after siding it in. That just sounds incredibly frustrating, i'd rather it just be a great side deck staple period so i don't have to worry about someone trying to run this in the main deck (unless the best decks in that format demand doing so). Its also worth noting that simply having a good, main deck staple version of Maxx "C" in the game at all is a boon to Floow and Monarchs since they only normal summon. I'd keep that in mind if you want the TCG to still be somewhat of an explosive combo fest (which is why a lot of people such as myself like modern Yugioh, they enjoy how swingy this game is).
What if Maxx C draws the cards during the *end phase*? Or let you draw that number of cards *during your next draw phase*? I’m not crazy about that either but I was surprised no one suggested that but that one weirdo who wants additional normal summons next turn got mentioned, guess he had mentioned one goofball idea
I like this errata, where you just add this: "but at the End Phase, return cards from your hand into your Deck, equal to the number of cards you drew. (If the number of cards in your hand is fewer than before activation, return your entire hand instead.)"
"During your opponent's turn: you can discard this card. During the End Phase, if this card is in the GY because it was discarded by its own effect: draw cards based on how many times your opponent special summoned after this card was discarded: 1-2 Special summons: 1 card. 3-6 Special summons: 2 cards. 7+ Special summons: 3 cards. This effect of Maxx "C" can only be used once per turn." (so limited amount of draws, cannot draw into more hand traps, and can be negated during the end phase. Maybe it's a little too easily countered by appolousa though..)
Maxx c is fine tbh. If you get to work with half your deck on turn 1 why shouldn't maxx c players get that chance too. It shouldn't have been banned to begin with Ash blossom is the one that deserves to be changed. Especially in master duel where the probability of drawing it goes up exponentially
My Errata for Maxx "C" would be just another line of text.. though I really like to type: If Maxx "C" resolves successfully, banish it from your Graveyard at the end of the turn you activated it. If you have 6 cards in your hand while under the effect of Maxx "C", each time you draw an additional card, banish a card from your hand, face down. This effect cannot be negated. For the rest of the duel after this card resolves, you cannot activate or resolve the effects of the banished cards, nor move them from the banishment zone if they were sent there by the effect of Maxx "C", also cards that applies its effects by banishing a card will not activate or apply its effects for those cards. More of a Hand Fixer effect, though if you're playing a deck that demands cards to be banished so they can activate their effects, or that activates its effects if a card is banished, or a card that just grows stronger or gets additional effects for each banished card, those effects wouldn't resolve. And if it gets confusing to keep track of what you're banishing with Maxx "C", the first line of text basically reads as "put this card as a bookmark to define the cards you just banished."
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. If your opponent doesn't summon at least once they banish they entire hand. For every 2 cards you draw, your opponent banish one random card from their hand. During the next draw phase you can draw cards up to the number you draw due to the effect of Maxx C. You can only use 1 "Maxx "C"" per turn.
0:15 you know what Farfa, I've watched literally every video you've uploaded for the last 3 years. And as a fellow degenerate roach enjoyer, I think it is high time that I finally sub to you. Thanks for all the stellar content
The whole point of C is to deter your opponent from making a huge board. So if anything the owner of C shouldn't be able to special summon during their next turn. This would also give normal summon reliant decks a boost that really need it.
I'm surprised nobody mentioned reducing the number of cards drawn by increasing the required summon frequency. For example, "During this turn, draw 1 card after every second Special Summon your opponent conducts" or something of the sort. Now even if you chain it to an effect that special summons, you don't get an immediate draw. They have to do it again. This doesn't resolve the problem of, for example, Salad boards giving your opponent 5 cards in exchange for their 10 summon combo, but I think that's kinda the point. Just like how playing around Nibiru requires you to limit your end board and not every deck may be able to do that, this iteration of Maxx C would give you a lot more flexibility in how many cards you're willing to give your opponent, but only if your deck/hand is flexible enough to allow that.
Nerf that addresses most of the issues and doesn't kill the card: "You must skip your next draw fase and you can only activate card effects from the hand for the rest of the turn this card is activated." This is good because: 1. It is a neutro if chained and the opponent chooses to stop their play. 2. It could even become a -2 if used preemptively and your opponent doesn't special summon. 3. Can still be used second turn but will be only useful if you bricked on hand traps or you opponent wiped your field and is still cooking so you can at least have chance of surviving by using hand traps.
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. During the turn you activate this effect, each time your monster's effect resolves, your opponent immediately draws 1 card (including this card's effect). You can only use 1 "Maxx "C"" per turn.
When your Opponent Special Summons a Monster from their Extra Deck during their Main Phase 1, send this card from your hand to the GY; this turn, each time your Opponent Special Summons a Monster(s) from their Extra deck, immediately draw 1 card. You cannot draw cards during your Draw Phase or by other card effects the turn after you activated this Effect. You can only activate the effect of "Maxx "C"" once per turn. I think this would be an appropriate errata for Maxx "C" for a few reasons. Firstly, Maxx C can now miss timing due to being a 'When' effect. Maybe that's too much of a nerf, but eh. Secondly, Maxx C is now restricted to drawing on the special summon of monsters from the ED, which means that allowing your opponent to draw via Maxx C is completely optional by simply not using the extra deck, in exchange for a potentially weaker board. The last nerf is that you cannot draw during the next turn. This means that even if you draw into an Allure of Darkness, for example, you will not be able to gain further advantage. I could totally see this version of Maxx C still being played in most decks, but this way it is much less of a blowout card and gives your opponent a chance to not interact with it. :) Another funny errata option would be that the user of Maxx C would burn for 500 damage each time they draw by Maxx C's effect. this would make the maxx C challenge a whole lot easier, only needing to summon 16 times before they lose
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. This turn, for every 2 cards added to your hand, your opponent draws 1 card. You can only use 1 "Maxx "C"" per turn.
- Draw up to the number of cards in your opponent Graveyard. or - Draw 1 for each monster Special Summoned from Extra Deck that has a quick effect. this is to give breathing room to old decks with less quick effects but still counter modern meta decks
Agreed on #9 being the best compromise, IMO. A lot of Maxx C defenders focus on its (questionable, only really applicable in BO3) ability to curb FTK combo decks, but honestly my main issue with the card is that it can be used freely when you've established a board and your opponent hasn't. Even just "can only use if you control no monsters" would be infinitely better than the current state of affairs. There is just no reason turn 2 maxx C should be a thing you can do.
farfa threatening to become a hello kitty channel as if thats not exactly what we’ve always wanted
Legacy of Fur-fa
Just proves how many weirdos in the community
Hello Tantan
Gay Dante pass is close to that dream
farfa fur hire?
The funny thing about having Maxx C block other hand traps is that it makes the Maxx C challenge viable.
It also means the card becomes worthless against FTK decks so I'm not a fan of this one.
Its hilarious power level aside, the most frustrating thing about Maxx "C" has always been that it's impossible to play around because they can simply chain it to a special summon effect and always AT LEAST go card neutral. I've always thought it would make a lot more sense if it worked like Droll & Lock Bird. If your opponent special summons a monster: you can discard this card, etc, etc. The card would still be extremely strong (and likely need more nerfs on top of this), but you would actually have a chance to go minus using it. It's always a pet peeve for me in any video game when there is a card/move that is literally IMPOSSIBLE to use poorly. Just click Yes and win.
So this one is in the video! Yeah it is pretty deck dependent, but many handtraps are. so 🤷♀
Imma chain it to pot of duality just to prove you wrong 😎
Sounds like you just need to get better at the game!
