@@Otzkar But spright also locks out nib early. Also this card straight up removes any advantage you had. Say the opponent ends on spright elf and masquerena. You literally have to start your turn with a 2 card hand. Say you're playing versus Pureley? They end on one purely and one noire. You start again, with a 2 card hand.
Prediction, Konami is gonna make that Jellyfish archetype one where you gain card advantage whenever your opponent summons for Extra Deck, Main Deck, Graveyard, etc... It'll be like the Ghost Sisters but for different summon locations. Maybe they'll make one of them a Ferrijit effect on each main deck summon, maybe another one will be a Shifter condition for monster that are special summoned from GY (like "Every monster special summoned from the GY will banish when it leaves the field").
The "C"s were originally designed to work like that, but Maxx did so much that the other ones rarely see any usage. Same thing happened with Psy-Frames where Gamma is all anyone talks about half the time(sometimes Omega if you can run degenerate hand looping plays).
I would think the archetype would be having fairer versions of the toxic handtraps, so we may see Dimension Shifter and/or Droll & Lock Bird getting hit, potentially be gone forever. Ash Blossom & Joyous Spring would be sort of a controversial topic if it's needed to get replaced with a more fairer version for this, potentially handtrap, archetype or not.
It seems kinda... Bad, honestly. It's scaled back far enough that I'm really not sure it's worth playing. The fact that it works against normal summons is the only thing that might make it good, because the odds of it going even are better
@@1stCallipostle It only seems bad to you because you're comparing it to Maxx C and Maxx C is the best card ever orinted. A handtrap that draws you cards, even with those restrictions, is still broken.
@@1stCallipostle That's the point though. We don't want an instant meta staple that goes in every deck but make going 2nd not as awful. Getting even +1 or +2 off of it is very nice and might even get you a handtrap that you can use. Maybe it could've been a bit stronger but i'm not sure if we want that.
@@pockit5107Yeah, anything compared to maxx c's "reasonable" dilemma of doing nothing or giving your opponent 10+ is bad. that's the problem with Maxx c, the card is so above anything else everyone gotta play it and consequently the counters, making deck building super boring with everyone playing the same "Maxx c mini game" cards
@@pockit5107 People are so prepared for it that even in formats where it's legal, Maxx C probably only resolves in 5-10% of games. A baby version isn't worth it when the real version is far past it's practical prime.
This is only speculation on my part, but the first line about only using one archetype name card other than this one per turn leads me to believe this is gonna be an archetype of handtraps, and since this one is a more balanced version of an existing broken handtrap might mean the rest would be too, like maybe we'll get a Droll like effect that maybe restricts searching but not drawing, or a D shifter that banishes only monsters sent from field, stuff like that.
maybe they'll make one for each place you can summon, like extra deck, graveyard and main deck, it would also justify a lot more the shuffle back effect,
@@OlgaZuccatithe shuffle back effect are irrelevant, your opponent will still end up 7 cards in hand if you have 1 monster on the field, you don't read it carefully
@@r3zaful not if you activated 2 of them. if you still draw like 20 cards of a combination of those effects you might actually lose a bunch of random cards to your deck again. so its not entirely irrelevant.
I think tenpai was the only one that has gotten a poplar in reveals for this set so far, unless you mean special summoning from hand in general as opposed to special summoning when added to hand.
@@RANDOMPIGETTI Yeah, but they are from two differences sets. Tenpai is from infinite forbidden and galaxy is from the new legendary duelist set. The original comment is saying that multchummy, the card in the video, is being released in the same set where they gave 3 archetypes a poplar but tenpai is the only one that has gotten so far in that set (infinite forbidden). Do you understand now?
@@CLove-mo7cc and for them having increased likelihood to draw into cards like nib that puts a monster on the field that means thrust allows you to add a card.
