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Maximum Crisis (MACR-EN) Card Reviews

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Maximum_Crisis
Maximum Crisis (MACR-EN099)
Onikuji
TRAP / Continuous Trap
Once per turn, during your Standby Phase: Your opponent declares 1 card type (Monster, Spell, or Trap). Excavate the top card of your Deck, then if it is that type of card, your opponent draws 1 card. Otherwise, discard 1 random card from their hand. Place the excavated card on the bottom of your Deck.
~Rarities: Common
Pros: Easily played
Cons: Gamble effect, no other effects
Maximum Crisis (MACR-EN098)
Primal Cry
SPELL / Ritual Spell
This card is used to Ritual Summon "Vennu, Bright Bird of Divinity". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more. During your End Phase: You can banish this card from your Graveyard, then target 1 Ritual Monster in your Graveyard that was sent there from the field this turn; Special Summon it.
~Rarities: Common
Pros: Easily played, supports Rituals
Cons: Largely a generic Ritual Spell
Maximum Crisis (MACR-EN097)
Vennu, Bright Bird of Divinity
LIGHT / Ritual Monster / Level 8 / ATK 2800 / DEF 2000
(Fairy / Ritual / Effect)

You can Ritual Summon this card with "Primal Cry". Once per turn: You can reveal 1 monster in your hand, then target 1 face-up monster on the field; that target's Level becomes equal to the Level the revealed monster had, until the end of this turn. Once per turn, if another monster is Tributed from your hand or field (except during the Damage Step): You can target 1 monster in your Graveyard; add it to your hand.
~Rarities: Common
Pros: Easily played, high ATK, supports multiple Summons
Cons: Low DEF for Level, minimal effects
Maximum Crisis (MACR-EN096)
Ghost Beef
DARK / Pendulum Monster / Level 7 / ATK 2000 / DEF 1000
Pendulum Effect(s) / Pendulum Scale 4
Once per turn: You can roll a six-sided die. Until the end of this turn, increase this card's Pendulum Scale by that number (max. 10).
(Beast / Pendulum / Normal)
The Ghost of Christmas Dinner.

~Rarities: Common
Pros: Easily played, partly low Pendulum Scale, supports Pendulum Summons
Cons: Low stats for Level, largely a Normal Monster
Maximum Crisis (MACR-EN095)
Mild Turkey
FIRE / Pendulum Monster / Level 4 / ATK 1000 / DEF 2000
Pendulum Effect(s) / Pendulum Scale 7
Once per turn: You can roll a six-sided die. Until the end of this turn, reduce this card's Pendulum Scale by that number (min. 1).
(Winged Beast / Pendulum / Normal)
The taste of victory will bowl you over.
~Rarities: Common
Pros: Easily played, searchable, high DEF and Pendulum Scale, supports Pendulum Summons
Cons: Largely a Normal Monster
Maximum Crisis (MACR-EN094)
Artifact Vajra
LIGHT / Effect Monster / Level 5 / ATK 1800 / DEF 1900
(Fairy / Effect)

You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Destroy all cards in your Spell & Trap Zones. When an opponent's monster declares a direct attack: You can Special Summon this card from your hand.
~Rarities: Common
Pros: Easily played, partly useful effects
Cons: Low stats for Level, mostly minimal effects
Maximum Crisis (MACR-EN093)
Sylvan Princessprite
LIGHT / Xyz Monster / Rank 1 / ATK 1800 / DEF 100
(Plant / Xyz / Effect)

2 Level 1 monsters
You can detach 1 Xyz Material from this card; excavate the top card of your Deck, and if it is a Spell/Trap Card, add it to your hand. Otherwise, send it to the Graveyard. You can send 1 other Plant-Type monster from your hand or face-up from your field to the Graveyard, then target 1 "Sylvan" monster in your Graveyard; Special Summon it. You can only use each effect of "Sylvan Princessprite" once per turn.
~Rarities: Super Rare
Pros: Easily played, high ATK for Rank, supports Plants and Sylvans
Cons: Very low DEF, costs Plant to revive, gamble other effect
Maximum Crisis (MACR-EN092)
Bujin Hiruko
LIGHT / Pendulum Monster / Level 4 / ATK 1000 / DEF 2000
Pendulum Effect(s) / Pendulum Scale 3
You can banish this card in your Pendulum Zone, then target 1 "Bujin" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Bujin" Xyz Monster with a different name, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.)
(Beast-Warrior / Pendulum / Normal)

Imprisoned after a showdown with "Bujin Hirume" over the Sky Throne, this master schemer eventually escaped by manipulating Hirume and creating the sinister "Bujinki Amaterasu", then went on to almost engulf the world in darkness, but was finally defeated by Yamato and his allies.
~Rarities: Rare
Pros: Easily played, searchable, high DEF, low Pendulum Scale, supports Bujins
Cons: Costs itself for effect, largely a Normal Monster
Maximum Crisis (MACR-EN091)
Kaiser Sea Snake
WATER / Effect Monster / Level 8 / ATK 2500 / DEF 1000
(Sea Serpent / Effect)

If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). You can only Special Summon "Kaiser Sea Snake" once per turn this way. When Summoned this way: You can Special Summon 1 Level 8 Sea Serpent-Type monster from your hand or Graveyard, but its ATK and DEF become 0. If this card is Special Summoned, its Level becomes 4 and original ATK becomes 0.
~Rarities: Common
Pros: Easily played, supports Sea Serpents
Cons: Low stats for Level, makes own ATK and Sea Serpent's ATKs 0 if Special Summoned by effect
Maximum Crisis (MACR-EN090)
Gift Exchange
SPELL / Normal Spell
Both players banish 1 card from their Decks, face-down, and if they do, during the End Phase of this turn, both players add to their hands the card their opponent banished by this effect.
~Rarities: Common
Pros: Easily played
Cons: Gamble effect, no other effects, slow to retrieve
Maximum Crisis (MACR-EN089)
SPYRAL MISSION - Rescue
TRAP / Continuous Trap
Destroy this card during your 3rd End Phase after activation. Once per turn: You can target 1 "SPYRAL" monster in your Graveyard; return it to the hand. You can banish this card from your Graveyard, then target 1 "SPYRAL" monster in your Graveyard; Special Summon it. You can only control 1 "SPYRAL MISSION - Rescue".
~Rarities: Common
Pros: Easily played, supports SPYRALs
Cons: Destroys itself at your 3rd End Phase from activation, costs itself to Special Summon, can't control multiple copies
Maximum Crisis (MACR-EN088)
SPYRAL GEAR - Fully Armed
SPELL / Equip Spell
Equip only to "SPYRAL Super Agent". It gains 1000 ATK. If it destroys your opponent's monster by battle: You can banish both the opponent's destroyed monster and 1 other card your opponent controls. When this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 "SPYRAL Super Agent" in your Graveyard; Special Summon it.
~Rarities: Ultra Rare
Pros: Easily played, supports Super Agent, partly useful effects
Cons: Low boost, must win battle to banish
Maximum Crisis (MACR-EN087)
SPYRAL GEAR - Last Resort
EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1000
(Machine / Effect)

You can target 1 "SPYRAL" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, the equipped monster cannot be destroyed by battle or card effects, also your opponent cannot target it with card effects. Once per turn, if this card is equipped to a monster by this effect: You can send 1 other card you control to the Graveyard; the equipped monster can attack directly this turn.
~Rarities: Rare
Pros: Easily played, searchable, supports SPYRALS
Cons: Low DEF, must be equipped for effects
Maximum Crisis (MACR-EN086)
SPYRAL Sleeper
LIGHT / Effect Monster / Level 8 / ATK 2800 / DEF 1200
(Fiend / Effect)

