It's a hand trap that you absolutely can't use going first. I love this. Blind second staple and going to make a home in everyone's side deck (if not main because it might be worth the brick in case you lose the dice roll).
I'm pretty sure the second effect means that if you have the number of cards on the opponent's field + 6 cards in your hand, shuffle back the difference. (if they have 5 cards on the field: 5 + 6 = 11, if you have 16 cards you have to shuffle back 5)
It says shuffle back to the sum, and the number of cards your opponent controls isn't a sum¹ until you add 6. If one's opponent controls 5 cards and one has 16 cards, one must shuffle back to 11 = 6 + 5, because 11 is "the sum" of 6 and 5. I've seen some confusion here, and a literal reading of the effect leads to your conclusion, so hopefully Konami's localization is clearer than this text is. ¹(in everyday english)
The shuffling back doesn’t matter because it always lets you end with more than the 5 cards you’d be starting with anyways. If the worst case scenario is you go +2 that’s not bad anyways
It also only looks at hand count, not cards drawn. If the thing draws you into more hand traps and you use them then the shuffle back won’t even come up since it only comes up if your hand size exceeds 6
People aren't seeing that starting with 7 random cards from deck in hand is the same thing as your starting 5 and drawing two, except you got a full turn with handtraps before that. Shuffling back cards and bricking with 7 (after playing with hand trap, fyi) is, at worst, the same as bricking with 5 and drawing two extra cards. Nothings changed for you going second except you had the chance to draw more hand traps and disrupt your opponent. If you start with 5 random cards from your deck either way (cuz mulligans don't exist), I'll take 2 extra draws every time.
If the opponent special summons a lot from the hand its maxx-c. If they don't, its either upstart goblin or pot of greed. So I say its good. The whole "shuffle back cards that are over the number of monsters your opp controls + 6", only really matters if you nibiru your opp for all is life savings.
Even if you nib your opponent the shuffleback still doesn't really hurt you. First, that means that you've played at least 2 cards from hand, and still wound up with at least 8 (assuming your opponent ends turn with just the token). Which means that you got to draw 5 cards off of this (which is probably how you found your nib), nib'd their whole board away, and in exchange had to shuffle 1 random card back to your deck, and now you have 7 cards plus your draw next turn to crack back with.....where exactly is the downside?
@@phiefer3The downside is that you didn't end with the most card advantage possible. It's a limiting factor, albiet one which sets the ceiling high. I don't understand why anyone would make the shuffle clause out to be downside, since it literally cannot set one back in card advantage (barring really contrived scenarios), and one is meant to play it on one's turn 0 (i.e. before getting any chance to sculpt one's hand) anyways.
@@Haosnir In retrospect, the first use of "downside" in what you replied to should've had scare quotes around it, to make it clear that I didn't think it was a real downside. I thought "I don't understand why anyone would make the shuffle clause out to be downside" would make that clear, but scare quotes would've helped at no cost. TL;DR: Yes, the downside is that it isn't Maxx C and is merely a QP upstart at worst (technically, it's slightly worse than that, but it won't happen often that your opponent can do something competent without summoning from hand). Isn't that awful? I don't see how this card could ever see play with a floor _that_ low, especially with a ceiling below Maxx C's.
While you were explaining the downsides I really though you were understanding the effect wrong like many people before the ygorg translation and thought the opponent would be able to handrip you if they linked everything away As you said worst case scenario for the Jelly Challenge is a 7 card opener, again a single card on the field, in a metagame where you often just need a single card to go full combo on the crackback
Wait I thought that the final effect meant that you only shuffled if your hand was larger than 6+opponen't board. Like, if your opponent controlled 4 cards and you had 11 in hand you'd shuffle 1.
Yeah, so if they have 5 cards at the end phase you used chummy, if you have more than 11 in hand, you just keep 11 and shuffle back the extra. At random, but still pretty good
nah the hand advantage is already more than enough to play maxx c, but the shuffle also denies graveyard plays on your next turn if you didn't play everything on your turn or killed your opponent
they should just fix the special summon problems maxx c only looks broken because modern yugioh is all about spam summoning for 15 mins straight which is beyond retarded lol i've said fuck it and started abusing maxx c ashblossom and other various hand traps in conjunction with exodia if they want to spam summon their deck like a sperg they can go ahead and kill themselves with exodia
Also remember, if you wanna plus out the normal summon you have to shotgun this. In theory agaisnt decks that dont even rely on the NS could even deny you that draw
Not only that, but the implication that you can only activate effects from that monster's archetype, it means we could have one for summons from grave, one from extra deck and one from deck, which if you ask me is great. Maxx "C" gets banned in Master Duel, and everyone gets sideboard options agaist the desired summoning spam mechanic.
It's good because now it's 6vs6 handtraps and it's counter, I hate it when my Maxx c get ashed turn 1 and I have to deal with baron etc on the field. Now it's guaranteed draw in my turn even if my opponent ashed my Maxx c.
The end phase cap seems entirely because this card doesn't (seem to) include a once per turn for itself. Theoretically you could drop 3 of it at the start of the opponent's turn and draw 3 for every hand summon. Then you'll *likely* have to shuffle a few back
the condition seems to be more like a roundabout hard-twice-per-turn. the effect itself isn't hopt, but it gives you only 1 other multchummy card effect that turn, which includes other copies of itself
@@prodmoira No, there isn't. There are two current translations for the card: "You can only activate the effects of other "Multchummy" monsters once the turn you activate this effect." Which does not make Purulia itself HOPT, and "During the turn you activate this card’s effect, you can only activate 1 “Multchummy” monster effect, not counting this card’s." Which also does not make Purulia itself HOPT. Learn to read.
The good thing about this is that getting a second copy during the first turn when you go second isn't exactly a dead draw since you can activate the second copy for extra draws against decks that don't summon that much or use it to ensure the effect goes through if they negate the first one. Also still have the option to use it when going second on your turn against decks that summon from the hand during the opponent's turn, just have to use it before you commit to the board. The card also technically have some use when going first against decks that could do "turn 0" plays if they summon from the hand a lot. Not sure if there's a meta deck now that does that, but it would be useful when there's one. Also I find it nice that for maximum value you need to commit the card before your opponent start playing because even the single normal summon per turn on most decks is important, that way your opponents would get an idea of how much they should commit before making their plays. Or maybe you could hold it in hand against decks that commit into greedy lines early and fire it after they go for the greedy line instead of the safe line and can't back out anymore.
I’m fairly certain MBT is understanding the card’s End Phase effect wrong? It reads to me like you shuffle down if your cards in hand are greater than the number of cards your opponent controls + 6. So if they control 3 cards, you can have up to 9 before you shuffle back down to 9.
@@KyunaCookies"The sum of monsters your opponent controls"... isn't a sum.¹ It's a count. In the context of that sentence, "sum" _must_ refer to [opp # controlled cards + 6], else the word "sum" wouldn't have been used, because there would be no addition. Hopefully Konami finds a clearer way to write this effect when they localize it. Reading the card literally makes you correct. The word "sum" tells us to avoid reading it that way, but it would be better if a literal reading lined up with the rules. ¹In math, there is such a thing as a sum of one element, but in non-mathematical English, such a construct doesn't make sense. We use the word "sum" to refer to adding more than one thing together, often as redundancy to make sure our sentences are clear.
@@KyunaCookies wait you THINK if they control 3 cards and you have more than 9 (3+6) you have to shuffle 6 and go down to 3, because thats the number of cards they control?
Honestly, one of the most interesting thing about this card as a hand trap is its statline/typing. It could have some recursion with tearlaments, or salvage, and has a few ways to go straight to grave. If there's a consistent water strategy to loop this every turn, that could actually be pretty strong in the grind game
Yea, I don't think people are paying enough attention to this part. The reshuffle doesn't matter too much cuz 1-of handtraps get good value here, but it's not gonna draw as much as maxx c does cuz it's not drawing off of synchroing, linking, etc.