Change your pfp we need full power
I definitely see a lot of scrubs just fire it off during my standby phase when I have an out to it or way to play around to it, so there are definitely ways to use it poorly, and they find those ways
Not gonna lie. I like the extra deck only errata more than the go second peak power. It puts in theme with the other C hand traps with them being focused on extra deck disruption. It even opens up more dead carding starts against them. Kosmo and UA can play under that for example.
Traptrix generally only summon 2 ED but need the extra special summon for brigadine & sera search.. Which totals of 4 card drawn. At that situation they might just be forfeited..
Cutting it into 2 (if maxxc get errata to only draw for ED SS) will make it more fair
Honestly both 9 and that one should be the errata combined.
I play UA and that's why I don't like that errata, lol
UA could still finish a board on like three interactions or negates and that errata just basically makes it useless against that specific deck
(Not that it'd be meta if this errata passed but it just makes it feel weird just Ignoring the card entirely like Floo does)
@@colmecolwag some decks will just be inherently better against certain hand traps, that's just a quirk of how the game is, and that can be a useful and powerful perk of certain decks, Kash and Floo can play under Shifter, some decks don't get hit by Ghost Belle or Nibiru at all, I don't see why some casual tier decks being good against a specific hand trap would be bad
@@colmecolwag so your argument is “hey my decks a bit better now” like what?? Lmao
If you can’t break my U.A board (which with MOST hands isn’t going to give you much. Best case scenario probably a pop and 2 negates if you can get both field spells in hand) without Maxx C then your deck just fucking sucks dude lmao.
The number 9 actually make it function like Dimension shifter in a sense that you only need it to deter your opponent from comboing and not a "win more" card and i like that kind of effect
It still skips turns, whats there to like ?
@@eclipse3479 1. it's not a win more card anymore. 2. it's actually can encourage smart planning on turn 2 player to not wipe the turn-1 player before the battle phase unless they want to get counter maxx-c'ed. 3. In case of What about Nibiru / Evenly, make it "If you control 1 or less card" for activation condition instead of "no card"
@@eclipse3479 depend on decks, rikka can essentialy give your oponent only one card if you drop it early, also some decks have line how to still get board while not giving oponent too many cards, but nowadays, when kashtira which has one card combo.. well
@@jps_user20 it never was a win more card?
Just because you can only use it going second doesnt make it fair. U still skip my turn if i dont have the out. I dont understand how people still argument for this card. The best errata was the, you can draw 2 max. And thats still way to broken
But even then it's still a generic staple that's broken beyond belief that deters creative deck building.
The errata where, while you control no cards you may activate Maxx C sounds very good. It's annoying facing Maxx C and they have board.
The issue I often see is that people try to errata cards too hard. If you nerf it to a point where its no longer worth actually playing youve basically just removed a card from the format, and if thats the case you could have just banned it to begin with.
If Maxx c draws cards it'll likely see play. How do we know this? Most of the pot cards see play and they are all nerfed versions of greed
Say that to konami lmao
I agree. I mean, look at CED: why it had to get an errata not withstanding, the card card went from one of the best cards ever printed, to a bookmark.
For some people that’s the entire point though, they’ll only allow the card to see play if it’s practically unusable because they never want it to be usable in the first place
Had someone on the comments of farfa maxx c ban video try to argue that it’s only fair that they should be able to combo off as much as they want and maxx c being popped off of them should not be able to effectively do anything
It’s almost like they’re trying to scapegoat their unhealthy solitaire obsession behind something else
@Dylan Reeves A better example would be Crush Card Virus. Card went from Format defining to be a +3 for a Lightsworn Player since it forced them to destroy 3 wulf from deck, sending them from deck to GY thus letting them summon the Card.
The best errata for Maxx C would be “this card is now forbidden from tournament play forever”
naw the best errata would be "cards with this text or similar will be banned and not allowed to be printed"
"You cannot activate this card."
“This card cannot be used in a Duel” ahh errata
I like #9, not only it's in line with the line of thought that "Maxx C can stop combo deck" that many people have, but it also doesn't let combo deck drop the same Maxx C on your head when you trying to play around like 3 4 disruptions.
What would you think about maxx "C" limiting your amount of summons per turn for the rest of the duel then? (Only 2-3 per turn). It would essentially be impossible to play the card in combo decks then.
@@alexanderjackson7948 idk, to be honest, the "can't activate this card if you control other cards" seems more like what would happens if Maxx "C" ever got errata, since it's very simple, clear, straight to the point, and very Konami like.
@@alexanderjackson7948 might as well just ban the card since no one would play it then.
What about labrynth or eldlich or branded?
You didn't solve anything. Just made Maxx C a hard going 2nd card that's still main deck. Honestly, it's no different from Evenly, kind of. I can still Niberu you and do everything the same going 2nd before and after this errata. I can't use it first, that's fine because it was just the cherry on top of the cake. You still have to deal with my board and whatever handtrap i may have or s/t cards.
Now we only need to combine the two best suggestions from the video:
"While you control no cards (Quick Effect): You can send this card from your hand to the GY; this turn, each time your opponent Special Summons a monster(s) from the Extra Deck, immediately draw 1 card. You can only use this effect of "Maxx "C"" once per turn."
Hard once per turn? Too generous. Slap a once per duel on it just in case
@@lorenzotanzi9851 How often do you plan to have 0 cards without getting otk'd that a once per duel clause would be needed?
@@hurrdurrmurrgurr I wasn't serious😂😂 imo maxx c could be unbanned at 1 copy and would probably be fine
I played in 2017/2018 when Maxx C actually was at 1 and it has been super toxic in my experience, which is why it only makes sense at 3 or 0 imo. But I respect, if you have a different opinion about that.
Also, why not make the errata unique then and turn it into a "once per match"? :v
@@awakusutv1574 you can still add it back, that's the point. Also, being at three means that you have to take into account an higher probability of encountering it multiple times during a duel, like being under a dimensional shifter lock with floowandereeze, if it's one, people still have to keep it in mind while deckbuilding, but once you get rid of it, that's it, otherwise at 3 you can still be locked for more turns. And since it would be a hopt, you can still get it back, it would be overkill but I think that otherwise it would never be unbanned at least here in TCG. obviously, this is my opinion, and I respect yours, and everyone who disagrees while giving a constructive reply.
I've personally taken a liking to a "skip your next battle phase", or "your opponent takes no damage until their next draw phase" sort of errata. That way the effect is mostly unchanged, but it guarantees that your opponent will get another turn if they do decide to just stop.
that way though it becomes a literal "lost coin toss? chain maxx c so I can steal your first turn"
that doesn't really mean anything because chances are that the end result is you're gonna have a 6 card hand, a loaded graveyard, and 3+ disruptions on board and your opponent will have maybe 2-3 cards in hand and an empty board and _maybe_ a loaded graveyard when they start their turn 3. It's still way too much advantage. I mean look at every Runick quick play card, which all make you skip your next battle phase. Any deck playing a sizable Runick engine plays almost all of those spells and dedicated Runick strategies play all of them. Skipping a battle phase means little since you get to set up your board and draw 3 (or more!) during your turn, and you also get to draw 3 on your opponent's turn. You can just out-advantage your opponent forever unless they have an out for Fountain (usually has to be a non-target, non-destruction out, too, since Huginn and Muginn exist.) Maxx "C" is a turbo version of this dynamic where, if they don't have an answer for it (like Ash or Called By) you don't just draw 3, you either get to completely skip your opponent's turn or you get to draw 3+ cuz with the exception of like Floo, True Draco, and Monarchs, every deck is gonna need to special summon at least a few times to set up a board that isn't pathetic. Mirrorjade pass is a best case scenario where you go card neutral and have decent disruption but it's still gonna be nothing compared to what you could have set up.