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 3 "SPYRAL" cards from your Graveyard, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can target 1 "SPYRAL" card you control and up to 2 cards your opponent controls; destroy them. If this card on the field is destroyed by battle or card effect and sent to the Graveyard: Destroy as many cards you control as possible, and if you do, Special Summon 1 "SPYRAL Super Agent" from your hand, Deck, or Graveyard.
~Rarities: Super Rare
Pros: Easily played, high ATK, supports SPYRALs
Cons: Low DEF for Level, Nomi monster, costs SPYRAL(s) to destroy or Special Summon
Maximum Crisis (MACR-EN085)
Subterror Final Battle
TRAP / Normal Trap
Activate 1 of these effects, also, after that, Set this card face-down instead of sending it to the Graveyard.
● Change 1 Set "Subterror" monster on the field to face-up Attack or Defense Position.
● Change 1 face-up "Subterror" monster on the field to face-down Defense Position.
● ATK and DEF of 1 "Subterror" monster on the field become equal to its combined original ATK and DEF until the end of this turn.
● This turn, activated effects of "Subterror" cards cannot be negated.
~Rarities: Rare
Pros: Easily played, supports Subterrors, partly useful effects
Cons: Resets itself after using effect, largely minimal effects
Maximum Crisis (MACR-EN084)
Subterror Behemoth Speleogeist
EARTH / Effect Monster / Level 11 / ATK 3000 / DEF 1400
(Fiend / Flip / Effect)

FLIP: You can target 1 monster on the field; change it to face-up Attack Position if it is in Defense Position, also change its ATK to 0. You can only use this effect of "Subterror Behemoth Speleogeist" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
~Rarities: Common
Pros: Easily played, high ATK, supports Sphinx and Subterrors
Cons: Low DEF for Level, must Set for 1st effect
Maximum Crisis (MACR-EN083)
Subterror Behemoth Phospheroglacier
EARTH / Effect Monster / Level 8 / ATK 2600 / DEF 2500
(Aqua / Flip / Effect)

FLIP: You can send 1 card from your Deck to the Graveyard. You can only use this effect of "Subterror Behemoth Phospheroglacier" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
~Rarities: Common
Pros: Easily played, supports Sphinx and Subterrors
Cons: Low stats for Level, minimal effects
Maximum Crisis (MACR-EN082)
Subterror Fiendess
EARTH / Effect Monster / Level 1 / ATK 800 / DEF 500
(Spellcaster / Effect)

During either player's turn, when your opponent activates a card or effect: You can send this card from your hand or field to the Graveyard, then target 1 "Subterror" monster you control; negate the activation, then change the targeted monster to face-down Defense Position. You can target 1 face-up monster you control; change it to face-down Defense Position, and if you do, Special Summon 1 "Subterror" monster from your hand or Graveyard, in face-up or face-down Defense Position. You can only use each effect of "Subterror Fiendess" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, supports Subterrors and Sphinx
Cons: Very low DEF, largely minimal effects
Maximum Crisis (MACR-EN081)
Tornado Dragon
WIND / Xyz Monster / Rank 4 / ATK 2100 / DEF 2000
(Wyrm / Xyz / Effect)