Against basically every single deck in existance you at least break even, it does enough to make me worried even tho its still less than maxx c @sizzl75
yes, which means its only really good against floo, and maybe some rituals, but the majority of decks special summon from every other location that is not the hand, and the reshuffling is hit and miss because its either lose a god hand or potentially put the bricks back
@@sizzl75also the reshuffle is a minimum of 6 if your opponent ends on nothing on their field, if they end on 1 card that would be 7 in hand before your turn without worrying about reshuffling, which is 3 summons your opponent has done from hand
I feel the last line to shuffle back is more there to prevent the "Deck out game" ppl sometimes play in Master Duel where instead of trying to win they go on a special summoning spree in hopes they can just end turn and win by deck out (it normally doesnt work and just wastes time)
The last line doesn't prevent that. The shuffle happens after all draws have already happened. If those draws deck a player, then that player loses before they would shuffle back. The minigame still exists. If anything, what will prevent people from trying to play that game is the fact that this card only grants draws for summons from hand. First because that places them in a less desperate state than Maxx C would, and second because winning that minigame typically requires many summons from not-hand. (edit - typo)
6:56 You said that the wrong way. If *( Your hand )* is BIGGER than *( Sum of **_[Number of Cards Opponent Conrols]_** +6 )* you shuffle away until it’s equal. If they have 6 cards they control, you can have 12 cards in hand without shuffling back, while if you have 13 cards in hand, you shuffle 1 random card from it back into the deck.
What I'm most curious about is the clause where you can only activate one other card of it's archetype per turn. It makes me think that other powerful handtraps like Ash and Nib will ne turned into adorable little squids and cut the number of times you can handtrap your opponent down to 2
@@prodmoira I'm gonna put on the tin foil hat for a second Konami banned Baronne, Savage Dragon, Linkuriboh and a bunch of relevant generic extra deck stuff while also boosting some potentially powerful archetypal stuff, there's not a completely unreasonable case that the goal will be to make generic cards like Ash and Nib just worse versions of these cute lil squids (or other monsters), or, in other terms, make the game reach a state where the archetypal power level is superceding the power you get playing pile decks (which pile decks are my idea of old school yugioh don't @ me) Okay now that the tinfoil hat is off, give me back my Kitkallos please Konami
@delta3244 they won't do that though. They've been trying to lower the cards on the ban list for years. Why would they ban a bunch of fair cards just to implement worse versions that no one will play 😂
@@prodmoira Because people might play the worse versions if the good ones are banned. If Ash Blossom was banned, but this archetype had an exact clone plus the archetypal twice per turn, people would play this archetype's version.
@@danielhertz1984 You see, I think that's putting too much hope onto Konami. We collectively assumed Telefon would get errated shortly after release to not allow it to summon itself. Nope.
@@cwovictor3281 telefon only got to be a problem when they added cannon soldier to the mix, but even when it was realesed the link pool was not enough with how fragile the setup was, konami only showed us that the game got to a point infinite material doesn't mean game like it was with Pre-errata Firewall
@@zytha2890 my man the game will never slow down again, it's not 2009 nor 2018, not even 3 maxx c in every deck could slow down the meta game, the only way to go is forward and make that going forward feeling nice, even if they banned half of the card pool (5000+) the game would still be the core mechanic
The first condition where you can only activate one card of the archetype per turn makes me believe they are going to make an archetype akin to the Ghost Sisters for each summoning location (Extra Deck, Main Deck and GY). I like how instead of errataing Maxx "C" they are just making it an archetype thay is way less powerful and situational.
@ignister might try to trigger the second effect. It has to summon from hand a billion times and ends on the arrival cyberse anyways. The only other situation that I could see trigger it is if you Nibiru your opponent and they pass on the nib token with several hand traps. The biggest downside of the second effect is the shuffles are random, so it could hit a handtrap you were not using anyway for the matchup or it could hit your 1 card combo starter
The second effect doesn't really matter, since this card will almost always be played turn zero (i.e. going second on opp's turn 1, so before one has time to sculpt one's hand), and if the shuffle happens, you end with more cards than you started. Your hand was random before and after, the difference is that it has more cards now (which means there's a smaller chance you bricked in most decks). I think the main point of the second effect is to make stacking this effect on itself less absurdly overbearing against decks that want to summon from hand a few times.
It doesn't have a "once per turn", instead it has a very exotic "once this archetype per turn" which is very interesting. Perhaps these water guys will be a bunch of reworked, more powerful handtraps, and you gotta choose which one to use as they cannot be used in the same turn despite being different cards. The opposite to the handtraps we are familiar with; imagine if you had ash, imperm, nibiru, belle, and ogre in your hand, but you could only use 2 handtraps per turn. Crazy.
I love the idea that it's an archetype and each one handles summons from a certain location. Basically redefining Maxx C away from the catch all that it is now and introduces a choice on which one you should play.
they should probably rework the majority of the new cards as well so they aren't a catch all spam summon copy pasta and actually make them unique because none of them are unique the only differences are the fucking names
@@zytha2890 Just remember that special summoning is a core mechanic of the game. Not every deck that uses it is doing so the same way just because it does it a lot.
I'm curious about the "you can only use 1 other multchummy monster effect this turn" part. It implies that either you can stack 2 which, if you didn't draw a handtraps with the effects, mean nothing or that it's gonna be part of an Archetype that, because you must have an empty board, has multiple handtraps or cards that special summon itself during the Oponents turn.
I'm surprised you didn't discuss the clause that you can only activate 1 other multchummy effect that turn. I think it's pretty clear that this will not be the only multchummy card. It would logically make sense for there to be ones for summoning from grave, deck, ED, banished. That way they can replace maxx c by only letting you draw from 2 summon locations and making you commit more main or side deck space to counter things.
Hi old ygo player who just watches content nowadays and IVE BEEN READING THIS CARD AS THOUGH IT ONLY WORKS ON NORMAL SUMMONS I WAS SO CONFUSED ABOUT WHY PEOPLE CARED LMAO
7:00 No? It literally says cards on field + 6. Not exceeding the number 6. It only affects you if you're at say, 9 cards versus a 2 card endboard. That's obviously not most endboards so the restriction is mostly just there so that the number of draws does have a cap come your turn. The cap is pretty generous. A 6 card endboard (say 3 mons 3 backrow) gives you a max handsize of TWELVE.
@sallas09 No he doesn't. The next line he mentions having Flamberge, Formula, Savage, equip, Popular and field spell at 12 cards would make you shuffle. That's literally not true. 6 cards +6 is 12 max handsize.
@@meathir4921 8:28 "It's not hard to imagine the Snake-Eye board I just described linking everything into Apollousa at the very end so their opponent is all but guaranteed to hit the threshold. I just don't think that's really feasible. And that's for the second reason, which is: I don't think there is any card that can theoretically beat back a 7 card opener." 1 monster on board = user shuffles until they have 7 cards in hand. He gets it.
@@meathir4921 In fairness, even with two or three reads the text is a little difficult to parse. In fact, the translators themselves say they're not entire clear on it since the effect is using language that the game hasn't seen before.
With operative words like "from the hand" and "if you control no cards", it certainly won't have a lot of the lowest lows that C causes, but we'll have to wait and see if a C-level of draw is powerful enough on its own to remain one of the more controversial cards.
One interesting thing I noticed about this card, the way it's translated: it technically doesn't have a once per turn clause. Its restriction clause allows you to activate this card's name exactly twice per turn. So if you open two copies, you can resolve this through Ash blossom. Also, you might be able to draw 2 cards per summon, though I'm less certain about that part.
When are you playing it? At what time do you expect to control zero cards while your opponent is summoning from hand, when you go first, where you haven't already lost even with this card?
I could see some Towers monsters like Arrival Cyberse @Ignister or a beefed up Expurrely Noir possibly surviving as the only card on your field into that 7-card hand. But even then, those still have outs like Kaijus.
The shuffle back effect literally doesn't matter, your starting hand is 5. If they manage to summon monsters enough to get you over the threshold you're still +1 in your draw phase and they only have 1 monster on the board. You win.
