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).
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.
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.
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
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
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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)
Correct me if I'm wrong, but "sum +6" would mean that if your opponent has 6 cards on the field at end phase, your hand would be allowed to safely hold 12 cards but 13 or more results in cards being sent back to deck
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.
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.
@@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
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.
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.
@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.
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.
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
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.
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.
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.
This card has what every Handtrap should have printed on it: "If you control no monsters". This fixes pretty much all issues people have with them and solves a lot of frustrating scenarios. a.e. the full board Maxx C drop
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-
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
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.
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 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
but, does it matter to play Ash just for this? Maxx C is a different beast to handle and definitely requires Ash unless youre brave enough to challenge it, but this card is just a "bad cosplay" that happened to be good enough to look into Maxx C. i dont think it will matter enough to be running Ash all the time unless you summon from hand like 10 times in one turn
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 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
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.
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.
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.
(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.
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
I feel like under the C has 1 too many restrictions, specifically only triggering on hand summons. Controlling nothing makes it a great limit as a going second option, and the end of turn shuffle into deck limits the advantage that can be gained. Not triggering on deck, extra, gy, or banish summons feels a bit too limiting when it's already so set to the one situation of going second.
My take on this card is that the downside is barely a downside at all. most decks are gonna be limited on what they can do by virtue of once per turn effects so having to shuffle what is essentially discard fodder at that point makes little difference. also im pretty sure you explained it wrong at first, its if the number of cards in your hand is greater than the number on their field +6, not if the number of cards in your hand + the number of cards on their field is less than 6. that would just be stupid, you would never activate this card
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.
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.
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.
I mean like you could try to make a board by looping saryujas to draw a million handtraps, but even then you're locked into hand size limit. The last line of this card only makes sense in the context of maxx c staying legal and shuffling back exactly draws from maxx c.
I think people aren't thinking about the fact that there is no downside to playing this card. This card is practically pot of greed+ or a turn skip for your opponent. Every deck at least is normal summoning right? So it's upstart at its worst that nets you a card that could be a handtrap.
Watch they release a new Multchummy monster and its like "If you control no cards, special summon this. Until the end of this turn, neither player can shuffle back cards on player's hands."
I like that it has down sides! If they really ban maxx c in MD, it does not mean this will replace it out right. It’s dead on your turn, while maxxc is good any time. You have to gauge too if you really wanna risk, should you try draw handtraps and unbrick or you lose starters and counters. It feels like lightning storm. It’s a great card but not everyone main deck it cause it can be a brick going first. In MD where it’s bo1 and turn is random, i dont think the risk is something any decks can ignore. Decks with many one card starters are the ones that can accommodate this freely.
the whole "you can only active 1 other multchummy card " line is fairly interesting, I wonder if they are going to make a new series of handtraps but incentive you to only play 2 of them at once to try to curb the decks that are currently running a critical mass of handtraps
Everyone's been so focused on the "maxx sea" effect, but my question, is What other "multchummy" effects are going to be in the deck for this to have that "only activate 1 "multchummy" effect" on it?
a lot of the reason people have theorized about the "inefficient" lines that end on 1 or 2 cards but summon a lot is because of that special translation note from ygorg. Originally, translations said "if the number of cards in your hand is greater than the number of cards your opp controls by 6 or more, shuffle back cards equal to the difference", which if you ended on 1 monster and no backrow, but summoned from hand 3 or more times, meant the opp shuffled back until they had 1 card in hand. The translation note on ygorg is saying they don't know if it will act like the way you described, or the way I just said above, and which way it works is VERY important for thinking about counterplay. We really need the set to come out and see what the ocg rulings for the card are before we can truly evaluate it.
I really hope they introduce an entire archetype of multchummy cards who gain advantage off of being shuffled into the deck in order to facilitate aqua combos. Like imagine this being general aquactress support.
I'm glad this absurdity was brought to light. At this point, floo is going to print a card that says "normal summon one flooundereeze monster from your deck"
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.
