Maliss's strength comes from his ability to overcome handtrap and draw a lot of cards. If he's lucky, he'll draw handtrap and staple to prevent the opponent from playing the game. His style of playing is extremely annoying, and he has good OTK ability.

CORE
These maliss monsters have a common effect: when banished, they will pay LP and jump onto the field.
Link Maliss monsters that point at this card will not take damage from fighting enemies, extremely good starter, has the ability to put a Maliss Trap directly from the deck to the field, the name of that trap card is different from the name of the card in the grave
March 7th
mouth
Extremely powerful environment, banishes 1 Maliss monster/spell/trap from hand, deck or grave to start combo, and buffs all your Link Maliss monsters by 3000 ATK if you have 3 traps with different names being banished, supports OTK or punches through enemy boss extremely well. At the same time, taunts the enemy to only punch Link Maliss monsters
Son Tung MTP?
Can pull a Maliss from the grave or banished to the field, if you are controlling a Maliss Link monster on the field, you gain LP equal to the original ATK of that special summoned monster, this effect can jump back to the monster for OTK or defense. Pull back the monster negated by the opponent to jump back to the field to continue the combo
banish 1 Maliss monster you control and pull 1 Maliss from the deck to the field, if the enemy has 3 or more monsters (if they don't have negate or you baited all their negates or breakboard), summon 1 Link Maliss monster straight from the Extra deck but that monster can't attack or activate effects
easy to level up, only need 2 Maliss monsters, has the ability to transfer ATK and DEF to all enemy effect monsters to exploit the weakness of monsters with bodies leaning towards 1 direction of ATK or DEF
kings and lords are also at this level
Staple
Pot Of Greed
The deck after the combo is very thin because it pulls many cards from the deck, plus the ability to draw a bunch of cards from the deck, so you can put in a lot of handtrap & staple to increase the ability to peel off different handtrap & staple pieces (if those cards are once per turn, but like Veiler or Imperm , many copies are fine)
Link Decoder : so strong that it is banned in TCG, automatically jumps when used as Link material for Cyberse monsters of 2300 ATK or higher (all Maliss Link monsters up to now meet this condition), and it is extremely easy to get on the field, only needs 1 Cyberse monster of Level 4 or lower, so it gains 1 body for the combo
Linguriboh : 1 Cyberse body = 1 negate trap like Imperm , even kings can only do that
Terahertz : easy to level up (because a Maliss Link monster is already Link 3 and can jump back onto the field after being banished), has the ability to block all enemy activation effects in the Battle Phase,



























































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