I think the purpose of the shuffle effect is to make stacking the effects riskier. Because, if the current translations we have are accurate, you're allowed to have 2 of this guy's effect active at once, which means 2 draws per summon from hand. And that can bloat your hand extremely fast, and makes the threshold for shuffling cards back easier to hit. Also, I'm in the camp of people who are theorizing that they're going to release more cards like this in the future but do the same thing, but give you draws based on summons from different locations. If you have this effect stacked with an effect that gives you a draw for each Extra Deck summon, that will also put you at risk of shuffling back a lot faster.
wrong. if you’re opponent consolidates their end board into 2 or 3 monsters with interactive effects, assuming they summoned at minimum 5 times from the hand, the player who activated Minn C will have to shuffle back cards at random until they have have 3, essentially starting with 4 cards because of their draw for turn. You have to really hope that you draw into another hand trap if you don’t want to make up for the lost advantage. Of course this could all be wrong when we find out how the official translation for this card is going to be.
@@Xarf93you misunderstand the effect, you shuffle back the difference between the cards on the opponents board + 6 and your hand size. If your opponent ends on no cards, you shuffle down to 6 cards in hand, if your opponent controls 2 cards you shuffle back down to 8 cards. Furthermore, you still get your draw phase, so you would start with 7 and 9 card hand in each scenario respectively.
I think the interesting thing about this card is how going forward, they can easily balance certain decks by printing more extension cards that summon from hand instead of deck/ grave
I love that it's a going second card, and that the stuff shuffled back into the deck is random, so you don't just get to pick a super custom hand, and there's actually the risk of getting unlucky and losing your shufflers when using it. I also really hope they add more Multchummy's one for each summoning location, just so they become more meta/match up dependent and ensures they're not mandatory cards in your deck the way Maxx C is in MD and OCG. Who knows, maybe once we get a full set of Multchummy's they'll actually ban Maxx C everywhere. One can dream.
they probably would stack with each other it would be a high risk and high reward by drawing so many cards it even makes pot of greed look bad on paper and that card's ban I have a good feeling this Monster's is going to be extremely crazy
My theory is that, because of the effect making special mention of others of that jelly "archetype" for mutual exclusion of the effect, they are going to split the power of maxx C between the jellys. Like, theres going to be one that cares about special summoning from the deck, and one from the GY, and it will be the players' decision and meta calling which one are they going to main deck over the others.
This card gives me hope that they're finally going to ban Maxx C in the OCG and (more importantly for me personally) MD, it makes no sense to have both be legal. Also this card is way less annoying to go up against and doesn't completely invalidate every single archetype that summons a lot.
Why? These cards actively conflict with each other. If you max C then your opponent has no fear of going in hard because then you can shuffle most of them back in the endphase
It more like the new direction they took, in case like printing poplar for newer archetype support or we can assume there will be another snake eyes type of deck, even for tcg kinda nice to have balanced maxx c
@@geiseric222 it's still atleast 1 card advantage average during your going second that will become a 7 card during your draw phase, going second and having 7 cards on your hand it's a pretty good position to be, even more if you're opponent had to change it's endboard to deny your card advantage, but if you reach a 8 card hand you probably win the game going second with all the insane board breakers on the game, even if your opponent let only one card on the field you probably win since 6 card will always be a insane advantage against 1
@@danielhertz1984 but that’s pointless. Like I do not think this card is very good but even if you think it’s good there is zero reason to play it and Maxx C as you will just end up drawing those cards….with Maxx C
hopefully they ban the majority of new cards since they've made a huge chunk of the game's cards unplayable or at the very least fix those cards so there's no identity among them anymore just like the newer cards yes they are all the fucking same they summon to special summon to discard which triggers another effect that special summons etc etc etc etc etc its fucking stupid the only differences i've seen are the names of the cards they play the fucking same :L there's no gimmicks or uniqueness or anything which was the entire point of yugioh originally
I think the end phase clause as translated at least is there mostly for when used in combination with other effects like this. Its not inconceivable they printed one that says special from extra deck and suddenly -1 +5 has shifted to -2 + 10.
Would be neat if this got paired up with other archetypal hand traps with specific disruption effects similar to the old "C" archetype that rarely got used aside from occasional "Retaliating 'C'" usage. Like maybe there's one that does something when cards are summoned from Deck/Extra, another from GY/Banishment, and then the actual weak floodgates like the unused "C"s attempted.
Multchummy's secondary effect, for those trying to keep track, means that you need to add Six to the number of cards your opponent controls, and THAT'S how many cards need to be in your Hand at the End Phase. If you have more than that then you'll shuffle your Hand and pick random cards from it to put back into the Deck. Though also; this is gonna be CRACKED in Maxx-Exodia Decks; if you open both this card AND Maxx "C" if possible, you'll have 2 draws per Summon from Hand, and +1 for every other one. Though may the lord save your soul if they have Hand Destruction-
Like the idea of a hard going-second handtrap, but my only real wish is that they positioned it like Droll in a way where you could trigger it after their first summon, regardless of whether it's a normal or special. This would give it a potential punish in Talents too, whereas right now shotgunning it in the draw phase feels a little too free to not do for the (almost) guaranteed Upstart, similar to Shifter.
This is clearly good. I stopped to write this after the effect was stated, so these thoughts may and likely will be said by Joseph. 1. It is mulligan the card. You draw cards for every Simon your opponent dies and can craft an improved hand by using quick effects and hand traps that will not be useful on your turn. Sure, you won’t know what will remain in your hand come your turn, but ending your first draw phase with seven cards is never bad. 2. You get a chance to draw the out. 3. Against decks like Six Samurai and Cardians that could deck out a Maxx C user, this card goes till the deck is empty and then your deck just gets shuffled back and you don’t lose. 4. If in a format with Maxx C, you can draw 2/summon and not worry about deck out or have a backup in the event one gets Ashed. This is going to be a very good card because while searching is better then drawing, deck thinning is still a great effect.
You only draw cards for summons from hand, not every summon. The shuffle-back clause doesn't prevent deck out, because it happens after all the draws have (but only drawing from hand summons probably prevents deck out on its own). This card doesn't deck thin to any significant extent. Every card which starts in your hand or deck ends in your hand or deck.
It’s an attempt to balance Maxx “C” so the OCG/Master Duel can ban C. Sorta the Fishborg Launcher to Maxx C’s Fishborg Blaster, as the easiest example off the top of my head. Will it see play, probably, but at worst it spikes Crossout Designator in the TCG while we all worry our format gets to play the Maxx C Mini Game.
I'm pretty sure you've got the second effect here wrong MbussyT I'll give an example you're going second you activate under the "C" in draw phase putting you at 4 cards in hand your opponent through the course of their turn summons from hand 10 times putting you at 14 cards in hand you activate no cards from the hand during your opponent's turn they end MP1 with 4 cards on their field. During the end phase you have 14 cards in hand, and your opponent has 4, the effect states if the amount of cards in your hand exceeds the SUM of the number of cards your opponent controls +6 (so 10), you will have to shuffle random cards from your hand back into the deck until it equals that amount. since 14 > 10 shuffle back 4 cards you start your turn with 10 cards (not counting draw phase) in hand.
For a sec I thought that the clause of you can only activate 1 Multchummy. Was to mean that after resolving this card, you can't use any other monster effect except one more Multchummy effect
People keep calling the last effect of this card a downside... if you draw up to 12 cards in your hand and have to shuffle back down to 7; 1) you're still starting with 2 more cards than you would have otherwise (3 if you count the minn C discard) and 2) you effectively get a custom 7 card hand and can potentially shuffle back any garnets you may have drawn. This could allow decks to play with more non-searchable 1-of's. Also, if bystials every become prevalent again, you can even main deck this card and just shotgun it on your turn 1, you'll at least get a draw when you get nibiru'd
Actually I think it's totally fine having Maxx C and this in your deck. Reason for that is Multchummy is going to remove the majority of those Maxx C draws. So instead of having infinite card advantage over your opponent, you'll just have a drawn more cards and therefore have a better chance of having the card you need in hand when your turn comes around. So the combo would help going second a lot with drawing the out, but that's about it. Also I love the idea of using droll against someone that blew both of these cards on the same turn, that'd feel so good.