People are misinterpreting the card text. If you summon 2 monsters from your hand, I will draw 2 cards, I've used this card reducing my hand to 4, so I finish on 6 in hand, unless my opponent purposely wipes their own field I will not have to shuffle back my hand whatsoever, and I'll be starting on 7 cards turn 2. It's basically pot of greed if they summon twice. Worst case scenario vs. Floow: Activate Map, Normal anything, add Robina back, Normal Robina, Normal Eglen, Normal Empen, Set Dreaming town, pass. I would have drawn 4 cards, putting me at 8 in hand, my opponent controls 3 cards, that's a difference on 5. I will not be shuffling back here at all & will start my turn with 9 cards in hand. That is insane.
This is why I hate this card as a Floo player. it punishes me for no reason, a deck that is already hard to play. I'd have to main deck shared ride and Appropriate if I go first just to end on Empen and Dreaming Town most games. This card doesnt need to exist because it does nothing against the meat decks. We about to be back at FTK decks.
Traptrix only gives an opponent 1 draw with this. Traptrix gives an opponent 4 draws with maxx c. Yeah this is actually a fair card. 100% support cards like this
Flash of the Evening Star seems like a going first card that can be useful going second as a card you use in decks that end on boards with few monsters.
I know this is copium overdose, but I think this new handtrap could be Konami preparing for a long process to finally ban Maxx "C". Exactly how long who knows, but I think we still have to deal with it for at least a year.
Cards are always much worse when the opponent has the option to choose the effect. Because then you always have to consider the worst outcome to be the outcome of the card.
yesh thats why you make the worst outcomes pretty good, which i think they succeeded here. worst outcome other than playing it against a deck that wants to send its cards is it pops the worst monster of an endboard and you gain 2k. thats still prety ok.
Cards like Alba Zoa give a pretty good choice to the opponent. Either cut their extra deck in half, or shuffle back all extra deck monsters. They can't choose the second option if they don't control any.
Funny thing about the TCG banlist: For a short period after the banlist got updated on the official Konami TCG site: Baronne is still legal for the next 3-4 months cause Konami TCG somehow screwed up the banlist and made an error with Baronne's full name, thus listing a completely non-existent card as banned. Sadly, the banlist got updated again, so now Baronne is now banned.
@@gaemr_o5147no he isn't. There's literally zero reason to run this card if you run Maxx C. And if the opponent ends on one or 2 card only after a massive combo, say spright, or vanquish soul. Etc etc. they end on one card, you have 7 or 8 cards. You end the turn by spinning back 6 cards. You literally could start a game with 2 cards in hand vs a half full of hand traps, and maybe one very big boss monster.
@@mikemosc3254 You would not spin back 6 cards. "The sum" is Cards Controlled+6. So if they control 1 and you have 7 in hand, the sum is 1+6. You shuffle back 0 because your hand equals the sum of 7 already. If they control 13 cards and your hand size is 40. The sum is 13+6, you shuffle back until your hand equals the sum of 19. In reality you will draw ~1-3 (after discarding 1) against the vast majority of decks and they may end on ~3-5. In which case the sum is ~3-5+6=~9-11. You shuffle back 0 because your hand is ~5-7. The clause will almost never apply. They would need to summon a lot from the hand, and then end on almost nothing.
@@monkfishy6348 Not entirely correct. If you have 7 cards in your hand at the end of your turn and your opponent controls exactly one card, you shuffle nothing back. You reduce your hand size to number of cards your opponent controls + 6, so if your opponent ends on 2 cards and you have 10 in hand, you'll bring it down to 8 (6+2).
@@coxalsin Yeah, I re-read the card. My initial reading assumed it was a way to force the hand size limit, so I interpreted the formula on that incorrect assumption. I edited my comment after a couple minutes, but I guess you hadn't refreshed the page before you saw the initial comment. You're right.
betting now that the multchummy cards will all do different summoning. this one for hand, one for extra deck and one for main deck. maybe extra and main deck will be one card. the whole " card with this name one per a turn but this one doesn't count" sounds like there will be a bunch of them
I would think the archetype would be having fairer versions of the toxic handtraps, so we may see Dimension Shifter and/or Droll & Lock Bird getting hit, potentially be gone forever. Ash Blossom & Joyous Spring would be sort of a controversial topic if it's needed to get replaced with a more fairer version for this, potentially handtrap, archetype or not.