@@drewbabe good point
Literally doesnt change anything it still ends your turn and allows your opponent to start a one card combo that ends on a board thats gonna stop whatever you are able to play
Runick maxx c
The best errata for Maxx "C" is: This card cannot be used in a legal Konami Tournament
Next turn, you can only summon as many cards you drew by this effect.
@aaa ddd Yeah, it also need a clause with something like "you can't active this card if you control more card than you opponent" or that the clause to be "summon/set"
@@veneroluigi8157 or "You can only activate this card if the total cards in your hand and field are less than your opponent's"
I personally love the 4th, it turns off all other handtraps in return and would basically negate your own board when used turn 2 if you go first.
Other suggestion: It summons itself and needs to stay on field in order to draw cards. Many decks have removal options, so this could be deald with way easier and usually with your main engine instead of "just draw the ash/crossout/whatever"
And you could also just go battle phase to out it then go combo. It guarantees you live one more turn while also allowing your opponent actual interaction to stop it
My favourite errata would be that you have to control no cards and that you draw the cards during the end phase. That way you have to use it going 2nd and it doesn't help you get handtraps, it helps to get get board breakers or to have enough gas to play through a board. I think Maxx c like this actually encourages back and forth
makes you still pass the turn if they drop it. that doesnt solve anything except modern problems of drawing handtraps
maybe replace "control no cards' with 'have no cards in your gy', and/or 'cant acticate other effects this turn'
what would that do? if you force them to ash, imperm,... they cant use maxx c anymore
BUT, the card would still be playable in a deck without other handtraps.
if the point of it is to make it only viable going second just add "you can't use this effect if you had the first turn of the duel" without having to write a long control no cards etc etc paragraph
The "you cannot activate other card effects this turn" literally does the same thing as the last one except it dosnt turn it into a sidedeck card, as well as removing the risk for "taking the challenge" and the inherit synergy of drawing into handtraps
"well as removing the ... inherit synergy of drawing into handtraps"
That's kinda the point...
@@Practitioner_of_Diogenes not quite, maxx c was printed well before the modern state of hand traps. The "point" of maxx c was to net more cards when the game goes back to you on your turn, which is still a strong effect
@@magiv7573 I'm saying adding the "can't activate cards after resolving Maxx "c"" is the point of that errata in that it removes its synergy with handtraps.
While it still letting to draw a fuckton of cards is still way too powerful, removing its synergy with handtraps makes it sllllightly better.
@@Practitioner_of_Diogenes ah ic, thought you were saying the intent of the card was the drawing of handtraps, nbd.
Max "C" allows you to draw cards in the end phase dependant on how many cards your opponent has on their field.
This is also my suggestion. That way, comboing to get a single decent boss monster doesn't give the opponent a bajillion free cards.
The best way to fix Max C is to change two things,first add "If you control no face up cards" as a activation condition this way if you get board wiped you can still use it as recovery while having backrow facedowns or whatever it also means having a field in play prevents you from activating it So Runick decks for example won't get as much out of max C since they need their field. Second "Cards you draw by this effect must be revealed to your opponent" this way you know what the opponent is drawing off max C and can make decisions about what to do based on that information.Information about what is in your opponents hand is extremely valuable.
For example seeing opponents draw their nibiru means you know with certainty to play around that. On the other hand you would also be able to see them drawing bricks that do nothing for them or maybe they are drawing useful cards but they drew 2 copies of a hard once per turn and your end board is going to be prepared to negate it anyway. you won't have a big unkown factor to deal with and if you still get rolled you'll know for sure when the opponent just had the good stuff in their hand to begin with.
The special summon from the extra deck one I'd love to see. If it was errata'd for that I'd think it could become a lot more fair to play.
My suggestion is that an errata'd Maxx "C" can be reworked to only work during the current Main Phase. This makes Maxx "C" still strong when you lose the coin flip (since there is only 1 Main Phase on turn 0) and allows the player going 2nd to decide how many special summons they want to commit before the Battle Phase.
The suggestion I've been giving for a while now is actually a mix of 2 of these.
1. During the turn it resolves, you cannot use any other cards.
2. You have to return cards from your hand to your deck equal to the number you drew during the end phase.
This way it's still a very powerful card, but it doesn't become an automatic win button.
if you had to return the cards drawn, you wouldnt play the card at all.
In deckbuilding my side options are already very limited.
Instead of playing a "hand-fix" you would just side the board breaker directly.
Still doesn't fix the problem unfortunately because board breakers exist. Also if you take the maxx c challenge under these restrictions you still lose because then your opponent will just keep the best 5 out of the dozen or more cards they drew and then you'll get dark ruler + evenly matched and then get full combo'd post battle phase, or they just otk you if they use board breakers that don't lock them out of dealing damage.
@Wat Simp yeah. That sums it up.
If necessary then it can be return cards to the deck -1, and you can only draw when you have 10 or more cards left in your deck.
Highly specific, yes, but it at least keeps the card from being an auto win button.
@Wat Simp I would absolutely draw 4 at the start instead of five if I could basically pick what those 4 cards are, which is this idea is about
@Wat Simp didn't phantastical dragon phantasmay see play?
anyways there are also solutions for that like you could shuffle back the amount of cards you drew -1
I still think a draw amount limit of 3 is the best way
I like the “cannot activate other effects” option best, because it still accomplishes most of what options 9 does, as you wouldn’t be able to utilize an established board if you decide to use MaxC. On top of that, it also prevents abusing hand traps.
What about a delayed draw? Like drawing the cards at the end phase all at once instead of drawing them during the special summon. Still gives the card advantage you’re looking for but only accessible during the following turn.
That means you need to have something to stop the board with your starting hand.
Wouldn't this be better?
While you control no cards And your opponent controls a special summoned monster: (quick effect) special this card from your hand. You can only use this effect of Maxx C once per turn. While you control this face up, card draw a card everytime your opponent special summons a monster. During the end phase, destroy this face up card.
Best errata: "this card cannot be used in a duel"
When you opponent special summon monster 3 times, you win the match. This card cannot be used in a duel
Maxx "C" is a powerful card in the Yu-Gi-Oh TCG that has been the subject of much debate in the community about whether it should be banned or not. Here are some reasons for both sides:
Reasons for banning Maxx "C":
Disruptive gameplay: Maxx "C" allows the player to draw a card each time their opponent Special Summons a monster, which can lead to an excessive amount of card advantage and disruptive gameplay.
Power creep: As the game has progressed, Maxx "C" has become more and more powerful, especially with the introduction of powerful Special Summoning mechanics like Pendulum Summoning and Link Summoning.
Limits design space: Maxx "C" can limit the design space for future cards, as it can be difficult to create new Special Summoning mechanics or archetypes without considering the potential impact of Maxx "C" on the game.
Reasons for unbanning Maxx "C":
Balanced gameplay: Maxx "C" is a powerful card, but it also requires the player to make a strategic decision on when to activate it, as well as how to use the additional cards they draw. This can lead to balanced gameplay and interesting decisions.
Provides counterplay: Maxx "C" can provide an important counterplay to powerful Special Summoning decks, allowing players to disrupt their opponent's strategy and potentially turn the game around.