I think the “from the hand” restriction is really interesting, one of Maxx C’s biggest features is any form of special summon, meaning this new card has plenty of great use cases but also heaps of non effective match ups
Sky strikers look to be in an interesting position in the next 3-6 months. Engage at 3, RA2 coming with more affordable access to Accesscode. New, more generic summon condition link monsters and the ability to very comfortably end on a small board/hand vs this card, I'm excited to see as it's the deck that got me back into the tcg.
This card reminds me a lot of phantasmay, in that it’s always going to plus you, and is basically only good going second, but doesn’t plus you so extreme for free it’s busted. I can 100% see Moist C being played in most side decks, and it likely will be strong to resolve, just like a well timed nib can end a turn. This will cause players to have separate lines similar to Maxx C, but this shouldn’t basically just be an auto win if it resolves.
(assuming it is shuffling back to your field +6) it being 6 specifically really does make it so much better, Like if it was 5 then it would still be basically pot of greed, if it was 4 even that would be like pretty good but it being minimum +2 is crazy to me.
I mean there are good small boards. Colossus, Protos, Calamity, and Kaliyuga are just some. My justification for this card was looking at every recent meta deck and seeing what decks this card woulda seen play against. My list was: Spright, Unchained, R-ACE, Tearlament (Kitkallos), Swordsoul, and Virtual World. This card feels like Droll where it's just going to end up being format dependent.
So basically what it says is at the end phase you can only have cards equal to 6+ the number of cards your opponent controls. essentially saying you get to match their end board card for card but with six extras. If your opponent ends on one card on field then you have seven cards in hand before drawing for turn. If every card in your hand trades one for one with a card on the field then you will still have seven cards left on your turn. This is technically more balanced than maxx c but still insanely good. This is the best going second card ever printed.
It's important to be aware that YGOorg isn't sure themselves, so we cannot rely on the wording of the translation until we see OCG rulings. The translator gave their best guess, which is that if opp controls 2, player shuffles from 9 to 7 in hand. It remains to be seen whether that is correct.
Maybe they release a full arctype od this cards. Making a group of handtraps, with additional search effects, but limiting you to two handtraps max. Maybe qe get a Jelly Droll, Jelly Ash, etc.
MBT- a slight error in your video, 6:43 here the card says extra cards over n+6 is shuffled into deck at random, not discarded (n being the number of cards your opponent controls on the field)
@@Octavio92ify dog it was like 5am when I wrote that you’re lucky it was a somewhat coherent sentence. But yes I was referring to the drawback/downside. Regardless half the vid was discussing an occurrence that won’t happen.
I think this archetype will make various versions of this card. Summon from deck, GY, banish or hand. I don't think extra deck because it would be too generic. Since this card does not allow you to use the effect of multiple cards of this archetype, they will be mutually exclusive.
Yah boss the people who are talking about the shuffle back effect... are folks not understanding that you calculate the "+6" into the shuffle back. so they think that if you leave one monster on the board you have to shuffle until you have 1 card in hand. Because they're stupid and cant read.
That card has a lot of potential to be a really good contender to be a Maxx c successor but you never know what could happen down the line when new strategies come to play.
I guess my question is how much value can you expect to get out of this card going second? How often can you expect, other than the first turn, to be able to play this card unless your opponent completely clears your field? I don't know if this card is consistent enough, which is probably a good thing.
Very excited for this short printed secret rare
Brother… don’t put that evil into the world!
@@beo9057
That evil already exists. It is too late.
@antman7673 haha yep
From a rare in the OCG again?
Bet they're printing them as we speak.
I've just been calling it Jelly "C"
Well the C stands for Cockroach, so it would be Maxx “J” I guess 😮
"C"hums
@@halyoalex8942 Jolly "J"
Maxx sea
“C”hummy
We really got maxx c 2 before gta 6
We're really gonna get minn C before silksong :(
Don’t driver half life 3
And before Elder Scrolls 6
And portal 3
And ENA Dream BBQ :(
It's a hand trap that you absolutely can't use going first. I love this. Blind second staple and going to make a home in everyone's side deck (if not main because it might be worth the brick in case you lose the dice roll).
would go straight into my cydrabuild
You can deifntely use this going first. Even if you discard your still drawing hand traps and get to pick your hand at the end of the turn.
@@frankanderson3368you would need to control no cards to activate it is the thing, which is not a great end board
@@frankanderson3368 you field needs to be empty to activate it my friend
Why cant you? Just use it before anything. There's decks that play turn 0 like labyrinth for one
Was worried when the title didn't include Minn "C". Glad you put that fear to rest
Finally...Maxx "c" 2
More like minn c
Finally, Maxx C at 6
"If Maxx C's so good why isn't there a Maxx C 2"
Konami: "We have an announcement..."
And like most sequels, it sucks compared to it's prequel
Under The "C" is going to be busted I bet.
I sea what you did there
Nice joke, that was pretty funny when I saw it on dougs video an hour ago.
I fucking hate how perfect this name is.
Water you talking about?@@deadlineuniverse3189
I wished they stayed under permanently
I'm pretty sure the second effect means that if you have the number of cards on the opponent's field + 6 cards in your hand, shuffle back the difference. (if they have 5 cards on the field: 5 + 6 = 11, if you have 16 cards you have to shuffle back 5)
Yeah, and the good is that's not opt, so you can dodge ash/called/crossout lika 2 droll.
@@fakhrifr7833 It also means if you open 2, you get to have the effect stack up twice!
@@colinbrown5646 it's an hard once per turn
It says shuffle back to the sum, and the number of cards your opponent controls isn't a sum¹ until you add 6. If one's opponent controls 5 cards and one has 16 cards, one must shuffle back to 11 = 6 + 5, because 11 is "the sum" of 6 and 5.
I've seen some confusion here, and a literal reading of the effect leads to your conclusion, so hopefully Konami's localization is clearer than this text is.
¹(in everyday english)
@@omardanelli2911 A second copy of purulia still counts as a different monster.
2:44
Me when the camera zooms out for exactly 1 frame.
i know EXACTLY how it happened and if the editor reads this comment: i know your pain
I hate that I've seen it the first time but I can't anymore
Does anyone know what this hidden Easter egg is?
ultra rare dire mistake
(use < and > to advance by frame)
@@ichbinschwul187 When you accidentally double keyframe and don't catch it FML
The shuffling back doesn’t matter because it always lets you end with more than the 5 cards you’d be starting with anyways. If the worst case scenario is you go +2 that’s not bad anyways
Not true
ehhh depends could go from a semi-okay hand to a complete brickhand sometimes its fine sometimes RNGESUS Just hates your guts
It also only looks at hand count, not cards drawn. If the thing draws you into more hand traps and you use them then the shuffle back won’t even come up since it only comes up if your hand size exceeds 6
People aren't seeing that starting with 7 random cards from deck in hand is the same thing as your starting 5 and drawing two, except you got a full turn with handtraps before that.
Shuffling back cards and bricking with 7 (after playing with hand trap, fyi) is, at worst, the same as bricking with 5 and drawing two extra cards. Nothings changed for you going second except you had the chance to draw more hand traps and disrupt your opponent. If you start with 5 random cards from your deck either way (cuz mulligans don't exist), I'll take 2 extra draws every time.
If you manage to brick with 7 cards in hand, you might as well change the way you build your deck. Or switch to a better deck.
If the opponent special summons a lot from the hand its maxx-c.
If they don't, its either upstart goblin or pot of greed.
So I say its good.
The whole "shuffle back cards that are over the number of monsters your opp controls + 6", only really matters if you nibiru your opp for all is life savings.