Personally I love that there is finally a solid water hand trap. My favourite deck is something of a water pile and its main weakness has long been that it just needs a critical mass of water monsters to function which makes running enough hand traps almost impossible. Even in the worst case where you draw this for turn or are going first it has utility as a normal summonable lvl4 water and it can be discarded to activate Deep Sea Aria, honestly just amazing for the deck
Vesper Girsu seems like the kind of thing only P.U.N.K./Gold Pride/Dinomorphia want to consider running as a mainstay, as they can take advantage of the LP dfference in useful ways, and can end on as few monsters as a PEP if they open it going first and STILL find a use for it. It's not enough to be a regular staple, but there are some other odd gimmicks that can do fun things with it.
I saw someone in the chat say "you will need a huge dice to properly randomize what is shuffled back" which is the dumbest thing I've read today. Shuffle your hand, lay them face down in front of your opponent and they pick a bunch to go back. Reminds me of idiots that demand a dice rolled for their Danger effects. They just get mad because you hit a good card out of their hand.
Most of the good Main Deck Arctype or staple Cards are mostly Secret Rares and if you have a good Eye you can see the Secret Rare ones in your Opponents Hand because they are a little curved in the Sleeves. A friend of mine have that Eye and this dude allways picked the right ones in my hand if i wanna play a luck game like Dangers to him 🙄🤣
With the banlist, Fire King / Snake-Eyes would be the preferred version so Purulia can make you draw up to 4 cards, Snake-Eye Ash + Snake-Eye Poplar + Diabellstar The Black Witch + Garunix. If you hard draw Flamberg or Oak, it could be up to 6.
or you can just keep cards in hand and only play standard ash combo with no extender like ash -> IP + flamberge + princess(grave) + link 4(amblowhale/raging phoenix)
tbh I think vesper girsu is actually better going first as a pseudo-trap, with the use as a board breaker just making the card non-dead going second. Both the 2 and 3 effects are turnskips on opponent's turn so they have to choose 0/1. As long as you end on like 2 monsters the activation condition is not too bad as well, so going first it's basically an unconditional evenly
I like the Multchummy a lot. Really hoping it means a Maxx C ban. To me there’s no reason to make this card otherwise (unless the archetype goes crazy). Definitely like this direction of card design
@@Kintaku but does make it less powerful at least. doubt they'll outright ban even though I hate the card with a passion. MD is really just special summon turbo or lose the game somehow
The last clause if for tower turbo deck like pure @ignister I believe. Summon a TON from the hand, end on one monster. Opp shuffle down to 7 from the 20 they had.
This is low key the Maxx C retrain we’ve been asking for. With any luck we’ll get a summoning from deck/ED/gy/banishment chummies to add more tools and they ban the roach when this card comes out on MD.
This shouldnt have been for normal summons, they +3 just on Robina and the draw back doesnt even matter, you still get to keep those cards. There is no reason for Floo to get fucked this hard. Normal Summon is already bad. I'd have to main deck Shared Ride.
Would make sense. Because having no “C” type card to keep in check the plenty of other summon spam sources especially from deck is why this specific card I feel people are overrating mainly because TCG got no C so they take what they get.
I would think the archetype would be having fairer versions of the toxic handtraps, so we may see Dimension Shifter and/or Droll & Lock Bird getting hit, potentially be gone forever. Ash Blossom & Joyous Spring would be sort of a controversial topic if it's needed to get replaced with a more fairer version for this, potentially handtrap, archetype or not.
That fact that it says 'Multchummy' and not the full name, shows promise of an archetype. I hope we get a version of 'Minn C' for special summoning from the extra deck . Restricted to only summons from the hand is more niche than I would like.