Promotes diversity: By allowing a powerful but balanced card like Maxx "C" to be played, it can encourage diversity in deck building and gameplay strategies.
Ultimately, whether Maxx "C" should be banned or unbanned is a matter of personal opinion and can vary depending on the current state of the game and the player's individual preferences.
#8 is straight up crazy, and I love it. It seems with Time Rending Morganite and the newly revealed Rose Papillon, along with the whole Floo archetype, that Konami is getting more comfortable with extra summons, so I can kinda see a world where they do something like that. Konami has been known to factor their crack usage into card design, so watch out for it becoming real lol
You cannot use any other cards or card effects the turn you activate max-c
The Gamma-like restriction is the perfect one, the one that actually would make that blasted card the "keep combos in check" thing its defenders claim it is.
Yeah making it so you can't use if you control cards would at least somewhat reduce the powerlevel of it without making it unplayable
I don’t like this solution since it’s still too good. Like he said for salamangreats, they’ll just lose outright because they put up like 2 interruptions and the opp gets 6 cards. Gamma needs that restriction and it’s just a negate/pop. Maxx c DRAWS cards. it needs a heavier restriction.
The thing is, even without the extremely toxic aspect of firing it off in the draw phase of your opponent's turn after completing your full combo, Maxx "C" is still a sufficiently toxic card going second.
You present the ultimatum of: "Combo off and give me enough cards to break your board and OTK you with certainty, or pass your turn with no board state and probably get OTK'd anyway."
This card is undefendable, and the argument that "my deck has a chance against better decks with Maxx C!" is completely moot, as the people using that argument seem to be unaware of the fact that *your opponent with the better deck gets to have Maxx "C," too.*
@@issacsantana6419 max c creates interesting scenarios to both players in terms of cost benefit, and changes deck building quite a lot. sometiems max c will win the game, but theirs a lot of cards that do it, and max c unlike them has a miriad of different outs you can run. if you really hate max c, just play a deck that doesnt care about it at all (floo) or that much like a trap deck. people complaining about max c are usually people who want to set up a board with 12 million omni negates and their mad they cant run 100% consistency cards due to respecting max c. cry about it
Yeah it would work despite what some people say. I can promise everyone that even if Maxx C was exclusively a going 2nd card, more than 50% people would STILL want to go 1st. It would be down from the 95%+ now but it would still be more than 50%. People's overwhelming desire to go first is stronger than their desire to possibly have Maxx C live. So in that sense it would be a powerful balancing tool for going 2nd in a Bo1 format.
It sounds like you want to special summon for 45 minutes and dominate on turn one. No sir, I activate Maxx C.
I like number 9, but I would also add a "your opponent takes no damage until the end of the next turn" clause too, since any deck can play it. A very aggressive deck would make that turn skip an auto win, even with a clause like D-Shifter. The plan would be to neutralize the advantage of going first, and would switch "who went first" almost. Giving your opponent a few extra cards to set up some form of disruption would be a lot easier if you know you won't die next turn.
when Konami does errata something they usually get it. they will probably errata it to only drawing ONE making it completely unusable, or just not errata and it stays banned in tcg.
As a OCG player i can confirm MaxxC is one of a card of all time
What does this mean? Sorry I'm not too familiar with modern slang.
@@ryuuohdeltaplus7936 if you fear monger Maxx-C, similar to how you guys do it in the TCG, to an OCG player, you don't need make-up, you're already a clown.
@@bryanmerel That is not what that means. At all.
@@bryanmerel you literally have no idea what you’re talking about.
@@ryuuohdeltaplus7936 It's a meme that started with people writing fake reviews about the movie "Morbius" where they leave an adjective out of their sentence and write stuff like "This is one of the movies of all time" or "This is the most movie ever". Doesn't really mean much besides "This exists".
If you really wanna stretch it, you could say that saying that something exists is the most generous thing they can say about that thing, but with Morbius the joke was mostly that people didn't even watch the movie and just came up with random stuff to say about it.
Floodgates turn one have become such a massive problem that Mass C is the only card that can give second turn decks a fair chance. It also forces negate decks to minimalist their special summons. And there’s always a 50% you don’t get it turn 1 even with 3 copies making having it in your deck worthless at that point. It’s not even a tuner.
Every time a player special summons both players must draw 3 cards and discard 2 cards
Every deck that uses the GY would be busted
this is the least balanced suggestion ever. even if you dont run a GY deck this is ridiculous
Every time I see Anti-C people and give suggestions to banish or discard the additional cards, I really can't trust people like them.
Nah, draw 2 and banish one face down, and after banishing 5 cards, the effect of maxx c no longer lingers
Banish one face down is a must, but idk if draw 2 or draw 3 is better
One I saw that I liked went like this:
If you control no cards (Quick Effect): You can discard this card; during the End Phase this turn, draw cards equal to the number of extra deck monsters your opponent controls + 1. You can only activate this effect of "Maxx C" once per turn.
why not monsters in general but without the +1
How about if instead of drawing right when a monster is Special Summoned, it's changed so that you wait until the End Phase, count the number of Special Summoned monsters your opponent controls that were Special Summoned this turn after you resolved the effect of Maxx "C", and draw that many cards? Then its advantage correlates to the size of the board your opponent produced rather than the effort it took to get there.
very intersting one
I saw a better suggestion, in which case you would draw cards in the end phase equal to the number of cards your opponent controls (as the number of cards you draw would be more corresponding to the threats your opponent would have, in addition to nerfing it's power when you have a established board, because you don't gain an advantage immediately and if you break the opponent's entire board you won't gain any card advantage)
As a maxx C enjoyer, i always thought it should have had "If it's your opponent's turn, you cannot activate cards or effects until the end of this turn" restriction. If you wanna go even further, you can also add, discard 1 as a cost. Sorry farfa but suggestion 9 is just stupid. If anything, it makes second player very favorable when both of them have maxx C in their hands.
"banish this card from your hand or gy. if you or your opponent normal or special summons a monster, draw a card then flip a coin if heads draw another if tails draw 2." that's my dream Maxx C errata. I call it Maxx C Maxxing.
Between Ash, Crossout, Called and Droll and Lock, it doesnt need an errata and is fine at 2-3. Combo players have had their fun and its fine to punish decks that over extend their resources.
I believe there needs to be a combination of two errata to make it fair, so like control no cards + another restriction. Also, I think the one that returns cards during the EP is a fair alternative.
I'd love to see "add this card to your opponent's hand during the end phase." Somewhere. Make it a reveal and not a discard so it works or bend the rules. A new and exciting Maxx C challenge.
Tangently related, but it is odd that Konami doesn’t do Ring of Destruction levels of errata anymore. Ring of Destruction used to be able to be used on either player’s turn, can target your own monsters, and I think used to burn both players at the same time. And then they changed it to you can only activate it on your opponent’s turn, only target your opponent’s monsters, but you can’t target one whose attack is higher than their LP, and you would take the damage before your opponent so you would likely lose first. It went from so broken that I could see it being played and enable FTKs in 2023 to never being played in any decks except very niche burn decks.
I guess Konami has no need to go that far with erratas anymore, but it’s still interesting.
If Maxx "C" were to get an errata, they should put in the text that you are allowed to slot more than 3 of that card in your deck. It would be the first effect of this type allowing you to run more than 3 copies of a single card.
Horrible take tbh.