2 Level 4 monsters
Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card on the field; destroy it.
~Rarities: Secret Rare
Pros: Easily played
Cons: Low stats for Rank, minimal effect, no other effects
Maximum Crisis (MACR-EN080)
Diamond Duston
TRAP / Normal Trap
When a card(s) on the field is destroyed by battle or card effect: Special Summon "Duston" monsters from your Deck to anywhere on the field, equal to the number of those destroyed cards. If this card is in your Graveyard: You can banish 1 "Duston" monster from your Graveyard; Special Summon this card in Defense Position as a Normal Monster (Fiend-Type/
DARK/Level 1/ATK 0/DEF 1000) to your opponent's field. (This card is NOT treated as a Trap Card.) This effect can only be used once while this card is in the Graveyard. If Summoned this way, it cannot be Tributed, or be used as Material for a Fusion, Synchro, or Xyz Summon.
~Rarities: Short Print Common
Pros: Easily played, supports Dustons
Cons: Summons based on cards destroyed, Summons weak Tokens, minimal effects
Maximum Crisis (MACR-EN079)
Unending Nightmare
TRAP / Continuous Trap
You can pay 1000 LP, then target 1 face-up Spell/Trap Card on the field; destroy it. You can only activate this effect of "Unending Nightmare" once per Chain.
~Rarities: Secret Rare
Pros: Easily played
Cons: Minimal effect, no other effects
Maximum Crisis (MACR-EN078)
Waterfall of Dragon Souls
TRAP / Normal Trap
Activate 1 of these effects;
● Add 1 Wyrm-Type monster from your Deck to your hand.
● Send any number of Wyrm-Type monsters from your hand and/or face-up from your field to the Graveyard; draw cards equal to the number of monsters you sent to the Graveyard +1.
~Rarities: Super Rare
Pros: Easily played, supports Wyrms
Cons: Doesn't Special Summon, minimal effects
Maximum Crisis (MACR-EN077)
Zefra War
TRAP / Normal Trap
Target 1 other "Zefra" card you control and 1 card your opponent controls; destroy them. If you have 2 "Zefra" cards in your Pendulum Zones, you can activate this card from your hand. You can only activate 1 "Zefra War" per turn.
~Rarities: Common
Pros: Easily played, supports Zefras
Cons: Costs Zefra to destroy
Maximum Crisis (MACR-EN076)
Dinomist Howling
TRAP / Continuous Trap
When this card is activated: You can place 1 or 2 "Dinomist" Pendulum Monster(s) from your Deck in your Pendulum Zone, but you cannot Pendulum Summon monsters until the end of the next turn, except "Dinomist" monsters (even if this card leaves the field). Once per turn, if this card is already face-up in your Spell & Trap Zone: You can Tribute 1 "Dinomist" monster, then target 1 card your opponent controls; return it to the hand.
~Rarities: Common
Pros: Easily played, supports Dinomists and Pendulum Summons
Cons: Minimal other effect
Maximum Crisis (MACR-EN075)
Prologue of the Destruction Swordsman
TRAP / Normal Trap
Send 1 "Destruction Sword" card and 1 "Buster Blader" monster from your Deck to the Graveyard, except "Prologue of the Destruction Swordsman"; Special Summon 1 "Buster Dragon" from your Extra Deck or Graveyard, but destroy it during the End Phase of the next turn. You can banish this card from your Graveyard; this turn, "Destruction Sword" cards you control cannot be destroyed by battle or card effects. You can only activate 1 "Prologue of the Destruction Swordsman" per turn.
~Rarities: Common
Pros: Easily played, supports Destruction Swords and Buster Blader
Cons: Destroys Summoned monster at next End Phase, costs itself to prevent destruction for 1 turn
Maximum Crisis (MACR-EN074)
Phantasm Spiral Assault
TRAP / Normal Trap
Target 1 "Phantasm Spiral Dragon" you control; when it destroys 3 Effect Monsters your opponent controls, by battle, while equipped with 3 or more "Phantasm Spiral" Equip Spell Cards with different names, you win the Duel. If "Umi" is on the field, you can activate this card from your hand. If a Normal Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead.
~Rarities: Common
Pros: Supports Spiral Dragon and Normal Monsters, Instant Win
Cons: Strict activation requirements, costs itself to prevent destruction
Maximum Crisis (MACR-EN073)
Phantasm Spiral Power
TRAP / Normal Trap
If all monsters you control are Normal Monsters (min. 1): Target 1 Effect Monster your opponent controls; until the end of this turn, it loses 1000 ATK and DEF, also it has its effects negated. If "Umi" is on the field, you can activate this card from your hand. You can banish this card from your Graveyard, then target 1 Normal Monster you control; equip 1 "Phantasm Spiral" Equip Spell Card from your hand or Graveyard to that Normal Monster.
~Rarities: Common
Pros: Easily played, supports Normal Monsters, counters Effect Monsters
Cons: Low loss lasts 1 turn, , costs itself to equip Phantasm Spiral card
Maximum Crisis (MACR-EN072)
Phantasm Spiral Battle
TRAP / Normal Trap
If all monsters you control are Normal Monsters (min. 1): Target 1 card your opponent controls; destroy it. If "Umi" is on the field, you can activate this card from your hand. You can banish this card from your Graveyard, then target 1 Normal Monster you control; equip that Normal Monster with all "Phantasm Spiral" Equip Spell Cards you control that can equip to it.
~Rarities: Rare
Pros: Easily played, supports Normal Monsters
Cons: Minimal effects
Maximum Crisis (MACR-EN071)
Zoodiac Gathering
TRAP / Continuous Trap
If a "Zoodiac" Xyz Monster you control would detach its Xyz Material(s) to activate an effect, you can detach Xyz Material(s) from another Xyz Monster(s) you control instead. You can only use this effect of "Zoodiac Gathering" once per turn. You can banish this card from your Graveyard, then target 2 "Zoodiac" Xyz Monsters you control; attach 1 of those monsters to the other monster as Xyz Material.
~Rarities: Common
Pros: Easily played, supports Zoodiacs
Cons: Must detach from other Xyz, costs itself to attach material, can't attach from Grave
Maximum Crisis (MACR-EN070)
True Draco Apocalypse
TRAP / Continuous Trap
If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy it. You cannot activate the following effects of "True Draco Apocalypse" in the same Chain.
● You can target 1 other "True Draco" or "True King" card you control; destroy it, and if you do, the ATK and DEF of all face-up monsters your opponent controls become half their current ATK and DEF (even if this card leaves the field).
● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up.
You can only use each effect of "True Draco Apocalypse" once per turn.
~Rarities: Common
Pros: Easily played, supports True Dracos and True Kings
Cons: Costs True Draco or Trie King to halve ATK, can't use bullet effects in same chain
Maximum Crisis (MACR-EN069)
True King's Return
TRAP / Continuous Trap
If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy it. You cannot activate the following effects of "True King's Return" in the same Chain.
● You can target 1 "True Draco" or "True King" monster in your Graveyard; Special Summon it in Defense Position, also for the rest of this turn, you cannot Special Summon.
● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up.
You can only use each effect of "True King's Return" once per turn.
~Rarities: Ultra Rare
Pros: Easily played, supports True Dracos and True Kings
Cons: Can't Special Summon the turn it revives, can't use bullet effects in same chain
Maximum Crisis (MACR-EN068)
Dark Contract with the Eternal Darkness
TRAP / Continuous Trap
While you have 2 "D/D" cards in your Pendulum Zones, your opponent cannot target monsters on the field with Spell/Trap effects, Tribute them for a Tribute Summon, nor use them as Materials for a Fusion, Synchro, or Xyz Summon. Once per turn, during your Standby Phase: Take 1000 damage.
~Rarities: Rare
Pros: Easily played, supports D/D, potent effect
Cons: Deals you 1000 damage at your Standby Phases, must have 2 D/Ds in Pendulum Zones, no other effects
Maximum Crisis (MACR-EN067)
The Phantom Knights of Wrong Magnetring
TRAP / Normal Trap
When an opponent's monster declares an attack: Negate that attack, then Special Summon this card in Attack Position as an Effect Monster (Warrior-Type/DARK/Level 2/ATK 0/DEF 0) with the following effect. (This card is NOT treated as a Trap Card.)
● During either player's turn: You can send this card and 1 face-up card you control to the Graveyard (either a "The Phantom Knights" monster or a "Phantom Knights" Continuous Spell/Trap Card); draw 2 cards.
~Rarities: Common
Pros: Easily played, supports The Phantom Knights
Cons: Low stats when Summoned, requires attack to Special Summon, costs 2 cards to drzw 2 cards
Maximum Crisis (MACR-EN066)
The Phantom Knights of Lost Vambrace
TRAP / Normal Trap
Target 1 face-up monster on the field; if that target is still face-up on the field, "The Phantom Knights" monsters you control cannot be destroyed by battle, also that target loses 600 ATK, also its Level becomes 2. These effects last until the end of this turn. Then, Special Summon this card in Defense Position as a Normal Monster (Warrior-Type/DARK/Level 2/ATK 600/DEF 0). (This card is NOT treated as a Trap Card.)
~Rarities: Common
Pros: Easily played, supports The Phantom Knights
Cons: Low loss lasts 1 turn, Summons weak Token, minimal effects
Maximum Crisis (MACR-EN065)
Break Away
TRAP / Normal Trap
During your opponent's Battle Phase: Send 1 Spell Card from your hand to the Graveyard; end the Battle Phase, then face-up monsters currently on the field have their effects negated until the end of this turn.
~Rarities: Common
Pros: Easily played, counters Effect Monsters, supports Stall
Cons: Costs Spell to end Battle Phase and negate, lasts 1 turn, no other effects
Maximum Crisis (MACR-EN064)
Set Rotation
SPELL / Quick-Play Spell
Set 2 Field Spell Cards with different names from your Deck on the field (1 on your field, and 1 on your opponent's field). While either of those cards remain Set on the field, neither player can activate or Set other Field Spell Cards.
~Rarities: Short Print Common
Pros: Easily played, partly supports Field Spells
Cons: Must place Field Spell on each field, no other effects
Maximum Crisis (MACR-EN063)
Duelist Alliance
SPELL / Normal Spell
If there is a card in the Pendulum Zone: Add 1 "Pendulum" Pendulum Monster or "Pendulum" Spell/Trap Card from your Deck to your hand. You can only activate 1 "Duelist Alliance" per turn.
~Rarities: Secret Rare
Pros: Easily played, supports Pendulum cards
Cons: Doesn't Special Summon, no other effects, requires occupied Pendulum Zone for activation
Maximum Crisis (MACR-EN062)
B.E.F. Zelos
SPELL / Field Spell
When this card is activated: You can add 1 "Boss Rush" from your Deck to your hand. All "B.E.S." monsters you control gain 500 ATK and DEF, your opponent cannot target them with card effects, and they cannot be destroyed by your opponent's card effects. Once per turn: You can Special Summon 1 "B.E.S." monster from your hand. If a "B.E.S." monster(s) is Normal or Special Summoned to your field: Place 1 counter on it.
~Rarities: Common
Pros: Easily played, searchable, supports B.E.S. and Boss Rush, partly useful effects
Cons: Low boost, gives only 1 counter
Maximum Crisis (MACR-EN061)
Zefra Providence
SPELL / Normal Spell
Add 1 "Zefra" card from your Deck to your hand, except "Zefra Providence". If a "Zefra" card(s) you control would be destroyed, except the turn this card was sent to the Graveyard, you can banish this card from your Graveyard instead. You can only activate 1 "Zefra Providence" per turn.
~Rarities: Rare
Pros: Easily played, supports Zefras
Cons: Costs itself to prevent destruction, doesn't Special Summon, no other effects, can't banish itself the turn it's sent to Grave
Maximum Crisis (MACR-EN060)
Bug Signal
SPELL / Quick-Play Spell
Target 1 Insect-Type Xyz Monster you control; Special Summon from your Extra Deck, 1 Insect-Type monster that is 2 Ranks higher or lower than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.) You can only activate 1 "Bug Signal" per turn.
~Rarities: Common
Pros: Easily played, supports Insects
Cons: Basically a Rank-Up-Magic card
Maximum Crisis (MACR-EN059)
Phantasm Spiral Wave
SPELL / Equip Spell
Equip only to a Normal Monster. The first time the equipped monster would be destroyed by battle each turn, it is not destroyed. At the end of the Battle Phase, if the equipped monster battled: You can Special Summon 1 "Phantasm Spiral Dragon" from your hand, Deck, or Graveyard, and equip it with this card, then if they have any, your opponent discards 1 card. You can only use this effect of "Phantasm Spiral Wave" once per turn.
~Rarities: Common
Pros: Easily played, supports Normal Monsters and Hand Destruction
Cons: Minimal effects
Maximum Crisis (MACR-EN058)
Phantasm Spiral Grip
SPELL / Equip Spell
Equip only to a Normal Monster. It gains 500 ATK. When the equipped monster destroys an opponent's monster by battle: You can Special Summon 1 "Phantasm Spiral Dragon" from your hand, Deck, or Graveyard, and equip it with this card, then inflict 1000 damage to your opponent. You can only use this effect of "Phantasm Spiral Grip" once per turn.
~Rarities: Common
Pros: Easily played, supports Normal Monsters and Burn
Cons: Minimal effects
Maximum Crisis (MACR-EN057)
Phantasm Spiral Crash
SPELL / Equip Spell
Equip only to a Normal Monster. If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. When the equipped monster inflicts battle damage to your opponent: You can Special Summon 1 "Phantasm Spiral Dragon" from your hand, Deck, or Graveyard, and equip it with this card, then you can change 1 Attack Position monster your opponent controls to Defense Position. You can only use this effect of "Phantasm Spiral Crash" once per turn.
~Rarities: Common
Pros: Easily played, supports Normal Monsters, partly useful effects
Cons: Mostly minimal effects
Maximum Crisis (MACR-EN056)
Pacifis, the Phantasm City
SPELL / Field Spell
(This card's name is always treated as "Umi".)
You cannot Normal or Special Summon Effect Monsters the turn you activate either of this card's effects (even if this card leaves the field). Once per turn, if you Normal or Special Summon exactly 1 Normal Monster (and no other cards): Add 1 "Phantasm Spiral" card from your Deck to your hand. If your opponent activates a card or effect (except during the Damage Step), and you control no Tokens: You can Special Summon 1 "Phantasm Spiral Token"
(Wyrm-Type/WATER/Level 8/ATK 2000/DEF 2000).
~Rarities: Rare
Pros: Easily played, searchable, supports Normal Monsters and Phantasm Spirals
Cons: Token has weak stats, can't control Token(s) to Special Summon one, doesn't negate
Maximum Crisis (MACR-EN055)
Disciples of the True Dracophoenix
SPELL / Continuous Spell
You can target 3 "True Draco" and/or "True King" cards in your Graveyard; shuffle them into the Deck, then draw 1 card. During your Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 Spell/Trap Card on the field; destroy it. You can only use each effect of "Disciples of the True Dracophoenix" once per turn.
~Rarities: Common
Pros: Easily played, supports True Dracos and True Kings
Cons:Minimal effects, largely copies Draco Heritage
Maximum Crisis (MACR-EN054)
True Draco Heritage
SPELL / Continuous Spell
During your Main Phase: You can draw cards equal to the number of "True Draco" and "True King" card types (Monster, Spell, and Trap) sent from the field to the Graveyard this turn. During your Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 Spell/Trap Card on the field; destroy it. You can only use each effect of "True Draco Heritage" once per turn.
~Rarities: Ultra Rare
Pros: Easily played, supports True Dracos and True Kings
Cons: Minimal effects, largely copies Super Rejuvenation
Maximum Crisis (MACR-EN053)
Dragonic Diagram
SPELL / Field Spell
All "True Draco" and "True King" monsters on the field gain 300 ATK and DEF. The first time each Tribute Summoned "True Draco" or "True King" monster would be destroyed by battle each turn, it is not destroyed. Once per turn: You can destroy 1 other card you control or in your hand, and if you do, add 1 "True Draco" or "True King" card from your Deck to your hand.
~Rarities: Secret Rare
Pros: Easily played, searchable, supports True Dracos and True Kings
Cons: Very low boost, minimal effects, costs card to add card
Maximum Crisis (MACR-EN052)
Ultra Polymerization
SPELL / Normal Spell
Pay 2000 LP; Fusion Summon 1 Fusion Monster from your Extra Deck, using 2 monsters you control as Fusion Materials. Neither player can activate cards or effects in response to this card's activation. You can banish this card from your Graveyard, then target 1 Fusion Monster that was Fusion Summoned with this card's effect; Special Summon all the Fusion Materials used for its Fusion Summon from your Graveyard, but change their ATK and DEF to 0, also they have their effects negated.
~Rarities: Secret Rare
Pros: Easily played, partly supports Fusion Summons and Fusion Materials
Cons: Costly to activate, costs itself to revive, makes revived monster(s)' stats 0 and negates their effects
Maximum Crisis (MACR-EN051)
Magician's Restage
SPELL / Continuous Spell
You can target 1 Level 3 or lower Spellcaster-Type monster in your Graveyard; Special Summon it. This effect can only be used once while this card is face-up on the field. If this card is sent to the Graveyard: You can add 1 "Magician" Continuous Spell Card from your Deck to your hand, except "Magician's Restage".
~Rarities: Rare
Pros: Easily played, supports Spellcasters and Magician's Left Hand
Cons: Can't revive more than once while face-up, minimal effects
Maximum Crisis (MACR-EN050)
Magician's Left Hand
SPELL / Continuous Spell
Negate the effect of your opponent's first Trap Card or effect that resolves each turn while you control a Spellcaster-Type monster, and if you do, destroy that card.
~Rarities: Common
Pros: Easily played, counters Traps, supports Spellcasters
Cons: Must negate first Trap activated, largely copies Right Hand
Maximum Crisis (MACR-EN049)
Magician's Right Hand
SPELL / Continuous Spell
Negate the effect of your opponent's first Spell Card or effect that resolves each turn while you control a Spellcaster-Type monster, and if you do, or if it did not have an effect, destroy that card.
~Rarities: Common
Pros: Easily played, counters Spell Cards
Cons: Must negate first Spell activated, no other effects
Maximum Crisis (MACR-EN048)
Zoodiac Chakanine
EARTH / Xyz Monster / Rank 4 / ATK ? / DEF ?
(Beast-Warrior / Xyz / Effect)