Even if you nib your opponent the shuffleback still doesn't really hurt you. First, that means that you've played at least 2 cards from hand, and still wound up with at least 8 (assuming your opponent ends turn with just the token). Which means that you got to draw 5 cards off of this (which is probably how you found your nib), nib'd their whole board away, and in exchange had to shuffle 1 random card back to your deck, and now you have 7 cards plus your draw next turn to crack back with.....where exactly is the downside?
@@phiefer3The downside is that you didn't end with the most card advantage possible. It's a limiting factor, albiet one which sets the ceiling high. I don't understand why anyone would make the shuffle clause out to be downside, since it literally cannot set one back in card advantage (barring really contrived scenarios), and one is meant to play it on one's turn 0 (i.e. before getting any chance to sculpt one's hand) anyways.
@@delta3244 So the downside of this card is "isnt Maxx C, but just at least Better Upstart Goblin"?
@@Haosnir In retrospect, the first use of "downside" in what you replied to should've had scare quotes around it, to make it clear that I didn't think it was a real downside. I thought "I don't understand why anyone would make the shuffle clause out to be downside" would make that clear, but scare quotes would've helped at no cost.
TL;DR: Yes, the downside is that it isn't Maxx C and is merely a QP upstart at worst (technically, it's slightly worse than that, but it won't happen often that your opponent can do something competent without summoning from hand). Isn't that awful? I don't see how this card could ever see play with a floor _that_ low, especially with a ceiling below Maxx C's.
While you were explaining the downsides I really though you were understanding the effect wrong like many people before the ygorg translation and thought the opponent would be able to handrip you if they linked everything away
As you said worst case scenario for the Jelly Challenge is a 7 card opener, again a single card on the field, in a metagame where you often just need a single card to go full combo on the crackback
But it is a *random* shuffle, so you might brick :)
@@Greg501- If you have a seven card hand and brick you need a better deck
Yea he worded it extremely poorly up until he clarified a little while later
@@ChampionMarxeh being incredibly unlucky and you brick can any size of a hand.
Example
3 ash
2 min c
2 bricks that do nothing in hand
@@Fruad_joactivate 2 Under the C next turn, pass
Wait I thought that the final effect meant that you only shuffled if your hand was larger than 6+opponen't board. Like, if your opponent controlled 4 cards and you had 11 in hand you'd shuffle 1.
pretty sure it is, i believe he misspoke in the video
I believe you would shuffle 7 because it meets the +6 requirement.
@@jtalkalot19 according to translators, you shuffle back the cards exceeding the sum of their board+6, not just their board
Yeah, so if they have 5 cards at the end phase you used chummy, if you have more than 11 in hand, you just keep 11 and shuffle back the extra. At random, but still pretty good
@peterbob1407 okay. that's no fun. You can't punish your opponent for playing it.
I love maxx Sea personally
You droppes this 👑
The end phase effect is mostly aimed to reduce the extreme hand advantage the player may have after dropping nibiru on the comboing player, no?
nah the hand advantage is already more than enough to play maxx c, but the shuffle also denies graveyard plays on your next turn if you didn't play everything on your turn or killed your opponent
it is stilll stupidly high
@@americantimemachine7128 balances it as well.
@@Xero-rr2ol no card that goes +3 will ever be "balanced." It will just be like just a lower dose of steroids
@@americantimemachine7128for this type of effect its the most balanced it can be where the card will see play but isn't derogatory like Maxx c
Playerbase : "FOR THE LOVE OF GOD BAN MAXX C!"
Konami : "So here's 3 more copies of Maxx C per deck. That's what you wanted, right?"
they should just fix the special summon problems
maxx c only looks broken because modern yugioh is all about spam summoning for 15 mins straight which is beyond retarded lol i've said fuck it and started abusing maxx c ashblossom and other various hand traps in conjunction with exodia
if they want to spam summon their deck like a sperg they can go ahead and kill themselves with exodia
Playing the OCG with this and Maxx "C" legal would be suffocating to the extreme.
3 copies of Maxx C that even Floo can't ignore, at that.
It’s not even clear whether the card is a hard once per turn.
“Start of DP, Purulia?”
“Ash?”
“Ok, chain Purulia?”
Calling this "Under the "C"" would go so hard... I'm stealing that.
OCG showed a monster card that can search Maxx C in a recent spoiler as well. It can search an insect or tuner for discard.
Also remember, if you wanna plus out the normal summon you have to shotgun this. In theory agaisnt decks that dont even rely on the NS could even deny you that draw
Not only that, but the implication that you can only activate effects from that monster's archetype, it means we could have one for summons from grave, one from extra deck and one from deck, which if you ask me is great. Maxx "C" gets banned in Master Duel, and everyone gets sideboard options agaist the desired summoning spam mechanic.
It's good because now it's 6vs6 handtraps and it's counter, I hate it when my Maxx c get ashed turn 1 and I have to deal with baron etc on the field.
Now it's guaranteed draw in my turn even if my opponent ashed my Maxx c.
Immediately throwing this in Runic Stun with D.D. Dynamite and Exodia. Fuck it we ball.
Even if you draw too many cards and trigger its end of turn effect, you still just get what's functionally a mulligan.
It's at random you don't get to pick
@@15bjackson16 edited and fixed, thx for mentioning
A mulligan and access to more hand traps on your first turn
A mulligan to a larger hand size, at that
The end phase cap seems entirely because this card doesn't (seem to) include a once per turn for itself. Theoretically you could drop 3 of it at the start of the opponent's turn and draw 3 for every hand summon. Then you'll *likely* have to shuffle a few back
I'm pretty sure the "you can activate each multchummy effect once the turn you activate this cards effect" is an incredibly roundabout HOPT
There's literally a hard once per turn on it bro you're one of the smartest mbt fans
the condition seems to be more like a roundabout hard-twice-per-turn. the effect itself isn't hopt, but it gives you only 1 other multchummy card effect that turn, which includes other copies of itself
@@prodmoira No, there isn't. There are two current translations for the card:
"You can only activate the effects of other "Multchummy" monsters once the turn you activate this effect."
Which does not make Purulia itself HOPT, and
"During the turn you activate this card’s effect, you can only activate 1 “Multchummy” monster effect, not counting this card’s."
Which also does not make Purulia itself HOPT.
Learn to read.
@@_GLObot it's a hard once per turn sped boy learn the rules
The good thing about this is that getting a second copy during the first turn when you go second isn't exactly a dead draw since you can activate the second copy for extra draws against decks that don't summon that much or use it to ensure the effect goes through if they negate the first one. Also still have the option to use it when going second on your turn against decks that summon from the hand during the opponent's turn, just have to use it before you commit to the board. The card also technically have some use when going first against decks that could do "turn 0" plays if they summon from the hand a lot. Not sure if there's a meta deck now that does that, but it would be useful when there's one.
Also I find it nice that for maximum value you need to commit the card before your opponent start playing because even the single normal summon per turn on most decks is important, that way your opponents would get an idea of how much they should commit before making their plays. Or maybe you could hold it in hand against decks that commit into greedy lines early and fire it after they go for the greedy line instead of the safe line and can't back out anymore.
I’m fairly certain MBT is understanding the card’s End Phase effect wrong? It reads to me like you shuffle down if your cards in hand are greater than the number of cards your opponent controls + 6. So if they control 3 cards, you can have up to 9 before you shuffle back down to 9.
I think he just misspoke initially, because he later says that you would end up with 7 cards in hand if the opponent ended on 1 monster
No?
It says "that sum +6"
And it shuffles down to that sum
That sum is the original total, without the +6
@@KyunaCookies"The sum of monsters your opponent controls"... isn't a sum.¹ It's a count. In the context of that sentence, "sum" _must_ refer to [opp # controlled cards + 6], else the word "sum" wouldn't have been used, because there would be no addition.
Hopefully Konami finds a clearer way to write this effect when they localize it. Reading the card literally makes you correct. The word "sum" tells us to avoid reading it that way, but it would be better if a literal reading lined up with the rules.