Finally I can play a pure handtrap deck
Based as fuck combofags seething
All combo decks should be eradicated from the game
@@NeostormXLMAX I bet you play Blue Eyes
Maxx C is a powerful hand trap card in Master Duel, however, the majority of opponents going first on turn 1 usually find strategies to play around Maxx C, making the card less efficient to begin with. Usually, the player going 1st will usually set some cards then pass turn. Master Duel players know that Maxx C is in that format, so therefore, they will be less likely to special summon a bunch of times, and not giving their opponents an advantage while going 1st. Just my opinion.
Better Errata than all of these: Give it an additional effect that activates in the deck that lets you add it to your hand for free as a quick effect (non-opt)
I would also change the draw effect for searching any card from your deck
Or even better, you can add any card to your hand (even if it is outside of your deck)
Here's a couple other suggestions:
1. Maxx "C" only draws cards for every third special summon after its activation. This keeps the spirit of potentially going crazy plus but also allows your opponent to make a decent enough board without plussing you too significantly.
2. You now draw the cards during _your_ next End Phase. This means you don't get the cards until after you've lost the chance to use your combo pieces. It could still be helpful for a few decks with hand trap starters like Tear and Labrynth, but largely it relegates Maxx "C" to drawing hand traps to help you deal with your opponent's follow-up to your turn.
I’d like how they do it in duel links where you have a restriction based on the amount of cards you have in your deck. Ofc this would be really hard to manage in the TCG but in master duel it could work if the user only has like 5 insect monsters in their deck. Making insects way better by basically hurting everything else. Same could apply to DPE where if you have 10 hero monsters in your deck you can use it.
maybe the effect could say, if you have at least 10 or more hero cards in your deck, field , hand or graveyard, you can activate this effect
Having to reveal an Earth Insect in hand would be a good way to make people play the other "C"s
When your opponent special summons a monster: you can special summon this card from your hand. Each time your opponent special summons a monster(s), place 1 "C" counter on this card. During the End Phase: You can tribute this card and if you do, for each "C" counter that was on this card, excavate that many cards and if you do, add 2 excavated cards to your hand, also banish the rest face-down. You can only use each effect of "Maxx "C"" once per turn.
This is my errata. I aimed to do a few things.
1) Make the trigger more in line with most of the other "C" cards (a triggered summon effect)
2) Remove the lingering effect
3) Remove the immediate availability of the advantage you're getting
4) Limit the advantage to a +1 but summoning increasing the selection.
5) There's a lot of information that's given up. What's being played, what the adds are, what's being banished. Based on those, you can plan certain interactions and, if you're knowledgeable with against that deck, what they now can and can't do.
6) Create more ways to interact with it. Negate the summon, the end phase effect. It sends for effect so it can't dodge "on the field" negation. Or just remove it from the field
i like #9 the best. Every maxx c defender will say maxx c puts combo decks in check without acknowledging that combo decks can use maxx c. so this way the card actually achieves its goal of slowing down the game. Becomes like d shifter in that regard as well
The problem with number 9 is that if you go first, get Maxx C'd on, let's say, Circular summon, and you have your own Maxx C, you can't activate it if you just pass, because you have a singular monster on the field.
The combo deck you're talking would absolutely pack their deck with crapload of handtraps that ALSO maxx c stopper, this will severely weaken them against backrow deck.
Also an ash blossom can decide the outcome of the duel as maxx c, ash on big welcome? GG
You don't get it? Let me simplified it to you.
Play cards that immediately impact the game state, not drawing cards.
And what prevents the combo decks from going second and filling their non-engine slots with board breakers? The only way to make maxx "C" not work in combo decks is by putting some sort of restriction on the effects, like preventing its user from summoing more than three times a turn (including normal summoning, because Floowadereeze).
@@alexanderjackson7948 you're right, nothing stops them. this game is inherently flawed in its design where when u nerf something that's poorly designed you inadvertently promote a different kind of degeneracy.
@@ohexenwahno5652 i mean, that happens now. it's not a perfect solution obviously. im just working with the premise presented.
Even if the campaign to #BanMaxxC doesn't work, I'm glad it can at least inspire some quality content & interesting discussions. o7
My knee jerk reaction is the "you can't activate any other card effects the turn you activate Maxx C." The reason you can never take the Maxx C challenge in the modern day is because you inherently give your opponent all the Ash's, Nibirus, and Veilers they need to stop you. This would also solve the problem of Maxx C being used to inherently strengthen negate boards when you're going second into it. Basically, you either commit to Maxx C while challenging them to kill you, or you leave Maxx C be while keeping impactful disruptions online. The only fallout I could see from this is DRNM still absolutely sucking in Maxx C formats. Maybe mix it with one of the other erratas ro nerf it even more?
I like this tbh..
But im surpriser by how neat the "draw on extra deck special summon" ..
Or make it more skillful, make it trigger on special summon but do only "draw card by the amount of special summoned monster on your opponent field" It force you to think carefully when to activate it to maximize your draw potential and it technically capped at 6 but generally give 2-4 draw..
The most bullshit things about maxx c imo is how it have lingering effect
I think "draw cards equal to the number of cards your opponent has special summoned this turn" would be a good change. If you activate it early you'll only get a couple of draws but if you wait too long they may have a negate up already.
I saw an errata suggested in a post on this topic on the Master Duel Reddit and it seemed pretty good. The errata was this:
If you control no cards (Quick Effect): You can discard this card; during the End Phase of this turn, draw cards equal to the number of Extra Deck Monsters your opponent controls +1. You can only activate this effect of Maxx “C” once per turn.
I would add "you can only activate 1 other card after Maxx C activation this turn" to avoid getting handtrapped 5 times on top of fixing your opponent hand for the next turn.
@@floflo1645 it wouldn't need it since the draw I'd at the end phase
I like this, except I think that it should just be equal to the number of Extra Deck Monsters your opponent controls, not +1. That would actually allow it to go minus and not just be a hand trap Upstart Goblin.
@@sushiroll3795 Yeah, that would be my only change to this errata.
I replied to some of these on HardLeg's Twitter post about Erratas, but some of these are SO much of a change that you might as well make these brand news cards and ban Maxx C anyways, LOL.
The second one suggested is probably the best option. Then again, even with that, it becomes essentially a different card. An Errata is "supposed" to clean up problem text or alter just a couple of words or a change in condition/cost.
I do like the idea of a Maxx C specifically for Extra Deck Summons. We can call it "Extra Maxx C".
My suggestion -
During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card, but during the End Phase, banish cards from your hand face-down until you have 6 cards in your hand. You can only activate 1 "Maxx C" per turn.
It might not be enough of a change, but deeper changes would result in basically a retrained card. At that point, just ban it, and make a retrain. This at least limit it to just your opponent's main phase specifically, so battle phase special summons(if you used on turn 3 going 1st of course) and their own turn are out. Also, you are really playing a high risk game here, because you could end up drawing 10-15 cards, and have to banish most of them. Sure, you can still draw into hand traps to disrupt your opponent's combo (more the idea anyways), but now you run the risk of having to choose between keeping more hand traps or specific combo pieces from being banished away for good, possibly preventing you from your own combo or disruption on your turn. You also run the risk of over-drawing, and being forced to banish nearly half your deck. It becomes a gamble that you could quickly regret, but still gives enough benefit to make it playable. In the end, the benefit is disruption when going second, and a +1 to start your turn, at the risk of possibly banishing from a few cards to half your deck.