2 or more Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Chakanine" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Zoodiac" monster in your Graveyard; Special Summon it, but for the rest of this turn, it has its effects negated, also it cannot be used as an Xyz Material for a Summon.
~Rarities: Ultra Rare
Pros: Easily played, supports Zoodiacs
Cons: Undefined stats, largely copies Hammerkong
Maximum Crisis (MACR-EN047)
Zoodiac Hammerkong
EARTH / Xyz Monster / Rank 4 / ATK ? / DEF ?
(Beast-Warrior / Xyz / Effect)

3 or more Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Hammerkong" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. While this card has Xyz Material, your opponent cannot target face-up "Zoodiac" monsters on the field with card effects, except this one. Once per turn, during the End Phase: Detach 1 Xyz Material from this card.
~Rarities: Common
Pros: Easily played, supports Zoodiacs
Cons: Undefined stats, minimal effects, only has stats while Zoodiacs are its material(s)
Maximum Crisis (MACR-EN046)
True King of All Calamities
DARK / Xyz Monster / Rank 9 / ATK 3000 / DEF 3000
(Wyrm / Xyz / Effect)

2 or more Level 9 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card and declare 1 Attribute; this turn, all face-up monsters on the field become that Attribute, also all monsters in your opponent's possession with that Attribute cannot activate their effects or attack. Monsters that "True Draco" and "True King" monsters in your hand would destroy with their effects can be chosen from your opponent's field.
~Rarities: Super Rare
Pros: Partly easily played, high stats, supports True Dracos and True Kings
Cons: Changes Attributes for 1 turn, effects largely rely on changed Attributes
Maximum Crisis (MACR-EN045)
D/D/D Stone King Darius
EARTH / Xyz Monster / Rank 3 / ATK 1900 / DEF 1000
(Fiend / Xyz / Effect)