¹In math, there is such a thing as a sum of one element, but in non-mathematical English, such a construct doesn't make sense. We use the word "sum" to refer to adding more than one thing together, often as redundancy to make sure our sentences are clear.
@@KyunaCookies wait you THINK if they control 3 cards and you have more than 9 (3+6) you have to shuffle 6 and go down to 3, because thats the number of cards they control?
Honestly, one of the most interesting thing about this card as a hand trap is its statline/typing. It could have some recursion with tearlaments, or salvage, and has a few ways to go straight to grave. If there's a consistent water strategy to loop this every turn, that could actually be pretty strong in the grind game
It requires you to control no cards so even if you loop it it doesn't really matter
@@namesarehard2998 Yeah, that's true. I still wonder if the statline will have interesting synergy
Correct me if I'm wrong, but I thought this only drew when your opponent specifically normal / special summoned from the hand ?
Correct
Yea, I don't think people are paying enough attention to this part. The reshuffle doesn't matter too much cuz 1-of handtraps get good value here, but it's not gonna draw as much as maxx c does cuz it's not drawing off of synchroing, linking, etc.
Against basically every single deck in existance you at least break even, it does enough to make me worried even tho its still less than maxx c @sizzl75
yes, which means its only really good against floo, and maybe some rituals, but the majority of decks special summon from every other location that is not the hand, and the reshuffling is hit and miss because its either lose a god hand or potentially put the bricks back
@@sizzl75also the reshuffle is a minimum of 6 if your opponent ends on nothing on their field, if they end on 1 card that would be 7 in hand before your turn without worrying about reshuffling, which is 3 summons your opponent has done from hand
I feel the last line to shuffle back is more there to prevent the "Deck out game" ppl sometimes play in Master Duel where instead of trying to win they go on a special summoning spree in hopes they can just end turn and win by deck out (it normally doesnt work and just wastes time)
The last line doesn't prevent that. The shuffle happens after all draws have already happened. If those draws deck a player, then that player loses before they would shuffle back. The minigame still exists.
If anything, what will prevent people from trying to play that game is the fact that this card only grants draws for summons from hand. First because that places them in a less desperate state than Maxx C would, and second because winning that minigame typically requires many summons from not-hand.
(edit - typo)
Thanks to MBT, as of today, I'm gonna call it Maxx under the "C".
6:56 You said that the wrong way.
If *( Your hand )* is BIGGER than
*( Sum of **_[Number of Cards Opponent Conrols]_** +6 )* you shuffle away until it’s equal.
If they have 6 cards they control, you can have 12 cards in hand without shuffling back, while if you have 13 cards in hand, you shuffle 1 random card from it back into the deck.
What I'm most curious about is the clause where you can only activate one other card of it's archetype per turn. It makes me think that other powerful handtraps like Ash and Nib will ne turned into adorable little squids and cut the number of times you can handtrap your opponent down to 2
Unless you just use the actual hand traps lol 😊
@@prodmoira I'm gonna put on the tin foil hat for a second
Konami banned Baronne, Savage Dragon, Linkuriboh and a bunch of relevant generic extra deck stuff while also boosting some potentially powerful archetypal stuff, there's not a completely unreasonable case that the goal will be to make generic cards like Ash and Nib just worse versions of these cute lil squids (or other monsters), or, in other terms, make the game reach a state where the archetypal power level is superceding the power you get playing pile decks (which pile decks are my idea of old school yugioh don't @ me)
Okay now that the tinfoil hat is off, give me back my Kitkallos please Konami
@@prodmoiraThe normal hand traps could get banned. If the OP has correctly guessed Konami's intentions, those bans may well be part of the plan
@delta3244 they won't do that though. They've been trying to lower the cards on the ban list for years. Why would they ban a bunch of fair cards just to implement worse versions that no one will play 😂
@@prodmoira Because people might play the worse versions if the good ones are banned. If Ash Blossom was banned, but this archetype had an exact clone plus the archetypal twice per turn, people would play this archetype's version.
The kicker is that, in MD and OCG, this card will help you find Maxx C in hands you don't open it.
that's why they will ban maxx c
@@danielhertz1984 You see, I think that's putting too much hope onto Konami. We collectively assumed Telefon would get errated shortly after release to not allow it to summon itself. Nope.
@@danielhertz1984 they should start with banning the newer cards then because they're the reason maxx c even looks busted
@@cwovictor3281 telefon only got to be a problem when they added cannon soldier to the mix, but even when it was realesed the link pool was not enough with how fragile the setup was, konami only showed us that the game got to a point infinite material doesn't mean game like it was with Pre-errata Firewall
@@zytha2890 my man the game will never slow down again, it's not 2009 nor 2018, not even 3 maxx c in every deck could slow down the meta game, the only way to go is forward and make that going forward feeling nice, even if they banned half of the card pool (5000+) the game would still be the core mechanic
I thought it also prevented other hand traps from being used, except imperm
The first condition where you can only activate one card of the archetype per turn makes me believe they are going to make an archetype akin to the Ghost Sisters for each summoning location (Extra Deck, Main Deck and GY). I like how instead of errataing Maxx "C" they are just making it an archetype thay is way less powerful and situational.
@ignister might try to trigger the second effect. It has to summon from hand a billion times and ends on the arrival cyberse anyways. The only other situation that I could see trigger it is if you Nibiru your opponent and they pass on the nib token with several hand traps. The biggest downside of the second effect is the shuffles are random, so it could hit a handtrap you were not using anyway for the matchup or it could hit your 1 card combo starter
Not saying this to downplay, this is an absurd card that I'm excited to play with
The second effect doesn't really matter, since this card will almost always be played turn zero (i.e. going second on opp's turn 1, so before one has time to sculpt one's hand), and if the shuffle happens, you end with more cards than you started. Your hand was random before and after, the difference is that it has more cards now (which means there's a smaller chance you bricked in most decks). I think the main point of the second effect is to make stacking this effect on itself less absurdly overbearing against decks that want to summon from hand a few times.
Master duel with 6 maxx "c": 💀💀💀
They've gotta be trolling at this point 💀
It doesn't have a "once per turn", instead it has a very exotic "once this archetype per turn" which is very interesting.
Perhaps these water guys will be a bunch of reworked, more powerful handtraps, and you gotta choose which one to use as they cannot be used in the same turn despite being different cards.
The opposite to the handtraps we are familiar with; imagine if you had ash, imperm, nibiru, belle, and ogre in your hand, but you could only use 2 handtraps per turn.
Crazy.
I love the idea that it's an archetype and each one handles summons from a certain location.
Basically redefining Maxx C away from the catch all that it is now and introduces a choice on which one you should play.
they should probably rework the majority of the new cards as well so they aren't a catch all spam summon copy pasta and actually make them unique
because none of them are unique
the only differences are the fucking names
@@zytha2890
There's always plenty of unique cards being released, it's just they're hardly ever meta-relevant so nobody talks about them.
@@zytha2890 Just remember that special summoning is a core mechanic of the game. Not every deck that uses it is doing so the same way just because it does it a lot.
@@MeriliremThen why do we end with the same end results/end board almost every single time?
I'm curious about the "you can only use 1 other multchummy monster effect this turn" part. It implies that either you can stack 2 which, if you didn't draw a handtraps with the effects, mean nothing or that it's gonna be part of an Archetype that, because you must have an empty board, has multiple handtraps or cards that special summon itself during the Oponents turn.
My crackpot theory is that this card is the reason Konami is giving every new archetype a Poplar. Gotta get those "summon from hand" numbers up.
I actually think that a Quick effect Upstart would see use, A quick effect pot of greed is just great, and anything more then 2 is backbreaking.
It's good card that does something similar, definitely a good side deck card for specific matchups
At worst its an upstart, at best it get you 11 cards in hand.