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 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.
I'm not sure I understand what he was getting at near the end there, why would your opponent intentionally force you to shuffle cards back into your deck? That just means you've gone so plus that it shouldn't matter how many cards you have to put back. Like, if your opponent gets you up to 11 cards intentionally and then ends on 1 monster, sure you have to shuffle back 4 cards, but you still went +2. If they just summoned 3 cards from their hand like normal, it would've been better for them, since you'd have less chances to draw handtraps.
He's saying what you're inferring, that intentionally trying to force the user to shuffle cards back is a losing gambit because they're already going to be up by so many cards anyway, even after the shuffle. As such, I don't think that's what that effect is for. I think the real purpose of that last effect is to make stacking the effect a riskier prospect. With current translations and how we seem to understand the card, you are only allowed to activate at most 2 Multchummy effects per turn, and this can include 2 copies of this card, or 1 Purulia and 1 of a future card of the same archetype. In the first case, that means 2 draws off of every summon from the hand, and that can put you at risk of shuffling back fast. For the second case, a lot of people are speculating that they may release future Multchummy cards that give you draws when your opponent summons from different locations. There might be one that's tied to the main deck, one for the graveyard, one from the Extra Deck, etc. And if you have two of these guys active at once and are drawing cards from two different sources, that will also bloat your hand quickly.
@@sallas09 He talked about it like it was a weakness of the card, but wasn't currently that big of a deal due to a lack of strong end board monsters. To me, it seems like that effect will never be relevant outside of the situation you've brought up, which is why I was confused
It’s insane and absolutely ban worthy. The amount of copium people are huffing saying it’s meta dependant is insane. Just about every deck on the planet normal summons. You shotgun it in draw/standby and you’re damn near guaranteed to at least trade 1 for 1. It’s like Phantazmay on steroids. That end of turn restriction also only looks at hand count, not number of cards drawn. So any more additional hand traps it draws you into helps retain as much hand advantage at the end of the turn. Plus shuffling back duplicate HOPTs or garnets isn’t even a downside. Drawing cards off your opponent playing the game just isn’t a balanced effect and ends up making these sorts of cards a Vanity’s Emptiness from hand. Like yeah you can go ahead and play into it, but I’m practically guaranteed to draw into side deck cards and starters and extenders to OTK on my turn so it’s not really a decision you can make. Absolutely god awful card design that functionally reads “play the game and lose, or pass and also lose.” A 1 for 1 at worst that’s potentially turn ending at best that draws you into additional hand traps and side deck cards is beyond busted. Arguably main deck worthy too because of how potentially strong it is. I’ll gladly take a +2 against SE Fire King, draw into more hand traps, and completely end their turn. The closest thing to a Maxx C fix there is would be something that does burn damage. Not turn ending because you’re not doubling your opponent’s starting hand, you’re just massively reducing how hard it is to OTK. Gaining LP just isn’t an impactful deterrent and the whole time thing isn’t an issue because Spooky Dogwood already exists. Drawing cards is just too strong of a thing to let a hand trap do.
2 things. 1. Keep in mind this does absolutely nothing going first. 2. The cards you shuffle back are random, so you can't just choose to shuffle back garnets and duplicates.
@ leonjakobsen272 It’s impactful enough that potentially bricking on it going first is a worthwhile risk, sorta like Gamma. The card shuffling effect will almost never come into effect. Even if you consolidate everything into a single card, your opponent still gets to keep up to 7 cards. This is doubly important because this card functions like Phantazmay in that its main benefit is drawing you into hand traps. Except unlike Phantazmay, it’s proactive and doesn’t kill any drawn copies of Imperm. Drawing 3 and pitching 2 hand traps so your hand is nothing but gas will keep you under the card limit. It’s not even a restriction. The only way it’d be passable is if it prevented you from activating other cards that turn, but you can still continue to throw out drawn hand traps so that restriction won’t ever come up.