I mean having like 4 of them with the same restrictions and only being able to use 2 seems a lot more fair than 1 card with ostensibly no drawbacks doing the work of all those
Yup draws from hand summons alone makes this side deck at best. There are plenty of MUs where you would be lucky to even get 1 draw off this restriction especially when you have to shotgun it to catch the possible normal summon that might not even happen anyway
Remember how the Snake-Eye spell that places a monster your opponent controls to the backrow was first released solo as a pack filler? I feel that this is going to be the same case.
I think vesper is really versatile. By itself is not a powerful board breaker but can compliment another really well. If your oponents vomit alot o big idiots on the field this card gives him the option of having less interactions or 5 blue eyes on the field assuming that they don't have an omni. Against midrange the card punish the fact they have split interactions on the hand and field so make them give information to your you where is the powerful interactions
I'm not big on min c's limit to only summoning from hand, but I feel like they could do more in limiting the hand size at the end of the turn. Like make it apply to any special summon, but you if you drew more than 2 you put cards from you hand to your deck equal to the number of cards drawn after the first 2. Kind a if your opponent gets to set up their board first you get to set up your hand. As it is now I still really like it, but I'm still annoyed it doesn't seem particularly good against most meta decks. Up to +1 doesn't seem that great when Its a dead draw if its not in your opening hand. Not sure if +1 is gonna help you break a full combo, and drawing a definitely isn't gonna help
I feel there is an important part that got glanced over. The stuff that leaves the field from the spell goes to the GRAVE instead of being shuffled or banished face down like other board breakers. That alone makes me not to run the card even if I ignore the other downsides due to how prevalent the GY is in Yugioh as either another resource pile or they get advantage for going into the GY anyway.
Also this card not doing crap against backrow decks or decks that like to end at 1 monsters is another reason why spell is side deck at best despite being a quickplay which at that point your better off playing stuff like Evenly if you want side deck board breakers
What’s weird is this is clearly a going first card which is wild cause going first didn’t need any more cards. Cause setting it and using it while your opponent combos is obviously the only way it makes it at all useable
Honestly i feel like this really increases the value of thrust as well which is an interesting point to consider assuming people will be shotgunning this in dp
I don't think they're so worried about it being ashed. The two per turn thing is likely because it will be a full archetype where the other members respond to summons from other locations besides the hand. There should at least be four more of them to do with deck, extra deck, graveyard, and banishment.
18:40 No, you can only draw 1 card, even if you activate this card 2 or more times. You can apply the same effects only once, similar to Mirror of the Ice Barrier.
It feels like vesper girsu is mid going second, and busted going first. You either delete your opponents hand, calamity lock them, or you weighbridge them
I wonder if there's another direction you could go with this, for searching instead of drawing random cards. Something like: "If your opponent adds a card to their hand, except by drawing it or by the effect of [this card], you can discard this card; add one monster from your deck to your hand. [Hard opt]" It could give you targeted interaction, but your opponent then knows and could play around it. Or if you already have interaction, you could search your starter instead
For vesper girsu what's stopping me from ending on 1-2 monsters, setting this, and flipping it up mid combo on my opponents turn when they have like 4 materials on board before making a boss
Sitting on this with PEP is probably the best case scenario for using it going first. The main answer for that situation is going to be backrow wipe into Kaiju, which is not a popular option going into the blind.
I ain't no pro player but I can share how I approach it as a combo player. Depends on turn but; from your the hand you get, you need to already determine if you can get your full combo while saving your normal summons and extenders. But turn 1 is difficult cos it's really a gut feeling or hunch you have to detect cos everyone nibs differently. Going 2nd is way easier Same concept but make sure you have game on that turn with or without your NS/extenders
Since there's restriction that only a specific card per archetype to be released i guess they'll release a archetype similar to ghost handtraps or even some similar handtraps in the future. After purulia i think they release another maxx c like eff but in gy.
Hopefully the text on Purulia stays the same in TCG and it still works under shifter, that would be really nice for rogue decks to have a tool to play through shifter.
