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Multcharmies exist and are a MUCH better solution to the problem
cry harder when you can't draw 20 when your opponent tries to break your board after you've finished establishing yours
But all that merit goes out the window when someone starts dropping Maxx C on the turn 2 player or drops it later on when resources are low so if the opponent tries to comeback, they just lose.
Mulcharmy cards didn't really solve the issue because you either draw them turn 1 or they're effectively garnets.
Mulcharmy cards that did the job properly should have read you can only activate this card if the cards you control are equal to or less than the cards your opponent controls.
That would have given us a proper Maxx C replacement that's at least somewhat balanced.
But nope, Konami made a sacks hand trap that only works on your turn 1 or after your board gets wiped. :/
And what makes it worse is people are now using Droll after they get their searches to go full combo, under a Maxx C/Mulcharmy play, which kind of invalidates the entire purpose of those cards existing.
If I had it my way I'd ban Maxx C, go back in time, fix Mulcharmy card design and also ban Droll & Lock bird because it's every bit as problematic as Maxx C is by nature of being an overpowered lingering effect that can't be interacted with outside of like 1-2 cards after activation.
Even today, everyone is still happy it's gone. This is almost like the Mystic Mine issue we had. "Keeping the meta in check" is cope.
Yeah, rogue decks can use it so they have a chance, but it's a completely different story when a meta deck drops the cards that "keep the meta in check" on you.
Look, I don't think Maxx C is a big deal. But lets not pretend that Mystic Mine isn't WAY less problematic.
I disagree with Maxx C not being a big deal (especially now that you can run 8 of them), but honestly just massive kudos for having the balls to point out Mystic Mine actually had weaknesses. ♥♥♥♥'s to Yugioh players what garlic is to vampires.
This happens today. With Maxx C. It is stopping nothing because it literally does not say "Negate" or "Player cannot" on the card. It barely even disincentives normal play because you still have to get something on the field to deal with whatever the opponent is going to do or lose anyway.
It's a swing card. Not an answer to anything, just a problem that contributes to making the game a coinflip, leeching any semblance of skilled play in the process. There's a number of cards like that in the game, most floodgates for a start, and all of them deserve banned.
Oh, and by the way. Nothing stops combo decks from doing full combo and hitting you with their own Maxx C. Evening whatever advantage you thought you got in the process. So there's that angle as well. You sure you want to stick with such a weak argument?