Example - You use Maxx C on your opponent's first SS, drawing a card. It's not an instant out - you can play through your opponent's multiple hand traps IF they draw them, but now your opponent had to have properly deck built. Most hand traps are HOPT, so you can play through some of them if you have enough starters/enablers. You continue to SS, allowing your opponent to draw 8 cards. They Ash you, Nib you, Ghost Belle you - All the stops, but you end on a single omni-negate and a piece of interaction. Your opponent used 3 hand traps after the Maxx C. That leaves them 10 cards in hand. They must banish 4 of those, with several of the cards in hand being important combo pieces, forcing them to choose important cards. As we all know, almost every card in your deck is important. It can be a difficult choice, and you may have to sacrifice important cards. It becomes a battle of balance in deck building and decision making. It makes it so its not a guaranteed include in every deck. Too many hand traps, and you wont have enough combo pieces. Too many combo pieces, and you may end up having to banish away some of them, preventing your optimal plays. Imagine 18-20 draws instead? Now you have to banish 14-15 cards. That could be disastrous.
If any of you read this, thanks. I could elaborate more, but this is already a lot.
I only ever had 2 suggestions to hardleg on his 30+ day mission, good to see one of them was 9. The other suggestion not mentioned here is "If you activate maxx c this turn, you cannot activate cards or effects on the field until the end phase". Basically creating a "mother of all handtraps" and would likely stop the pre-established board dropping a maxx c it'd also mean you couldn't run imperm, only veiler so called by is more live and imperm is less cemented as the staple negate.
My idea for an errata would be that it only works during the end phase of the turn. Your opponent goes through their combos, special summons, say, 5 monsters. You then discard it during the end phase to only draw 5 cards then and there.
During the Standby phase: you can send this card from your hand to the GY and reveal your hand; for the rest of this duel you must keep your hand revealed. During the End Phase of this turn, draw a number of cards from your deck equal the number of times your opponent Summons a monster(s). You can only activate the effect of Maxx "C" once per duel.
I like this one. It allows Maxx c to still gain advantage but not use any of it during the turn and reveals the opponent hand so they know how to navigate their turn.
Same here, as you don’t gain immediate advantage to draw into a hand trap and abuse it while still potentially gaining a ton of advantage, however I would change this effect to have the hand reveal is after the semicolon so it isn’t for cost in case they have the 1 of (or 2 of in MD) called by. Other than that slight change, I like this version.
I still dont think this would work too much. Even if you had your hand revealed, if you still have 15-20 cards on hand its bound to have so many hand traps/board breakers/starters that it wouldnt have mattered.
Maybe make it specifically if you're down in advantage? Something like "If the total number of cards in your hand and field is less than the total number of cards in your opponent's hand and field:(Maxx "C" effect here"
Just make it a mulligan. Still broken, but not as broken as just drawing 50 cards lmao.
"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, then place one card on the bottom of the deck. You can only use 1 "Maxx "C"" per turn."
This is a minus 1 mulligan. A bit bad to be honest, considering you're going 2nd vs full board here. Make it like Saryuja (draw X cards, return X-1 cards) so that it becomes a card neutral mulligan then this should be ideal
A -1 mulligan is just a worse phantazmay. Might as well just play mallet at that point.
That's kind of the point. It's still a mulligan, it can still help you draw your board breakers and starters. Making it a hand neutral card would still make it a no-brainer inclusion in any deck. The entire point of errata-ing it is to avoid that issue.
Also it's not a "worse Phantazmay", as you can use it at any point, and not just when your opponent summons link monsters. They do fundamentally different things.
Also sure a "non-quick effect mulligan your hand once" is definitely better than a quick effect that triggers upon every special summon. 🐔👍
@@alfian4653 This. If it's a game mechanic like in Magic, then sure, a -1 mulligan is cool. This is consistent as you don't need to draw "the card" for you to mulligan.
But making maxx c as a -1 mulligan is basically just making it not really worth it. You have to draw the maxx c itself, your opponent has to keep playing, your opponent has to play a crazy combo deck, you have to still draw good so your mulligan makes your hand better, AND you still get a -1 after all that
Could make it so you can't draw for the next two turns after activating it. Makes it so you can't jut drop it beginning of a turn before anything happens and even if you chain to a summon effect, if your opponent decides to stop you went even in your hand but -1 over time. Honestly i think cards like maxx c have an important place in the game of being a big disruption to first turn combo decks and all the degen ftks
Maxx C should be banned, because making this comment will help Farfa realize his true form as a Hello Kitty Lets Play channel
I kinda like the gamma restrictions one. The roach can keep stupid turn 1 combo deck in check. While gives turn 2 deck more power. AND it's actually presents a different consideration for player, do you want to go first and risked getting the roach, or opt for saver option and go 2nd but risked getting full comboed when you don't draw the roach. With how strong 1st turn is, this become interesting.
I like the shuffling back at end phase errata. Maybe apply something else that prevent other hand traps to be used the turn its activated.
Or after it's used you cannot perform more than one summon during your next turn making the turn ending power of this card apply to both players ( kinda of, since stun decks could still just set 5 pass. )
the second one would be useless. It's like outright banning max c probably. No combo deck would play then.
Because imagine you drop max c, they stop, you summon once pass, they otk you. gg.
Although it would be staple for trap deck, aka eldlich/labrynth.
@@reisen9584 yeah the second point. IDK I just said summon instead of special summon because of floo.
Make it so you cant activate hand traps for the rest of your opponents turn you activated maxx c
Maxx c should be banned lel
Maxx c is a problem? Mine just gets negated every time
I don't think erratas should be the solution to every kind of broken card. Some cards were meant to be absolutely broken, and they should stay so. While banished forever to the shadow realm, of course
no, more cards the better, because more interesting cooking
The ideal banlist is the one that has the fewest cards on it.
Everything that is too generic or OP should get errata for balance. There are only definitely a couple cards that really need to be on it.
I really don't understand what is with this weird childish notion that the game shouldn't be balanced and that some cards just never be allowed forever.
You paid for them, you should absolutely be able to use them unless they are absolutely unfixable.
You are free to use them without errata on your own. Can even make up your own effects if you want but that is not how official tournament play should be treated.
It is a product and a game.
@@RunicSigils the concept of "balanced" is too variable based on the metagame. There are cards that have received absolutely shit erratas and will forever be this way, even though sometime in the future they could have been played as they were originally printed
@@lorenzoaurilia4759 it would obviously be taken into account for new cards as well.
All you are doing is making arguments for Konami being lazy in the future but no one cares about your pre-defense of a company.
Again, you can use the cards with whatever effect you want with friends, but that has no bearing on tournaments.
It should straight up be illegal to not have them all playable in a tournament setting if possible because that would mean they are intentionally selling you a product you cannot use as THEY intend.
@@RunicSigilsWith alternative formats this would all be solved, erratas in standard and the original printing in the other formats
And still, I didn't say erratas shouldn't exist, but some cards are too iconic in my opinion to be changed that much
making maxx C having the restriction of it being the only effect for a turn would make it a bit more fair, however I'd also personally make it reveal the card you drew + 2 more cards from the top of the deck then Banish those face-down. so for every Special Summon you more or less loose 3 cards in your deck and your opponent gets to see what you added / banished. It'd keep Maxx C niche enough I'd say to not be shot gunned against every deck as you could easily be decked out now with just 12-15 Special Summons until your Deck is out.
Id go with option #9, but I'd add 2 things:
1) make it last until your next end phase.
2) make it apply to both players.