My thoughts on the card. Pros - It is maxx c, but includes normal summons, it is a level 4 so it is a decent level. It lets you sculpt your hand equal to the number of cards your opponent controls plus 6 if you have to many. Cons - It is completely useless going first in 99% of cases. I think players just don't like the fact that you cannot control cards to use it and that makes it a "fair" maxx c. You cannot just set up a board of negates then follow it up with maxx c 2.
Still a very good card for drawing additional hand traps against a combo deck. Can easily see it being a main deck during a combo heavy meta or mostly a side deck option.
I mean truly many combo decks only summon from the hand a few times at most. With many more summons being off spell cards or monster effects from the grave or deck. So it’s less about drawing more hand traps and more about getting more cards to play through their combo
Multchummy Purulia is a har counter to Vanquish Soul in game 2 and 3. You can discard it an they are gonna give you mad pluses, or do nothing, alternatively you can hold it for your own turn to plus off of the tag-outs etc. Another cool thing is that *if you draw into Multchummy Purulia on your turn going 2nd* you can at least discard at the start of your turn it in case the opponent Nibiru you and let you draw 1 at the very least, so it might not be dead on Turn 2 if you draw into another one.
i think the fist clause on purulia is a lot more restrictive than own might think as it says that you can not play any handtraps to have it always be live but if you do not draw it your opponent is uninterrupted until they pass so i think that this is good if you play more boardbreakers then handtraps so this is support for combo heavy decks and huge engines where you only have a couple of spots left. So I am going to play it as an option in runick. 😅
I wish i was on his live for this answer, but heros is a deck that minn C will barely get advantage from. At most heros summon from hand 3 times. The rest is summon from gy, deck, and ED
I think it’s absolutely worth the variance of sometimes drawing it going first to main deck it. At worst you go 1 for 1 on the normal summon. At best you go +2/3/4 or force your opponent to end on some actual trash like Robina pass. Card advantage is too important in this game to have it something that can be gained in abundance off a hand trap. Especially when this thing will then draw you into more hand traps or side deck cards if your opponent decides to play into it. It’ll be like Gamma where the potential upside is way too high to relegate it to 1/3 games. Letting your opponent draw cards off a hand trap has always been and will always be a mistake because of just how much a single card does.
I mean it doesn’t really force your opponent to end on trash or give you a ton of advantage. All your extra deck, main deck and graveyard summons get around draws. Making it so your opponent is really only getting a plus 1 maybe a plus 2 but in reality it will very often be a 1 for 1 in which case running a different stronger card you wanna open would be better. Like branded fusion, fusion destiny, tearlaments (you can tell I play a lot of fusion lmao) all don’t give your opponent any advantage necessarily. And summons like this are becoming more common
Vesper girsu is actually very cool. If your opponent chooses to not remove any monsters the get punished. If they choose to remove monsters they are punished less
Minn C requiring you to not control any cards is probably its saving grace; shuffling random cards barely matters, and while it applying only to summons from hand is a decent balancing effect, that just makes it a blowout against some decks instead of all of them, and to be honest, I don't think cards that are total blowouts for only some decks are "more balanced," they're just less likely to see play outside of formats where the way in which they're total blowouts is applicable to basically every meta threat. Like, Minn C doesn't do much against Labyrnth (you'll probably go card neutral, maybe +1), but it does a fair amount against Snake-Eyes Fire King (probably going to give you +2, maybe +3 on average, unless they decide to not go for a full end board), and a lot against decks like Mannadium, Swordsoul, Vanquish Soul, and Floo (actually, the fact that it works on normal summons seems like it's meant to specifically counter Floo, lol.) I guess you could say the same applies to Maxx C, but every good deck besides Floo, and even most bad decks, special summon enough to make Maxx C either a turn skip or at least a +1, but usually it's a total blowout, letting you go +4 or more for the opponent to even get to an endboard that matters. OTOH, this card lets decks that summon material from the deck or GY get by pretty easy; a +1 isn't out of the question, but think, like, full power Ishizu Tear. That deck might normal summon Reinoheart and then maybe special summon Shieren from hand, MAYBE also summoning one of the millers as a hand trap (unlikely, though), making this +0 to at best +2. Against Purrely this would be card neutral or just a waste. Against Branded, this is a +1, maybe +2 on average. These are all decks that have either been tier 0 or tier 1. Idk, it's definitely less broken, but somehow it feels less fair, too. Kinda