2 Level 3 Fiend-Type monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 "Dark Contract" card you control; destroy it, and if you do, draw 1 card. If this card battles an opponent's monster, during damage calculation: You can detach 1 Xyz Material from this card; make this card unable to be destroyed by that battle, destroy the opponent's monster that battled it after damage calculation, and if you do, inflict 500 damage to your opponent.
~Rarities: Rare
Pros: Easily played, supports Fiends
Cons: Low stats for Rank, costs Dark Contract to draw  card, minimal effects
Maximum Crisis (MACR-EN044)
Raidraptor - Stranger Falcon
DARK / Xyz Monster / Rank 5 / ATK 2000 / DEF 2000
(Winged Beast / Xyz / Effect)

2 Level 5 monsters
If this card has an Xyz Monster as Xyz Material, it gains this effect.
● Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal its original ATK.
If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can target 1 "Raidraptor" Xyz Monster in your Graveyard, except "Raidraptor - Stranger Falcon"; Special Summon it, and if you do, attach this card to it as Xyz Material.
~Rarities: Rare
Pros: Partly easily played, supports Raidraptors
Cons: Low stats for Rank, must have Xyz as material for bullet effect, minimal effects
Maximum Crisis (MACR-EN043)
Lyrilusc - Assembled Nightingale
WIND / Xyz Monster / Rank 1 / ATK 0 / DEF 0
(Winged Beast / Xyz / Effect)

2 or more Level 1 monsters
This card gains 200 ATK for each Xyz Material attached to it. This card can attack directly. While this card has Xyz Material, it can attack a number of times each Battle Phase, up to the number of Xyz Materials attached to it. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; until the end of this turn, "Lyrilusc" monsters you control cannot be destroyed by battle or card effects, also you take no battle damage.
~Rarities: Super Rare
Pros: Easily played, supports Lyriluscs
Cons: 0 ATK and DEF, very low boost, attack total depends on total materials, protection lasts 1 turn
Maximum Crisis (MACR-EN042)
The Phantom Knights of Cursed Javelin
DARK / Xyz Monster / Rank 2 / ATK 1600 / DEF 0
(Warrior / Xyz / Effect
)
2 Level 2 monsters
You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; until the end of this turn, change its ATK to 0, also it has its effects negated. This effect can be activated during either player's turn, if this card has a "The Phantom Knights" card as Xyz Material. You can only use this effect of "The Phantom Knights of Cursed Javelin" once per turn.
~Rarities: Super Rare
Pros: Easily played, potent effects, supports The Phantom Knights
Cons: Low stats, loss lasts 1 turn
Maximum Crisis (MACR-EN041)
Lyrilusc - Independent Nightingale
WIND / Fusion Monster / Level 1 / ATK 1000 / DEF 0
(Winged Beast / Fusion / Effect)

"Lyrilusc - Assembled Nightingale" + 1 "Lyrilusc" monster
If this card is Fusion Summoned using an Xyz Monster on the field as Fusion Material whose original name includes "Lyrilusc": You can increase this card's Level by the number of Xyz Materials that monster(s) had. This card gains ATK equal to its Level x 500. Unaffected by other cards' effects. Once per turn: You can inflict damage to your opponent equal to this card's Level x 500.
~Rarities: Super Rare
Pros: Easily played, supports Lyriluscs
Cons: Low stats, boost and burn effect, must use Xyz as maerial to raise its Level
Maximum Crisis (MACR-EN040)
Performapal Gatlinghoul
DARK / Fusion Monster / Level 8 / ATK 2900 / DEF 900
(Fiend / Fusion / Effect)

1 "Performapal" monster + 1 Level 5 or higher DARK monster
If this card is Fusion Summoned: You can inflict 200 damage to your opponent for each card on the field, then, if this card was Fusion Summoned using a Pendulum Monster as Material, destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to that monster's original ATK. You can only use this effect of "Performapal Gatlinghoul" once per turn.
~Rarities: Ultra Rare
Pros: Easily played, high ATK, partly decent effects
Cons: Low DEF for Level, very low burn damage, must use Pendulum as material to destroy
Maximum Crisis (MACR-EN039)
Supreme King Z-ARC
DARK / Pendulum Monster / Level 12 / ATK 4000 / DEF 4000
Pendulum Effect(s) / Pendulum Scale 1
Fusion, Synchro, and Xyz Monsters your opponent controls cannot activate their effects. Once per turn, when your opponent adds a card(s) from their Deck to their hand (except during the Draw Phase or the Damage Step): You can destroy that card(s).
(Dragon / Fusion / Pendulum / Effect)

4 Dragon-Type monsters (1 Fusion, 1 Synchro, 1 Xyz, and 1 Pendulum)
Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card is Special Summoned: Destroy all cards your opponent controls. Cannot be destroyed by your opponent's card effects. Your opponent cannot target this card with card effects. When this card destroys an opponent's monster by battle: You can Special Summon 1 "Supreme King Dragon" monster from your Deck or Extra Deck. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.

~Rarities: Secret Rare
Pros: High stats, counters Extra Deck monsters, potent effects supports Supreme King Dragons
Cons: Strict materials, must be Fusion Summoned, mostly minimal effects
Maximum Crisis (MACR-EN038)
Fairy Tail - Luna
LIGHT / Effect Monster / Level 4 / ATK 1850 / DEF 1000
(Spellcaster / Effect)

When this card is Normal Summoned: You can add 1 Spellcaster-Type monster with 1850 ATK from your Deck to your hand. Once per turn, during either player's turn: You can target 1 face-up monster your opponent controls; your opponent can send 1 card with that monster's name from their Deck or Extra Deck to the Graveyard to negate this effect, otherwise return both this card and that monster to the hand.
~Rarities: Super Rare
Pros: Easily played, high ATK, supports Spellcasters and Familiar-Possessed
Cons: Low DEF, minimal effects, doesn't Special Summon
Maximum Crisis (MACR-EN037)
Familiar-Possessed - Lyna
LIGHT / Effect Monster / Level 4 / ATK 1850 / DEF 1500
(Spellcaster / Effect)

You can Special Summon this card (from your hand or Deck) by sending 1 face-up "Lyna the Light Charmer" you control and 1 face-up LIGHT monster you control to the Graveyard. When Summoned this way: You can add 1 Spellcaster-Type monster with 1500 DEF from your Deck to your hand, except "Familiar-Possessed - Lyna". If this card Special Summoned by its own effect attacks a Defense Position monster, inflict piercing battle damage to your opponent.
~Rarities: Short Print Common
Pros: Easily played, high ATK, supports LIGHT, Charmer and Spellcasters
Cons: Low DEF, identical to previous ones
Maximum Crisis (MACR-EN036)
Ash Blossom & Joyous Spring
FIRE / Effect Monster / Level 3 / ATK 0 / DEF 1800
(Zombie / Tuner / Effect)

During either player's turn, when a card or effect is activated that includes any of these effects: You can discard this card; negate that effect.
● Add a card from the Deck to the hand.
● Special Summon from the Deck.
● Send a card from the Deck to the Graveyard.
You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable Tuner, high DEF, Hand Trap, decent effect
Cons: Can't use multiple bullet effects, does nothing on field
Maximum Crisis (MACR-EN035)
Fire Cracker
FIRE / Effect Monster / Level 4 / ATK 1700 / DEF 200
(Fiend / Effect)