This means that if you use maxx c to either plus off of your opponent or keep them from comboing off but then try to combo off on your turn, your opponent gets to draw for every special summon you do.
basically the idea is don't put someone under maxx c if your deck doesn't want to be put under it either.
that's way too wacky
In 2020 i suggested a errata in my playing group and they accept try, the card still strong but not degenerate. Basically i transform in Phantazmay (i always forgot the name, hope write its correctly) 2.0.
"You can only activate this card effect if you control no monster, if your opponent special summon a monster, discard this card: draw 1 card and for the rest of this phase, when your opponent special summon a monster you draw 1 card and put 1 card from your hand on bottom of your deck.
The idea of restrict to the phase is trying to playing around turn 2 Maxx "C" against trap decks, i first try the idea of having no cards to activate but it's make only playable in turn 0, what is good but don't make much different than Nibiru in the meta we tried (Block Dragon Adamancipator).
Another thing about the phase is the turn 0 your opponent don't have MP2, and this is a huge difference between a turn 0 Maxx "C" and a turn 2 or 4 Maxx "C".
Another thing that I don't test is you just mulligan your entire hand, something like: "Activate this card only when your opponent special summon a monster(s), discard this card: shuffle your entire hand on the deck and draw that many cards +1 card". Maybe this can fix the problem of going first full combo with Maxx "C" on the hand.
Rather than waiting until the end phase, I prefer having to return the card to the deck immediately after drawing. Kinda like ferrijit
I also like some other suggestions here tho
Just require an insect monster/monsters on the field or grave. Why do boss monsters get criticized for being generic, but hand traps get a pass?
I would do that you can't activate any other effects the turn you activate Maxx C. That means you can't use it on top of your board like the last suggestion did and you can't use any of the handtraps it draws you.
How would you feel about adding some sort of restricition like "you can only summon three times per turn for the rest of the duel", so combo decks don't just immediately win going second with five board breakers and six engine cards.
@@alexanderjackson7948 Doesn't fix the issue of Maxx C being used by the turn 1 player who already deployed a negate board
One thing I like seeing is replays where Card destruction is used against the Maxx C challenge. It doesn't happen often but it's pretty funny when it's pulled off. Also the tricksters burning the opponent for game is pretty funny also.
I think its fair that you can only activate it when you control no monster.
Definitely not fair
As Eldlich player, it is looks more fair and balance.
@@eclipse3479 How so? Its basically much more fairer than the current Maxx C.
The only reason people protested for its eff are that both players can use it freely even after setting up strong board.
By giving empty boards extra advantage, it gave players chance to use their skill and judgment to go through or stop summoning.
It involves skills of course. Something that autopilot players doesn't like.
@@motoharumotoharu skill my ass, how is me skipping my opponents turn fair?
@@eclipse3479 Nobody stops you for using the same card in your deck at 3. Just like Ash. Many decks can be stopped with a single Ash at the right moment.
Instead of creating unbreakable board and waiting for opponent to surrender next turn, its better to create back and forth games that gives both players chances to win.
You like the current state of game that is heavily determined by coin flip to win?
I prefer a more balanced game. And the errata to be able be used when you controls no monster is pretty much better than the current Maxx C.
More broken IMO, if you can only activate it while you control no card, means if you go 1st and you already normal summon or place search card (continuous or field spell), you won't be able to activate your drawn maxx c when your opponent start, which make it AN INSTA WIN CARD GOING 2ND, unlike now which will give interaction, "You Maxx C me, I Maxx C you".
The better option would be "While you control no card or your opponent RESOLVED Maxx C on your last turn", this way it wouldn't be too broken going 2nd card nor it make people can Maxx C after setting up their board.
Is farfa finally confirming he is a furry after drawing in all those furry art books
I like to combine 2 suggestion for maxx c
- You can't activate another card effect from your hand.
- at end of turn put card from your hand equal card you draw from this card(maxx c) effect.
With this you can't activate another hand trap when you draw it and it help going 2nd player to craft their hand to break opponent board next turn.
What if i did ask for furry farfa?
At 2:10 you seemed to attack me. An innocent generic level 8 dragon type synchro. I don’t appreciate the slander I have never done anything wrong.
I am now pushing for furry farfa
I like the idea of this video, so here’s how I’d errata Maxx “C” to be a bit more fair in my opinion:
“Once per turn (Quick Effect), you can discard this card from your hand; each time you opponent special summons a monster this turn, draw a card. If you controlled any cards when this effect was activated, you can only use 1 more card or effect this turn after this card resolves.” That way if it’s played on the first turn, they can still try to stop the setup of a big board or interrupt it in some way with cards like ash, nib, or imperm, but if they go second with a full board they have at least 1 piece of disruption, but not 15.
I don't mind maxx c compared to ash blossom. It gives me the option to choose how many cards they get. As a LV player I hate giving my opponent a card per LV Up!, But I absolutely can not stand ash,
there is nothing worse than successfully leveling up your monster through battle and just watching it go to the graveyard without actually being trapped/countered
#1: 6/10, giving Maxx "C" a draw cap is fair but boring. I suppose it would give an opponent some pause when deciding whether to Ash it or not, that's really the only boon i can think of. Probably depends on the deck they're playing and their starting hand.
#2: 10/10, there needs to be consequences for link spamming and it gives your opponent more incentive to try to play through an active Maxx "C" if they think they won't need to summon that much from the extra deck on their starting turn. Immediate side deck card that gives Maxx "C" a strong, specialized purpose and keeps it from drawing the entire deck since it specifically states "when the opponent summons a monster FROM THE EXTRA DECK", meaning it wouldn't draw when an extra deck monster is reborned from the GY. Therefore, there is basically a hypothetical draw cap of 15 (though you'd rarely ever reach that number). You could run it in the main deck, but there would be inherent risk in doing so depending on the match-up (which helps to keep this card's placement in a deck interesting). It also is more thematic to the card art given that the "C" artwork is about a guy trying to get cockroaches out of his apartment. The extra deck could be seen as the tools in the apartment that the guy is utilizing to try and get rid of the bugs, which the bugs are retaliating against by adding cards to the hand.
#3: 2/10, Nibiru is already mid since people play around it. The cost for firing off Maxx "C" wouldn't be worth running it since at that point you'd rather have Nibiru in hand. This would completely kill the viability of the card if you ask me.
#4: 4/10, the lack of hand trap synergy makes this card awful. You'd only be using this to either grab board breakers going second, or to refill your hand on the opponents turn if you went first and built a heavy disruption board. This just sounds really bad on paper, it completely neuters Maxx "C"s greatest strength and I feel like it'd make the card fair but really unviable.
#5: 7/10, still pretty unbalanced but it effectively becomes a really OP Into the Void rather than Pot of Greed.
#6: 1/10, really does nothing to fix the card.
#7: 3/10, massive nerf that's really punishing, but no one would actually play this card if you made that change. Side deck card if at all, this makes Maxx "C" garbage. Its basically suggestion number 5, but even more punishing. If you want #7, maybe reconsider #5. This is basically Spooky Dogwood but even worse somehow.
#8: 1/10, its a worthless errata. As its currently written, if you were going second and you use it on your opponent's first turn, they don't get any additional normals and your opponent just gets to play with what is basically a pre-errata Maxx "C". I'd rather it have effected the opponent on "their current or upcoming turn" so that when you activate it while they're in the middle of their turn, they get to reap the benefits of additional normal summons as a drawback for each card drawn. We'll look at that with #8.5.