like Shifter, which has always been at the power level of being problematic and a total blowout against a fair amount of decks, but not quite bannable because enough decks can find ways to play around it that it never warps the format. Not a fan. As for boneless Evenly Matched, card seems terrible. If it worked on all cards, not monsters, and it was a Trap that could be activated from the hand like Evenly Matched but could be activated at any time under some condition and cost (like, you can't control any cards, and also, you have to pay half your LP or discard a card to activate it from your hand directly,) then ok, I'd kind of see the point since it would work against trap decks going 1st on their EP where they can't just chain whatever they want in response to your card. But since it only works against monsters, that means it has almost no utility over Evenly Matched; the only things it has going for it are that Cyberse piles can't use BP negation on it, Runick decks can reliably use it, and blind 2nd OTK decks can use it at all, and I guess maybe it plays around Linguriboh, but on the other hand, there are more targeted negates/floodgates against just spells than there are ones against just traps anyway. Plus there's all the stuff you said about choice. And finally... some of the best decks in recent history have endboards that are only 1-3 monsters anyway, since the gigantic board of negates has fallen out of favor in Konami's card design, with the variety of locations of interaction being the new hotness, to the point where I rarely see anyone bother to play Sphere Mode anymore because it literally does nothing against a ton of decks. And this is to say nothing of a deck that can just, like, tribute monsters off or whatever in response to the card so that they can do whatever their deck wants to do without taking any hit. Imagine using this card against something like Vanquish Soul btw: on their turn 1 they burn you down to 6500 as part of their combo. Turn 2 you use this card, they decide to get rid of all their monsters, so you go down to 3250. Then, in a new chain, they activate Snow Devil, leaving you at 1450, and then summon Borger off it, and burn you again. Not that you'd ever be dumb enough to actually do this if you are against VS and know they have Snow Devil set, but still, lol at how badly this card can blow up in your face.
Remember that minn C Also requires you to control no cards making it much harder to main deck, against the decks that it's a blowout it's probably coming out of the side. Not saying it's a great thing, but we're kinda used to blowouts and silver bullets coming out for games 2 and 3.
Vesper Girsu could become pretty funny in Master Duel. The text is rather long/ uncommon and it requires the opponent to choose. This plus the fact that the UI can be rather wonky just screams for the opponent to f themselves over in some way, be it because they misread/misunderstand the card or because they just click whatever in the heat of the moment.
The even greater implication with Multchummy being an archetype implies that this'll be an entire series of handtraps that are balanced around the fact that you can only use 2 handtrap effects per turn, which is honestly such a nice thing since it implies that R&D understands how dominating the most popular handtraps are and wants to make more interesting variants of them while banning the original iterations of those cards
People were saying this is straight up bad, which is really only true when you compare it to Maxx C. I agree that this reads like a somewhat format-dependent, much more balanced version of Maxx C that gives significant advantage when it goes off against the right deck (and is a boon to blind second strategies), but also isn't an autowin/turn ender in the way Maxx C is.
so vesper girisu basically reads, either your opponent has only 3 monster disruptions or 2 plus hand traps. if there are no negates, the decks that do that often want more than 2 monsters and hand traps. snake eyes want a monster for princes and 2 for ip. how good this card is going to be is heavily revolving around how future card design will look like ps.: i would assume that mulchumy is the new ghost girl line of handtraps from how its written. just that with these you have to choose which one you play, instead of just all, or in other words a fix to handtraps being just these why wouldn't you play all the best all at once
@@dannyboers4704 And you think 95% of all yugioh players can read? lmao. My comment was made because if you read chat people are saying things that don't make any sense. Example is one guy said that this card is going to kill dark worlds? when does dark worlds special summon from hand? lmao
People saying that this kills floo have never heard of gozen, rivalry, tcboo or even anti spell if you're dueling pendulum or runick. There are so many decks that lose to one specific card but are still good because not everyone is playing that card. This needs you to go second and isn't that good against a good handful of decks so you are hardly going to be able to actually draw it against a specific deck. Even then, you'll probably have ~8 cards in hand because of the shuffling, which yes is quite a lot, but you don't instantly win the game especially since you're going second.