During either player's turn: You can discard this card; inflict 1000 damage to your opponent, and if you do, skip your next Draw Phase. You can only use this effect of "Fire Cracker" once per turn. Each time your opponent takes effect damage, place 1 counter on this card. Once per turn, during the End Phase: Remove all counters from this card that were placed by its effect, and if you do, inflict 300 damage to your opponent for each.
~Rarities: Short Print Common
Pros: Easily played, Hand Trap, supports Burn
Cons: Low stats and burn damage, prevents next Daw Phase if discarded by effect
Maximum Crisis (MACR-EN034)
Baobaboon
DARK / Effect Monster / Level 3 / ATK 1200 / DEF 1000
(Plant / Effect)

If this card is Normal or Special Summoned: You can draw 1 card, then place 1 card from your hand on either the top or bottom of your Deck. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobaboon" from your Deck.
~Rarities: Common
Pros: Easily played, searchable
Cons: Low DEF, minimal effects, only Special Summons other copies
Maximum Crisis (MACR-EN033)
Pendulumucho
EARTH / Pendulum Monster / Level 1 / ATK 0 / DEF 0
Pendulum Effect(s) / Pendulum Scale 4
Once per turn, during your Main Phase, if this card was activated this turn: You can target 1 of your Pendulum Monsters, that is banished or in your Graveyard, except "Pendulumucho"; add it to your Extra Deck face-up.
(Winged Beast / Pendulum / Effect)

If this card is Normal or Special Summoned: You can Special Summon 1 face-up Level 1 Pendulum Monster from your Extra Deck, except "Pendulumucho", but banish it when it leaves the field.
~Rarities: Super Rare
Pros: Easily played, searchable, partly low Pendulum Scale, supports Pendulums
Cons:
Maximum Crisis (MACR-EN032)
B.E.S. Big Core MK-3
LIGHT / Effect Monster / Level 8 / ATK 2700 / DEF 1900
(Machine / Effect)

If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand) in Defense Position. If this card is Normal or Special Summoned: Place 3 counters on this card. Cannot be destroyed by battle. At the end of the Damage Step, if this card battles a monster: Remove 1 counter from this card. If you cannot, destroy it. You can banish this card from your Graveyard; shuffle all "B.E.S." monsters from your Graveyard into the Deck.
~Rarities: Rare
Pros: Easily played, supports. B.E.S.
Cons: Minimal effects, largely copies others
Maximum Crisis (MACR-EN031)
Ariel, Priestess of the Nekroz
WATER / Effect Monster / Level 4 / ATK 1000 / DEF 1800
(Psychic / Effect)

Once per turn: You can reveal any number of "Nekroz" cards in your hand; increase or reduce this card's Level by the number of revealed cards until the end of this turn. If this card is Tributed by a card effect: You can add 1 "Nekroz" monster from your Deck to your hand, except a Ritual Monster. You can only use this effect of "Ariel, Priestess of the Nekroz" once per turn.
~Rarities: Rare
Pros: Easily played, searchable, high DEF, supports Nekroz
Cons: Minimal effects, can't add Rituals, doesn't Special Summon
Maximum Crisis (MACR-EN030)
Zefraath
EARTH / Pendulum Monster / Level 11 / ATK 3450 / DEF 2950
Pendulum Effect(s) / Pendulum Scale 5
During your Main Phase: You can add 1 "Zefra" Pendulum Monster from your Deck to your Extra Deck face-up, and if you do, change this card's Pendulum Scale to be the same as that Pendulum Monster's, until the end of this turn. You can only use this effect of "Zefraath" once per turn.
(Rock / Pendulum / Effect)

Cannot be Normal Summoned/Set. Must be Special Summoned (from your face-up Extra Deck) by Tributing all monsters you control, including at least 3 "Zefra" monsters, and cannot be Special Summoned by other ways. After you Special Summon this card, you can conduct 1 Pendulum Summon of a "Zefra" monster(s) during your Main Phase this turn, in addition to your Pendulum Summon. (You can only gain this effect once per turn.) Once per turn: You can Tribute 1 monster; Special Summon 1 "Zefra" monster from your Deck.
~Rarities: Super Rare
Pros: High stats, supports Zefras
Cons: Largely minimal effects, Nomi Monster
Maximum Crisis (MACR-EN029)
Digital Bug LEDybug
LIGHT / Effect Monster / Level 3 / ATK 500 / DEF 0
(Insect / Effect)

Cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of an Insect-Type monster. Once per turn, when this face-up card is changed from Attack Position to Defense Position: You can add 1 Level 3 Insect-Type monster from your Deck to your hand. An Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect.
● When this card destroys a monster by battle, draw 1 card.
~Rarities: Common
Pros: Easily played, searchable, supports Insects
Cons: Can't be material for non-Insect Xyz, largely must be material for effects
Maximum Crisis (MACR-EN028)
Phantasm Spiral Dragon
WATER / Normal Monster / Level 8 / ATK 2900 / DEF 2900
(Wyrm / Normal)
A ferocious serpent that was being hunted by Atlanteans. Battle-weary and ragged, it came upon an ancient light, and gained new strength for its battle. With its increased power, it launched an invasion of enemy territory with a renewed assault.
~Rarities: Rare
Pros: Easily played, high stats
Cons: Normal Monster
Maximum Crisis (MACR-EN027)
Zoodiac Kataroost
EARTH / Effect Monster / Level 4 / ATK 800 / DEF 1200
(Beast-Warrior / Effect)

If this card is destroyed by battle or card effect: You can target 1 "Zoodiac" card in your Graveyard, except "Zoodiac Kataroost"; shuffle it into the Deck. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● During either player's turn, when your opponent activates a monster effect that targets this card: You can detach 1 Xyz Material from this card; negate the activation.
~Rarities: Common
Pros: Easily played, searchable, supports Zoodiacs and Beast-Warriors, counters Effect Monsters
Cons: Low DEF, largely must be Xyz Material
Maximum Crisis (MACR-EN026)
Mariamne, the True Dracophoenix
WIND / Effect Monster / Level 9 / ATK 2700 / DEF 2100
(Wyrm / Effect)

If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a WIND monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were WIND, you can also banish exactly 4 cards from the top of your opponent's Deck. If this card is destroyed by card effect: You can add 1 non-WIND Wyrm-Type monster from your Deck to your hand. You can only use each effect of "Mariamne, the True Dracophoenix" once per turn.
~Rarities: Ultra Rare
Pros: Easily played, supports WIND and Wyrms
Cons: Low stats for Level, costs 2 monsters to Special Summon itself, otherwise doesn't Special Summon, minimal effects
Maximum Crisis (MACR-EN025)
Metaltron XII, the True Dracombatant
LIGHT / Effect Monster / Level 9 / ATK 3000 / DEF 3000
(Wyrm / Effect)

Requires 3 Tributes to Normal Summon (cannot be Normal Set). To Tribute Summon this card face-up, you can Tribute Continuous Spell/Trap Card(s) you control, as well as monsters. Unaffected by the effects of cards with the same card type (Monster, Spell, and/or Trap) as the original card type of the cards Tributed for its Tribute Summon. If this Tribute Summoned monster in its owner's control is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 Fusion, Synchro, or Xyz Monster that is EARTH, WATER, FIRE, or WIND from your Extra Deck.
~Rarities: Super Rare
Pros: Easily played, high stats, potent effects
Cons: Protection depends on cards Tributed, doesn't properly Summon Extra Deck monsters
Maximum Crisis (MACR-EN024)
Master Peace, the True Dracoslaying King
LIGHT / Effect Monster / Level 8 / ATK 2950 / DEF 2950
(Wyrm / Effect)

To Tribute Summon this card face-up, you can Tribute Continuous Spell/Trap Card(s) you control, as well as monsters. Unaffected by the effects of cards with the same card type (Monster, Spell, and/or Trap) as the original card type of the cards Tributed for its Tribute Summon. Once per turn, during either player's turn, if you control this Tribute Summoned monster: You can banish 1 Continuous Spell/Trap Card from your Graveyard, then target 1 other card on the field; destroy it.
~Rarities: Secret Rare
Pros: Easily played, high stats, partly decent effects
Cons: Costs Continuous Spell or Trap to destroy
Maximum Crisis (MACR-EN023)
Dreiath III, the True Dracavalry General
EARTH / Effect Monster / Level 6 / ATK 2100 / DEF 2800
(Wyrm / Effect)

