Maliss Gameplay Guide

Maliss Gameplay Guide

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.

Sections covered in this guide:




CORE

These maliss monsters have a common effect: when banished, they will pay LP and jump onto the field.



Traps can be flipped during the turn the trap card is face down on the field.

Maliss P Dormouse (x3)
Card rarity
Maliss P Dormouse
Card rarity
Maliss P Dormouse

Protects the Link monster Maliss points to from being destroyed by card effects, has the ability to banish 1 Maliss monster from the deck to open an extremely good combo, and also increases 600 ATK for your Maliss monster to make OTK easier.

Maliss P White Rabbit (x3)
Card rarity
Maliss P White Rabbit
Card rarity
Maliss P White Rabbit

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



*Maliss traps can be activated on the turn they are set*

Maliss P March Hare (x2-3)
Card rarity
Maliss P March Hare
Card rarity
Maliss P March Hare

March 7th


Link monsters Maliss points to cannot be targeted by enemies.


This is a rare card that cannot jump after being banished, instead it will pick up a banished Maliss monster back into your hand if this card is banished.

This card can jump from the hand by banishing 1 Maliss monster/spell/trap from the field or graveyard, which helps trigger the effects of other Maliss, or avoid cards like Called By The Grave

Maliss P Chessy Cat (x1-3)
Card rarity
Maliss P Chessy Cat
Card rarity
Maliss P Chessy Cat

mouth


has 2 very annoying effects

When a Link monster Maliss points at this card and kills an enemy monster, banish that card as well.

banish 1 Maliss monster/spell/trap in hand and draw 2 cards, find handtrap & staple, heal brick, and can also activate the self-jumping effect of other cards

Because it can be searched and held in hand, sometimes it bricks, so you can play x1 or 2 is enough.

P/S: This card can banish another copy of itself in hand to draw 2, so if you hold 2 cards, you can still handle it.

Maliss in Underground (x3)
Card rarity
Maliss in Underground
Card rarity
Maliss in Underground

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

Maliss in the Mirror (x1)
Card rarity
Maliss in the Mirror
Card rarity
Maliss in the Mirror

is an instant magic that can negate monsters so it can be used on turn 1 or 2 well. If this card is banished, you also have the ability to search for a Maliss card to have more resources in the next turn.

Maliss C MTP-07 (x1)
Card rarity
Maliss C MTP-07
Card rarity
Maliss C MTP-07

Son Tung MTP?


Has the ability to banish a Maliss monster you are controlling to search for a Maliss monster from the deck to your hand, this will help you gain more resources and activate the effect of the Maliss monster automatically jumping onto the field.

If you have a Link monster when you play this card, you can banish 1 card on the field.

Maliss C GWC-06 (x1)
Card rarity
Maliss C GWC-06
Card rarity
Maliss C GWC-06

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


However, because it only jumps from banish or grave, sometimes it's a bit tiring to peel it off.

Maliss C TB-11 (x0-1)
Card rarity
Maliss C TB-11
Card rarity
Maliss C TB-11

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

Maliss Q Red Ransom (x1)
Card rarity
Maliss Q Red Ransom
Card rarity
Maliss Q Red Ransom

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


Has the effect of searching 1 Spell Maliss from the deck to hand, you can search field to expand combo or Mirror to get disrupt

When banished, it will automatically jump but will banish 1 Cyberse monster from the deck (not just Maliss, this helps you pull 1 more body to automatically jump when banished like Dotscaper to extend the combo in case your Maliss monster has used up all its jumping effects)

Maliss Q White Binder (x1)
Card rarity
Maliss Q White Binder
Card rarity
Maliss Q White Binder

kings and lords are also at this level


banish 3 cards in the grave, help your Maliss flash a bunch of effects before the opponent's helplessness: if they chain like this, what's the point of negate?

Set 1 Maliss Trap directly from the Deck or Graveyard, and of course, the Maliss Trap can be used during the turn it was set.

When banished, you can jump and draw 1. You can apply this effect on both your or your opponent's turn to draw 2, if you're lucky, you can draw to handtrap.

Maliss Q Hearts Crypter (x1)
Card rarity
Maliss Q Hearts Crypter
Card rarity
Maliss Q Hearts Crypter

thunder punch

has the ability to restore goods by kicking a banished Maliss card back to the deck, conveniently banishing another card on the field. The special thing is that this is not simply a removal, if this card points to a monster, the effect and activation of this card cannot be stopped!!!

If banned, it will automatically jump back and buff double ATK (5000 ATK, field adds 3000 more, 8000 ATK)



Staple

 

Cynet Mining (x0-3)
UR rarity
Cynet Mining
UR rarity
Cynet Mining

The deck is full of Cyberse so this card can search for a one card combo.