guys if you give your opponent 2 cards turn one and establish a macrocosmos they cant send the cards to the gy forcing them to banish their entire hand face down turn 0. so broken
This card is insane. There are matchups that need to stop if this card resolves: Plants, swordsoul, dragons, Flunder and fireking can't use both of their engines
I think that Kanji: Flash is a well designed card. It's not oppressive because the opponent has his destiny on his hands while the user, if played correctly, can benefit from whatever outcome his opponent takes. In my case, as a Dinomorphia player, this card is very good. No matter what the opponent chooses, all of the effects that card has will benefit me, no matter the amount of monsters removed. In the worst case scenario, which it may be the one that keeps one monster on the field (because losing half of your life points only benefits Dinomorphia players), that will only increase the power of Psychic End Punisher.
My prediction: the multchummy archetype bounces everything back to their own hand in the end phase of their turn 1, and plays exclusively from the hand on the opponents turn
I suggest an almost identical idea for a max c errata one month ago under a farfa video! Konami give fans credit! 🤣 Seriously many players give them idea to fix it, and it's good they do this card. After tcg Chad ban I hope they will take the good way and ban max. They must do that to try fix this game and make it better, and really fun to play...
Multchummy reminds me of Phantazmay, increases the chances of you seeing the handtrap/boardbreaker you actually want without getting too much advantage overall (lmao he ended up making this comparison when I'd already typed this). Hopefully this means the OCG/MD might end up banning maxx c, since this isn't a TCG exclusive, otherwise this is completely redundant for them and wouldn't make much sense to make. The quick play is really cool, its a high thought boardbreaker, of which we don't have many at the minute. My main concern with these cool going second cards they're designing is how absurd Tenpai is going to be with the added tools and less omnis to deal with them, that archetype seems to be going against the whole interactive yugioh they seem to be going for now
I do think the shuffle can be relevant counterplay for deck like Mannadium or Floo. If you summon a lot but can end on one monster. You could make your opponent's hand weaker if luck goee your way. If they do Nibiru you, even better, cause now you have a gurantee shuffle that might ruin the gameplan for the opponent. Low chances of it happening, but something to consider the more cards you give them.
No, that's not how the card works at all... If you summon a lot and end on 1 monster, your opponent ends with 7 cards in hand and draws an 8th for turn. That's a straight up +2 plus whatever hand traps they were able to use to interrupt you before having to shuffle.
@@Harmonic14 No it does. Yeah they end on 8 in hand. But they could lose their starters at the end before that draw since the shuffle back is random. So it's worth considering giving them those draws to increase the odds of ruining that hand, especially if you can end on one card. If you want guarantees, don't give them anything, for Mannadium just set a mannadium down. But if you want to risk for a reward, you can. We have cards that hit can hit random cards in hand and paying off greatly. Not saying it's the greatest thing. But it can be relevant.
@@KusuriyaV You're not reading the card right. its CARD ON BOARD +6. If you hit me with this in standby and all I have is Robina, you +3 on my worse hand. You keep the hand of 8 since its cards I control +6. This is INSANE against a deck's weak hand.
The send part is optional, and then the card checks how many cards are left on the field, so it really doesn't matter how much are sent to the GY or if they are sent to the face up extra in the case of pends.
As a Floo player, this isnt fine. They get to +3 on Robina, despite most the time you having Empen and Dreaming Town AND they dont have to shuffle back any because because you hand is never more than what you started. Floo already has a hard time. This wasnt needed. It should have been each time the opponent summons from the extra deck instead since that is the problem.