To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Your opponent cannot target face-up "True Draco" or "True King" monsters on the field with card effects, except this one, also they cannot be destroyed by your opponent's card effects. If this face-up Tribute Summoned monster leaves the field: You can Special Summon 1 "True Draco" or "True King" monster from your Deck in Defense Position.
~Rarities: Ultra Rare
Pros: Easily played, high DEF, supports True Dracos and True Kings
Cons: Low ATK for Level, doesn't protect itself
Maximum Crisis (MACR-EN022)
Dinomight Knight, the True Dracofighter
WATER / Effect Monster / Level 6 / ATK 2500 / DEF 1200
(Wyrm / Effect)

To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can take 1 "True Draco" or "True King" Continuous Trap Card from your Deck, and either activate it or add it to your hand.
~Rarities: Ultra Rare
Pros: Easily played, high ATK, supports True Dracos and True Kings
Cons: Low DEF for Level, minimal effects on field, largely copies Ignis Heat
Maximum Crisis (MACR-EN021)
Ignis Heat, the True Dracowarrior
FIRE / Effect Monster / Level 5 / ATK 2400 / DEF 1000
(Wyrm / Effect)

To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can take 1 "True Draco" or "True King" Continuous Spell Card from your Deck, and either activate it or add it to your hand.
~Rarities: Ultra Rare
Pros: Easily played, high ATK, supports True Dracos and True Kings
Cons: Low DEF for Level, largely copies Majest Maiden
Maximum Crisis (MACR-EN020)
Majesty Maiden, the Dracocaster
WIND / Effect Monster / Level 5 / ATK 2300 / DEF 1500
(Wyrm / Effect)

To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can add 1 "True Draco" or "True King" monster from your Deck to your hand.
~Rarities: Ultra Rare
Pros: Easily played, supports True Dracos and True Kings
Cons: Low stats for Level, doesn't Special Summon
Maximum Crisis (MACR-EN019)
Supreme King Dragon Darkwurm
DARK / Pendulum Monster / Level 4 / ATK 1800 / DEF 1200
Pendulum Effect(s) / Pendulum Scale 5
Once per turn, if you control no monsters: You can place 1 "Supreme King Gate" Pendulum Monster from your Deck in your Pendulum Zone, also you cannot Pendulum Summon monsters for the rest of this turn, except DARK monsters.
(Dragon / Pendulum / Effect)
If this card is Normal or Special Summoned: You can add 1 "Supreme King Gate" Pendulum Monster from your Deck to your hand. If this card is in your GY and you control no monsters: You can Special Summon this card. You can only use each monster effect of "Supreme King Dragon Darkwurm" once per turn.
~Rarities: Common
Pros: Easily played, high ATK, supports DARK and Supreme King Gates
Cons: Low DEF, doesn't Special Summon other monsters, poor Pendulum Scale
Maximum Crisis (MACR-EN018)
Supreme King Gate Infinity
DARK / Pendulum Monster / Level 7 / ATK 0 / DEF 0
Pendulum Effect(s) / Pendulum Scale 13
If you control a monster, you cannot Pendulum Summon. This effect cannot be negated. Once per turn, if you control "Supreme King Z-ARC": You can target 1 face-up monster your opponent controls; gain LP equal to its ATK.
(Fiend / Pendulum / Effect)

Once per turn: You can target 1 other face-up card you control; destroy both it and this card, and if you do, Special Summon 1 Dragon-Type Xyz or Pendulum Monster from your Extra Deck, but its ATK and DEF become 0, it has its effects negated, also it cannot be used as a Material for a Synchro or Xyz Summon. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.
~Rarities: Super Rare
Pros: Easily played, searchable, very high Pendulum Scale, supports Z-ARC and Dragon Xyz and Pendulums
Cons: 0 DEF, largely copies Gate Zero
Maximum Crisis (MACR-EN017)
Supreme King Gate Zero
DARK / Pendulum Monster / Level 7 / ATK 0 / DEF 0
Pendulum Effect(s) / Pendulum Scale 0
If you control "Supreme King Z-ARC", you take no damage. Once per turn, if you have "Supreme King Gate Infinity" in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand.
(Fiend / Pendulum / Effect)

Once per turn: You can target 1 other face-up card you control; destroy both it and this card, and if you do, Special Summon 1 Dragon-Type Fusion or Synchro Monster from your Extra Deck, but its ATK and DEF become 0, it has its effects negated, also it cannot be used as a Material for a Synchro or Xyz Summon. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.
~Rarities: Super Rare
Pros: Easily played, searchable, very low Pendulum Scale, supports Z-ARC and Dragon Xyz and Pendulums
Cons: 0 DEF, costs 2 cards to Special Summon, makes Special Summoned monster's stats 0 and negates its effects, partly not proper Extra Deck Summon
Maximum Crisis (MACR-EN016)
Double Resonator
FIRE / Effect Monster / Level 1 / ATK 0 / DEF 0
(Fiend / Tuner / Effect)

If this card is Normal or Special Summoned: You can target 1 face-up monster on the field; that target is treated as a Tuner this turn. You can banish this card from your Graveyard, then target 1 Fiend-Type monster you control; that Fiend-Type monster is treated as a Tuner this turn. You can only use this effect of "Double Resonator" once per turn.
~Rarities: Common
Pros: Easily played, searchable Tuner, supports Fiends and Synchro Summons
Cons: 0 DEF, minimal effects
Maximum Crisis (MACR-EN015)
D/D Ghost
DARK / Effect Monster / Level 2 / ATK 600 / DEF 300
(Fiend / Tuner / Effect)

If this card is sent to the Graveyard: You can target 1 "D/D" monster or "Dark Contract" card in your Graveyard, except "D/D Ghost"; send 1 card from your Deck to the Graveyard with that name. If this card is banished: You can target 1 of your banished "D/D" monsters or "Dark Contract" cards, except "D/D Ghost"; return it to the Graveyard.
~Rarities: Common
Pros: Easily played, searchable Tuner, supports D/D and Dark Contracts
Cons: Very low DEF, minimal effects
Maximum Crisis (MACR-EN014)
Lyrilusc - Turquoise Warbler
WIND / Effect Monster / Level 1 / ATK 100 / DEF 100
(Winged Beast / Effect)

If you control no monsters, you can Special Summon this card (from your hand). If this card is Special Summoned from the hand: You can Special Summon 1 "Lyrilusc" monster from your hand or Graveyard. You can only use this effect of "Lyrilusc - Turquoise Warbler" once per turn.
~Rarities: Common
Pros: Easily played, searchable, supports Lyriluscs
Cons: Very low DEF, must Special Summon from hand to Special Summon others, no other effects
Maximum Crisis (MACR-EN013)
Lyrilusc - Sapphire Swallow
WIND / Effect Monster / Level 1 / ATK 100 / DEF 0
(Winged Beast / Effect)

If you control a Winged Beast-Type monster: You can Special Summon both this card and 1 Level 1 Winged Beast-Type monster from your hand. You can only use this effect of "Lyrilusc - Sapphire Swallow" once per turn. A WIND Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect.
● If it is Xyz Summoned: You can target 1 "Lyrilusc" monster in your Graveyard; attach it to this card as Xyz Material.
~Rarities: Common
Pros: Easily played, searchable, supports WIND, Winged Beasts and Xyz
Cons: 0 DEF, largely copies Cobalt Sparrow
Maximum Crisis (MACR-EN012)
Lyrilusc - Cobalt Sparrow
WIND / Effect Monster / Level 1 / ATK 0 / DEF 100
(Winged Beast / Effect)