I'm surprised you didn't discuss the clause that you can only activate 1 other multchummy effect that turn. I think it's pretty clear that this will not be the only multchummy card. It would logically make sense for there to be ones for summoning from grave, deck, ED, banished. That way they can replace maxx c by only letting you draw from 2 summon locations and making you commit more main or side deck space to counter things.
Hi old ygo player who just watches content nowadays and IVE BEEN READING THIS CARD AS THOUGH IT ONLY WORKS ON NORMAL SUMMONS I WAS SO CONFUSED ABOUT WHY PEOPLE CARED LMAO
7:00 No? It literally says cards on field + 6. Not exceeding the number 6. It only affects you if you're at say, 9 cards versus a 2 card endboard. That's obviously not most endboards so the restriction is mostly just there so that the number of draws does have a cap come your turn. The cap is pretty generous. A 6 card endboard (say 3 mons 3 backrow) gives you a max handsize of TWELVE.
He corrects himself later in the video.
@sallas09 No he doesn't. The next line he mentions having Flamberge, Formula, Savage, equip, Popular and field spell at 12 cards would make you shuffle. That's literally not true. 6 cards +6 is 12 max handsize.
@@meathir4921 8:28 "It's not hard to imagine the Snake-Eye board I just described linking everything into Apollousa at the very end so their opponent is all but guaranteed to hit the threshold. I just don't think that's really feasible. And that's for the second reason, which is: I don't think there is any card that can theoretically beat back a 7 card opener."
1 monster on board = user shuffles until they have 7 cards in hand. He gets it.
@sallas09 Fair enuff. He still seemed... pretty confused about it given he completely misrepresented it for over a minute.
@@meathir4921 In fairness, even with two or three reads the text is a little difficult to parse. In fact, the translators themselves say they're not entire clear on it since the effect is using language that the game hasn't seen before.
With operative words like "from the hand" and "if you control no cards", it certainly won't have a lot of the lowest lows that C causes, but we'll have to wait and see if a C-level of draw is powerful enough on its own to remain one of the more controversial cards.
One interesting thing I noticed about this card, the way it's translated: it technically doesn't have a once per turn clause. Its restriction clause allows you to activate this card's name exactly twice per turn. So if you open two copies, you can resolve this through Ash blossom. Also, you might be able to draw 2 cards per summon, though I'm less certain about that part.
I look forward to people trying to run 6 max c effects main board.
Im still playing this going first cause it can draw me more handtraps!
When are you playing it? At what time do you expect to control zero cards while your opponent is summoning from hand, when you go first, where you haven't already lost even with this card?
I could see some Towers monsters like Arrival Cyberse @Ignister or a beefed up Expurrely Noir possibly surviving as the only card on your field into that 7-card hand. But even then, those still have outs like Kaijus.
Wait, they stack, that's nuts!
The shuffle back effect literally doesn't matter, your starting hand is 5. If they manage to summon monsters enough to get you over the threshold you're still +1 in your draw phase and they only have 1 monster on the board. You win.
I think the purpose of the shuffle effect is to make stacking the effects riskier. Because, if the current translations we have are accurate, you're allowed to have 2 of this guy's effect active at once, which means 2 draws per summon from hand. And that can bloat your hand extremely fast, and makes the threshold for shuffling cards back easier to hit. Also, I'm in the camp of people who are theorizing that they're going to release more cards like this in the future but do the same thing, but give you draws based on summons from different locations. If you have this effect stacked with an effect that gives you a draw for each Extra Deck summon, that will also put you at risk of shuffling back a lot faster.
wrong. if you’re opponent consolidates their end board into 2 or 3 monsters with interactive effects, assuming they summoned at minimum 5 times from the hand, the player who activated Minn C will have to shuffle back cards at random until they have have 3, essentially starting with 4 cards because of their draw for turn. You have to really hope that you draw into another hand trap if you don’t want to make up for the lost advantage. Of course this could all be wrong when we find out how the official translation for this card is going to be.
@@Xarf93you misunderstand the effect, you shuffle back the difference between the cards on the opponents board + 6 and your hand size.
If your opponent ends on no cards, you shuffle down to 6 cards in hand, if your opponent controls 2 cards you shuffle back down to 8 cards. Furthermore, you still get your draw phase, so you would start with 7 and 9 card hand in each scenario respectively.
Also it's adorable as heck! 🥰
Yeah… this card seems fine :)
(Me looking at the 4 raidraptor extenders in hand)
Inb4 under the C comes out that pot of greeds after every extra deck summon
I think the interesting thing about this card is how going forward, they can easily balance certain decks by printing more extension cards that summon from hand instead of deck/ grave
I love that it's a going second card, and that the stuff shuffled back into the deck is random, so you don't just get to pick a super custom hand, and there's actually the risk of getting unlucky and losing your shufflers when using it.
I also really hope they add more Multchummy's one for each summoning location, just so they become more meta/match up dependent and ensures they're not mandatory cards in your deck the way Maxx C is in MD and OCG. Who knows, maybe once we get a full set of Multchummy's they'll actually ban Maxx C everywhere. One can dream.
they probably would stack with each other it would be a high risk and high reward by drawing so many cards it even makes pot of greed look bad on paper and that card's ban I have a good feeling this Monster's is going to be extremely crazy
My theory is that, because of the effect making special mention of others of that jelly "archetype" for mutual exclusion of the effect, they are going to split the power of maxx C between the jellys. Like, theres going to be one that cares about special summoning from the deck, and one from the GY, and it will be the players' decision and meta calling which one are they going to main deck over the others.
This card gives me hope that they're finally going to ban Maxx C in the OCG and (more importantly for me personally) MD, it makes no sense to have both be legal. Also this card is way less annoying to go up against and doesn't completely invalidate every single archetype that summons a lot.
Why? These cards actively conflict with each other. If you max C then your opponent has no fear of going in hard because then you can shuffle most of them back in the endphase
It more like the new direction they took, in case like printing poplar for newer archetype support or we can assume there will be another snake eyes type of deck, even for tcg kinda nice to have balanced maxx c
@@geiseric222 it's still atleast 1 card advantage average during your going second that will become a 7 card during your draw phase, going second and having 7 cards on your hand it's a pretty good position to be, even more if you're opponent had to change it's endboard to deny your card advantage, but if you reach a 8 card hand you probably win the game going second with all the insane board breakers on the game, even if your opponent let only one card on the field you probably win since 6 card will always be a insane advantage against 1
@@danielhertz1984 but that’s pointless. Like I do not think this card is very good but even if you think it’s good there is zero reason to play it and Maxx C as you will just end up drawing those cards….with Maxx C
hopefully they ban the majority of new cards since they've made a huge chunk of the game's cards unplayable
or at the very least fix those cards so there's no identity among them anymore just like the newer cards
yes they are all the fucking same
they summon to special summon to discard which triggers another effect that special summons etc etc etc etc etc its fucking stupid
the only differences i've seen are the names of the cards
they play the fucking same :L there's no gimmicks or uniqueness or anything which was the entire point of yugioh originally
I think the end phase clause as translated at least is there mostly for when used in combination with other effects like this. Its not inconceivable they printed one that says special from extra deck and suddenly -1 +5 has shifted to -2 + 10.
Or in combination with itself, as it has no OPT (it has an archetypal twice per turn instead)
How is this not Good going second it draws you into your best hand going second.
Would be neat if this got paired up with other archetypal hand traps with specific disruption effects similar to the old "C" archetype that rarely got used aside from occasional "Retaliating 'C'" usage. Like maybe there's one that does something when cards are summoned from Deck/Extra, another from GY/Banishment, and then the actual weak floodgates like the unused "C"s attempted.
Multchummy's secondary effect, for those trying to keep track, means that you need to add Six to the number of cards your opponent controls, and THAT'S how many cards need to be in your Hand at the End Phase. If you have more than that then you'll shuffle your Hand and pick random cards from it to put back into the Deck.
Though also; this is gonna be CRACKED in Maxx-Exodia Decks; if you open both this card AND Maxx "C" if possible, you'll have 2 draws per Summon from Hand, and +1 for every other one.