If you play a very thin deck to fit a lot of handtraps, you can skip this card (but you will get bricked by handtraps)

Allure of Darkness (x0-3)
SR rarity
Allure of Darkness
SR rarity
Allure of Darkness

Pot Of Greed


It doesn't matter how many cards you get after this card, what matters is what cards you put in your hand. If it's a starter one card combo or handtrap, it will be very profitable, but if you draw March 7th Hare, you will have a good tool to jump or dodge the enemy's handtrap & staple.

Gold Sarcophagus (x3 (if possible))
UR rarity
Limited to 2 copies
Gold Sarcophagus
UR rarity
Limited to 2 copies
Gold Sarcophagus

When these are banished, they will jump by themselves. You can banish 1 combo card of the deck and it will jump onto the field by itself... Boom. One Card Combo

handtrap & staple
UR rarity
Limited to 2 copies
Maxx "C"
UR rarity
Limited to 2 copies
Maxx "C"
UR rarity
Limited to 1 copy
Dimension Shifter
UR rarity
Limited to 1 copy
Dimension Shifter
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Limited to 1 copy
Bystial Magnamhut
UR rarity
Limited to 1 copy
Bystial Magnamhut
UR rarity
Infinite Impermanence
UR rarity
Infinite Impermanence
SR rarity
Bystial Baldrake
SR rarity
Bystial Baldrake
SR rarity
Bystial Druiswurm
SR rarity
Bystial Druiswurm
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Forbidden Droplet
UR rarity
Forbidden Droplet
UR rarity
Effect Veiler
UR rarity
Effect Veiler
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Limited to 2 copies
Called by the Grave
Card rarity
Dominus Impulse
Card rarity
Dominus Impulse

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)



Bystials alone can block many decks, even Engines like Fiendsmith, and can banish your Maliss card to jump onto the field.

Cyberse
UR rarity
Accesscode Talker
UR rarity
Accesscode Talker
SR rarity
Splash Mage
SR rarity
Splash Mage
UR rarity
Firewall Dragon
UR rarity
Firewall Dragon
UR rarity
Link Decoder
UR rarity
Link Decoder

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


Splash Mage : pull 1 body up to climb combo link

Firewall Dragon and other Link 4s: Link 3 Maliss jumps automatically when banished, plus 1 more body to get a Link 4 boss (you can bring Apollousa or Knightmare Gryphon , but the deck has Cyberse lock so you have to fight carefully)

Link
R rarity
Haggard Lizardose
R rarity
Haggard Lizardose
UR rarity
Knightmare Gryphon
UR rarity
Knightmare Gryphon
SR rarity
Dharc the Dark Charmer, Gloomy
SR rarity
Dharc the Dark Charmer, Gloomy
SR rarity
Knightmare Cerberus
SR rarity
Knightmare Cerberus
SR rarity
Linguriboh
SR rarity
Linguriboh
SR rarity
Knightmare Phoenix
SR rarity
Knightmare Phoenix
UR rarity
Knightmare Unicorn
UR rarity
Knightmare Unicorn

Linguriboh : 1 Cyberse body = 1 negate trap like Imperm , even kings can only do that


Lizardose : banish 1 card from the field or graveyard, then the Maliss jump onto the field as expected, you can banish this card yourself to draw 1

Knightmares : removal, Gryphon has extremely annoying floodgay, because it is Link 4, you only need 1 Link 3 Maliss monster and 1 other body to get it

I:P + S:P : 2 Banish go brrrrrrrrrrrrrrr

Dharc : pulls a body from the enemy's grave to climb link 3

Mathmech Equation, Mathmech Circular and Mathmech Sigma (Mathmech)
N rarity
Mathmech Equation
N rarity
Mathmech Equation
UR rarity
Mathmech Circular
UR rarity
Mathmech Circular
SR rarity
Mathmech Sigma
SR rarity
Mathmech Sigma

If you like it, play it, if not, don't. Basically, Circular jumps up, Sigma jumps from the grave, takes it to Link 2, then the spell searched by Circular will pull a body from the grave and go to Link 3.

Enigmaster Packbit, Cyberse Desavewurm and Firewall Dragon Darkfluid - Neo Tempest Terahertz (Terahertz)
UR rarity
Enigmaster Packbit
UR rarity
Enigmaster Packbit
UR rarity
Cyberse Desavewurm
UR rarity
Cyberse Desavewurm
SR rarity
Firewall Dragon Darkfluid - Neo Tempest Terahertz
SR rarity
Firewall Dragon Darkfluid - Neo Tempest Terahertz

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,


has a very large body, increases 2500 ATK each time you use this card's quick effect: throw 1 Cyberse monster from the deck or Extra Deck to the graveyard, then gain the attributes of that card, this effect will send cards with effects that activate when sent to the graveyard to optimize resources.

This card has as many attributes as it can hit.

Desavewurm : banish from grave to negate enemy spells/traps (when you are controlling a Link 4 or higher monster)

Packbit : When sent to the grave, choose 1 monster in the enemy's grave or field, send 1 card from hand to grave and put that monster in spell & trap zone (so they won't go to grave or banish to combo)




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