If this card is Special Summoned: You can add 1 Level 1 Winged Beast-Type monster from your Deck to your hand. You can only use this effect of "Lyrilusc - Cobalt Sparrow" once per turn. A WIND Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect.
● Your opponent cannot target this card with card effects.
~Rarities: Common
Pros: Easily played, searchable, supports WIND, Winged Beasts and Xyz
Cons: Very low DEF, minimal effects
Maximum Crisis (MACR-EN011)
Predaplant Cordyceps
DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Plant / Effect)

During your Standby Phase: You can banish this card from your Graveyard, then target 2 Level 4 or lower "Predaplant" monsters in your Graveyard; Special Summon them, also, for the rest of this turn, you cannot Special Summon monsters, except Fusion Monsters, nor Normal Summon/Set any monsters.
~Rarities: Common
Pros: Easily played, searchable, supports Predaplants
Cons: 0 DEF, costs itself to revive, no oher effects, can't Normal Summon or Set that turn
Maximum Crisis (MACR-EN010)
Predaplant Darlingtonia Cobra
DARK / Effect Monster / Level 3 / ATK 1000 / DEF 1500
(Plant / Effect)

If this card is Special Summoned by the effect of a "Predaplant" monster: You can add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand. You can only use this effect of "Predaplant Darlingtonia Cobra" once per Duel.
~Rarities: Common
Pros: Easily played, searchable, supports Predaplants and Fusion Summons
Cons: Low DEF, must Special Summon with Predaplant monster, effect is once per Duel, no other effects
Maximum Crisis (MACR-EN009)
Predaplant Ophrys Scorpio
DARK / Effect Monster / Level 3 / ATK 1200 / DEF 800
(Plant / Effect)

If this card is Normal or Special Summoned: You can send 1 monster from your hand to the Graveyard; Special Summon 1 "Predaplant" monster from your Deck, except "Predaplant Ophrys Scorpio". You can only use this effect of "Predaplant Ophrys Scorpio" once per turn.
~Rarities: Rare
Pros: Easily played, searchable, supports Predaplants
Cons: Low DEF, costs monster to Special Summon, can't Special Summon other copies, no other effects
Maximum Crisis (MACR-EN008)
Speedroid Rubberband Plane
WIND / Effect Monster / Level 5 / ATK 1800 / DEF 0
(Machine / Effect)

If a monster is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Speedroid Rubberband Plane" once per turn. If this card is Normal or Special Summoned: You can target 1 face-up monster on the field; it loses 600 ATK until the end of this turn.
~Rarities: Rare
Pros: Easily played, supports WIND
Cons: Low stats for Level, low loss, minimal effects
Maximum Crisis (MACR-EN007)
Speedroid Maliciousmagnet
WIND / Effect Monster / Level 1 / ATK 0 / DEF 0
(Machine / Tuner / Effect)

Cannot be used as Synchro Material except for a Synchro Summon by its own effect. During your Main Phase, if this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; immediately after this effect resolves, Synchro Summon 1 WIND Synchro Monster using only this card you control and that monster. You can only use this effect of "Speedroid Maliciousmagnet" once per turn.
~Rarities: Common
Pros: Easily played, searchable Tuner, supports WIND
Cons: 0 DEF, must be Synchro Material after effect is used, can't be Synchro Material other ways
Maximum Crisis (MACR-EN006)
Speedroid Skull Marbles
WIND / Effect Monster / Level 7 / ATK 0 / DEF 3000
(Machine / Effect)

Once per turn, during the Standby Phase, if your opponent controls a face-up monster that was Special Summoned from the Extra Deck: You can Special Summon this card from your hand. Cannot be destroyed by battle with a Normal Summoned/Set monster. Your opponent takes any battle damage you would have taken from battles involving this card. You can only use this effect of "Speedroid Skull Marbles" once per turn. If you control a face-up monster that is not a "Speedroid" monster, destroy this card.
~Rarities: Common
Pros: Easily played, searchable, high DEF, supports Speedroids, partly useful effects
Cons: Largely minimal effects
Maximum Crisis (MACR-EN005)
Performapal Coin Dragon
WATER / Pendulum Monster / Level 4 / ATK 1700 / DEF 1000
Pendulum Effect(s) / Pendulum Scale 5
Once per turn: You can target 1 Dragon-Type monster you control that was Special Summoned from the Extra Deck; this turn, if that monster you control battles an opponent's monster, banish that opponent's monster after damage calculation (even if this card leaves the field).
(Dragon / Pendulum / Effect)

Other Dragon-Type monsters you control gain 500 ATK, also they cannot be destroyed by card effects.
~Rarities: Rare
Pros: Easily played, supports Dragons
Cons: Low stats and boost, minimal effects
Maximum Crisis (MACR-EN004)
Performapal U Go Golem
DARK / Pendulum Monster / Level 4 / ATK 1600 / DEF 1000
Pendulum Effect(s) / Pendulum Scale 1
Once per turn, if a monster is Fusion Summoned to your field (except during the Damage Step): You can add 1 "Performapal", "Odd-Eyes", or "Magician" Pendulum Monster from your Graveyard or face-up in your Extra Deck to your hand.
(Fiend / Pendulum / Effect)

Once per turn, during your Main Phase, if this card was Pendulum Summoned this turn: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using this card you control and Dragon-Type monsters you control as Fusion Materials.
~Rarities: Rare
Pros: Easily played, supports multiple Archetypes
Cons: Low stats, partly just Fusion Material
Maximum Crisis (MACR-EN003)
Performapal Revue Dancer
LIGHT / Effect Monster / Level 3 / ATK 800 / DEF 1000
(Spellcaster / Effect)

If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). This card can be treated as 2 Tributes for the Tribute Summon of a "Performapal" monster.
~Rarities: Common
Pros: Easily played, searchable, supports Performapals and Tribute Summons
Cons: Low DEF, minimal effects
Maximum Crisis (MACR-EN002)
Performapal Sky Pupil
LIGHT / Effect Monster / Level 3 / ATK 800 / DEF 800
(Spellcaster / Effect)

During either player's turn: You can return 1 Level 5 or higher "Performapal"
monster you control to the hand; Special Summon this card from your hand. You can only use this effect of "Performapal Sky Pupil" once per turn. If this card battles an opponent's monster, that monster has its effects negated until the end of the Damage Step. Before damage calculation, if this card attacked an opponent's monster while you control another "Performapal" monster: You can destroy that opponent's monster.
~Rarities: Rare
Pros: Easily played, searchable, supports Performapals, counters Effect Monsters
Cons: Low DEF, negates effects for 1 turn, must return Level 5+ to hand to Special Summon itself
Maximum Crisis (MACR-EN001)
Performapal Sky Magician
WIND / Effect Monster / Level 7 / ATK 2500 / DEF 2000
(Spellcaster / Effect)

Once per turn, if you activate a Spell Card: This card gains 300 ATK. During either player's turn: You can target 1 Continuous Spell Card you control; return it to the hand, then you can activate 1 "Magician" Continuous Spell Card from your hand. You can only use this effect of "Performapal Sky Magician" once per turn. If this face-up card leaves the field: You can target 1 card on the field; destroy it.
~Rarities: Rare
Pros: Easily played, supports Magician's Left and Right Hands
Cons: Low stats for Level, minimal effects, very low boost
Maximum Crisis (MACR-EN000)
Pendulum Switch
TRAP / Continuous Trap
You can target 1 card in your Pendulum Zone; Special Summon it. You can target 1 Pendulum Monster in your Monster Zone; place it in your Pendulum Zone. You can only use 1 "Pendulum Switch" effect per turn, and only once that turn.
~Rarities: Rare
Pros: Easily played, supports Pendulums
Cons: Minimal effects