Though may the lord save your soul if they have Hand Destruction-
I can see people setting more spells as a way to make your opponent shuffle more back
🐐 thumbnail
Like the idea of a hard going-second handtrap, but my only real wish is that they positioned it like Droll in a way where you could trigger it after their first summon, regardless of whether it's a normal or special. This would give it a potential punish in Talents too, whereas right now shotgunning it in the draw phase feels a little too free to not do for the (almost) guaranteed Upstart, similar to Shifter.
This is clearly good. I stopped to write this after the effect was stated, so these thoughts may and likely will be said by Joseph.
1. It is mulligan the card. You draw cards for every Simon your opponent dies and can craft an improved hand by using quick effects and hand traps that will not be useful on your turn. Sure, you won’t know what will remain in your hand come your turn, but ending your first draw phase with seven cards is never bad.
2. You get a chance to draw the out.
3. Against decks like Six Samurai and Cardians that could deck out a Maxx C user, this card goes till the deck is empty and then your deck just gets shuffled back and you don’t lose.
4. If in a format with Maxx C, you can draw 2/summon and not worry about deck out or have a backup in the event one gets Ashed.
This is going to be a very good card because while searching is better then drawing, deck thinning is still a great effect.
You only draw cards for summons from hand, not every summon.
The shuffle-back clause doesn't prevent deck out, because it happens after all the draws have (but only drawing from hand summons probably prevents deck out on its own).
This card doesn't deck thin to any significant extent. Every card which starts in your hand or deck ends in your hand or deck.
It’s an attempt to balance Maxx “C” so the OCG/Master Duel can ban C. Sorta the Fishborg Launcher to Maxx C’s Fishborg Blaster, as the easiest example off the top of my head.
Will it see play, probably, but at worst it spikes Crossout Designator in the TCG while we all worry our format gets to play the Maxx C Mini Game.
I'm pretty sure you've got the second effect here wrong MbussyT
I'll give an example
you're going second
you activate under the "C" in draw phase putting you at 4 cards in hand
your opponent through the course of their turn summons from hand 10 times putting you at 14 cards in hand
you activate no cards from the hand during your opponent's turn
they end MP1 with 4 cards on their field.
During the end phase you have 14 cards in hand, and your opponent has 4, the effect states if the amount of cards in your hand exceeds the SUM of the number of cards your opponent controls +6 (so 10), you will have to shuffle random cards from your hand back into the deck until it equals that amount.
since 14 > 10 shuffle back 4 cards
you start your turn with 10 cards (not counting draw phase) in hand.
I like how this card implies there will be other members if this archetype that probably does the same thing but for ss from different zones
For a sec I thought that the clause of you can only activate 1 Multchummy. Was to mean that after resolving this card, you can't use any other monster effect except one more Multchummy effect
People keep calling the last effect of this card a downside... if you draw up to 12 cards in your hand and have to shuffle back down to 7; 1) you're still starting with 2 more cards than you would have otherwise (3 if you count the minn C discard) and 2) you effectively get a custom 7 card hand and can potentially shuffle back any garnets you may have drawn. This could allow decks to play with more non-searchable 1-of's. Also, if bystials every become prevalent again, you can even main deck this card and just shotgun it on your turn 1, you'll at least get a draw when you get nibiru'd
Actually I think it's totally fine having Maxx C and this in your deck. Reason for that is Multchummy is going to remove the majority of those Maxx C draws. So instead of having infinite card advantage over your opponent, you'll just have a drawn more cards and therefore have a better chance of having the card you need in hand when your turn comes around. So the combo would help going second a lot with drawing the out, but that's about it. Also I love the idea of using droll against someone that blew both of these cards on the same turn, that'd feel so good.
This has a home in decks like tear, dark world, branded decks with gas but no real space for non-engine as a main deck option
2:43 anyone else catch this scene change? Thought I was seeing things
I think the “from the hand” restriction is really interesting, one of Maxx C’s biggest features is any form of special summon, meaning this new card has plenty of great use cases but also heaps of non effective match ups
Sky strikers look to be in an interesting position in the next 3-6 months.
Engage at 3, RA2 coming with more affordable access to Accesscode. New, more generic summon condition link monsters and the ability to very comfortably end on a small board/hand vs this card, I'm excited to see as it's the deck that got me back into the tcg.
This card reminds me a lot of phantasmay, in that it’s always going to plus you, and is basically only good going second, but doesn’t plus you so extreme for free it’s busted. I can 100% see Moist C being played in most side decks, and it likely will be strong to resolve, just like a well timed nib can end a turn. This will cause players to have separate lines similar to Maxx C, but this shouldn’t basically just be an auto win if it resolves.
Cant wait to see the ashened review.
I think you read the second effect wrong 😅
(assuming it is shuffling back to your field +6) it being 6 specifically really does make it so much better, Like if it was 5 then it would still be basically pot of greed, if it was 4 even that would be like pretty good but it being minimum +2 is crazy to me.
this is so great for water decks too cause lots of water monsters require a water discard
of cause the naturak predator of the c roach is the common floowandereeze and of them the average mulching jellyfish
Chironex: Hippitty Hop, that card is thematically my property.
I mean there are good small boards. Colossus, Protos, Calamity, and Kaliyuga are just some.
My justification for this card was looking at every recent meta deck and seeing what decks this card woulda seen play against. My list was: Spright, Unchained, R-ACE, Tearlament (Kitkallos), Swordsoul, and Virtual World.
This card feels like Droll where it's just going to end up being format dependent.
thank god no hand trap shoud ever be universal and mandatory in every format, even ash became format dependent
So basically what it says is at the end phase you can only have cards equal to 6+ the number of cards your opponent controls. essentially saying you get to match their end board card for card but with six extras. If your opponent ends on one card on field then you have seven cards in hand before drawing for turn. If every card in your hand trades one for one with a card on the field then you will still have seven cards left on your turn. This is technically more balanced than maxx c but still insanely good. This is the best going second card ever printed.
People keep misunderstanding how many cards are shuffled back
It's yugioh. Two things no yugioh player can do are read and do math.
It's important to be aware that YGOorg isn't sure themselves, so we cannot rely on the wording of the translation until we see OCG rulings. The translator gave their best guess, which is that if opp controls 2, player shuffles from 9 to 7 in hand. It remains to be seen whether that is correct.
Maybe they release a full arctype od this cards. Making a group of handtraps, with additional search effects, but limiting you to two handtraps max.
Maybe qe get a Jelly Droll, Jelly Ash, etc.
8:15 * @Ignister players rubbing their Cyberse hands *
MBT- a slight error in your video, 6:43 here the card says extra cards over n+6 is shuffled into deck at random, not discarded (n being the number of cards your opponent controls on the field)
Was anyone else very bothered about how much he said “discard” instead of “shuffle into deck” when it came to the cost?
Yeah, kind of similar to when someone says "cost" to a downside of an effect.
@@Octavio92ify dog it was like 5am when I wrote that you’re lucky it was a somewhat coherent sentence. But yes I was referring to the drawback/downside. Regardless half the vid was discussing an occurrence that won’t happen.
I think this archetype will make various versions of this card.
Summon from deck, GY, banish or hand.
I don't think extra deck because it would be too generic.
Since this card does not allow you to use the effect of multiple cards of this archetype, they will be mutually exclusive.
something like this could make marincess great - literally ends on 5 cards on field on the basic combo
Yah boss the people who are talking about the shuffle back effect... are folks not understanding that you calculate the "+6" into the shuffle back. so they think that if you leave one monster on the board you have to shuffle until you have 1 card in hand. Because they're stupid and cant read.
This is good because ideally you're drawing nibiru or droll during your opponents first turn with this
That card has a lot of potential to be a really good contender to be a Maxx c successor but you never know what could happen down the line when new strategies come to play.
I guess my question is how much value can you expect to get out of this card going second? How often can you expect, other than the first turn, to be able to play this card unless your opponent completely clears your field? I don't know if this card is consistent enough, which is probably a good thing.