#8.5: 6/10, interesting drawback but it honestly makes link summoning even easier (something that's already way too easy to do in a lot of decks). You might be digging your own grave doing this since you're giving your opponent more potential board presence on their first turn, though I suppose that introduces proper risk/reward for using Maxx "C" since you could be directly helping your opponent's end board. Would be really good if you draw it in your starting hand though going first and then use it on your opponent's turn 2 since you'll already have a board designed to help stop it, but if you're going second and you open Maxx "C", it becomes incredibly risky.
#9: 8/10, objectively better than #1 but still a pretty boring suggestion. If you just want Maxx "C" Lite, this is probably your best suggestion. This could make Maxx "C" a brick though going first, which is the main reason why I don't like this suggestion. Like, its enough of a change to make it fair, but you really can't justify putting it in the side deck as opposed to the main deck because its still Maxx "C" at the end of the day in terms of effectiveness. And then you're just gonna be cursing yourself if you don't open Maxx "C" in your starting hand after siding it in. That just sounds incredibly frustrating, i'd rather it just be a great side deck staple period so i don't have to worry about someone trying to run this in the main deck (unless the best decks in that format demand doing so).
Its also worth noting that simply having a good, main deck staple version of Maxx "C" in the game at all is a boon to Floow and Monarchs since they only normal summon. I'd keep that in mind if you want the TCG to still be somewhat of an explosive combo fest (which is why a lot of people such as myself like modern Yugioh, they enjoy how swingy this game is).
What if Maxx C draws the cards during the *end phase*? Or let you draw that number of cards *during your next draw phase*?
I’m not crazy about that either but I was surprised no one suggested that but that one weirdo who wants additional normal summons next turn got mentioned, guess he had mentioned one goofball idea
I like this errata, where you just add this:
"but at the End Phase, return cards from your hand into your Deck, equal to the number of cards you drew. (If the number of cards in your hand is fewer than before activation, return your entire hand instead.)"
"During your opponent's turn: you can discard this card. During the End Phase, if this card is in the GY because it was discarded by its own effect: draw cards based on how many times your opponent special summoned after this card was discarded:
1-2 Special summons: 1 card.
3-6 Special summons: 2 cards.
7+ Special summons: 3 cards.
This effect of Maxx "C" can only be used once per turn."
(so limited amount of draws, cannot draw into more hand traps, and can be negated during the end phase. Maybe it's a little too easily countered by appolousa though..)
Maxx c is fine tbh. If you get to work with half your deck on turn 1 why shouldn't maxx c players get that chance too. It shouldn't have been banned to begin with
Ash blossom is the one that deserves to be changed. Especially in master duel where the probability of drawing it goes up exponentially
My Errata for Maxx "C" would be just another line of text.. though I really like to type: If Maxx "C" resolves successfully, banish it from your Graveyard at the end of the turn you activated it. If you have 6 cards in your hand while under the effect of Maxx "C", each time you draw an additional card, banish a card from your hand, face down. This effect cannot be negated. For the rest of the duel after this card resolves, you cannot activate or resolve the effects of the banished cards, nor move them from the banishment zone if they were sent there by the effect of Maxx "C", also cards that applies its effects by banishing a card will not activate or apply its effects for those cards.
More of a Hand Fixer effect, though if you're playing a deck that demands cards to be banished so they can activate their effects, or that activates its effects if a card is banished, or a card that just grows stronger or gets additional effects for each banished card, those effects wouldn't resolve. And if it gets confusing to keep track of what you're banishing with Maxx "C", the first line of text basically reads as "put this card as a bookmark to define the cards you just banished."
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. If your opponent doesn't summon at least once they banish they entire hand. For every 2 cards you draw, your opponent banish one random card from their hand. During the next draw phase you can draw cards up to the number you draw due to the effect of Maxx C. You can only use 1 "Maxx "C"" per turn.
0:15 you know what Farfa, I've watched literally every video you've uploaded for the last 3 years. And as a fellow degenerate roach enjoyer, I think it is high time that I finally sub to you. Thanks for all the stellar content
The whole point of C is to deter your opponent from making a huge board. So if anything the owner of C shouldn't be able to special summon during their next turn. This would also give normal summon reliant decks a boost that really need it.
I'm surprised nobody mentioned reducing the number of cards drawn by increasing the required summon frequency. For example, "During this turn, draw 1 card after every second Special Summon your opponent conducts" or something of the sort. Now even if you chain it to an effect that special summons, you don't get an immediate draw. They have to do it again. This doesn't resolve the problem of, for example, Salad boards giving your opponent 5 cards in exchange for their 10 summon combo, but I think that's kinda the point. Just like how playing around Nibiru requires you to limit your end board and not every deck may be able to do that, this iteration of Maxx C would give you a lot more flexibility in how many cards you're willing to give your opponent, but only if your deck/hand is flexible enough to allow that.
Nerf that addresses most of the issues and doesn't kill the card:
"You must skip your next draw fase and you can only activate card effects from the hand for the rest of the turn this card is activated."
This is good because:
1. It is a neutro if chained and the opponent chooses to stop their play.
2. It could even become a -2 if used preemptively and your opponent doesn't special summon.
3. Can still be used second turn but will be only useful if you bricked on hand traps or you opponent wiped your field and is still cooking so you can at least have chance of surviving by using hand traps.
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. During the turn you activate this effect, each time your monster's effect resolves, your opponent immediately draws 1 card (including this card's effect). You can only use 1 "Maxx "C"" per turn.
When your Opponent Special Summons a Monster from their Extra Deck during their Main Phase 1, send this card from your hand to the GY; this turn, each time your Opponent Special Summons a Monster(s) from their Extra deck, immediately draw 1 card. You cannot draw cards during your Draw Phase or by other card effects the turn after you activated this Effect. You can only activate the effect of "Maxx "C"" once per turn.
I think this would be an appropriate errata for Maxx "C" for a few reasons. Firstly, Maxx C can now miss timing due to being a 'When' effect. Maybe that's too much of a nerf, but eh. Secondly, Maxx C is now restricted to drawing on the special summon of monsters from the ED, which means that allowing your opponent to draw via Maxx C is completely optional by simply not using the extra deck, in exchange for a potentially weaker board. The last nerf is that you cannot draw during the next turn. This means that even if you draw into an Allure of Darkness, for example, you will not be able to gain further advantage. I could totally see this version of Maxx C still being played in most decks, but this way it is much less of a blowout card and gives your opponent a chance to not interact with it. :)
Another funny errata option would be that the user of Maxx C would burn for 500 damage each time they draw by Maxx C's effect. this would make the maxx C challenge a whole lot easier, only needing to summon 16 times before they lose
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. This turn, for every 2 cards added to your hand, your opponent draws 1 card.
You can only use 1 "Maxx "C"" per turn.
I feel like max c can balance old card deck to help against more modern decks that otherwise would have no chance but i just play for the enjoy meant
- Draw up to the number of cards in your opponent Graveyard.
or
- Draw 1 for each monster Special Summoned from Extra Deck that has a quick effect.
this is to give breathing room to old decks with less quick effects but still counter modern meta decks
Agreed on #9 being the best compromise, IMO. A lot of Maxx C defenders focus on its (questionable, only really applicable in BO3) ability to curb FTK combo decks, but honestly my main issue with the card is that it can be used freely when you've established a board and your opponent hasn't. Even just "can only use if you control no monsters" would be infinitely better than the current state of affairs. There is just no reason turn 2 maxx C should be a thing you can do.