Maliss

12 cards in this archetype

Playing Style

Facing a Maliss deck, an opponent quickly finds their options being stripped away one by one. The archetype's four Level 3 Pawn monsters — Chessy Cat, Dormouse, March Hare, and White Rabbit — exist primarily to be banished, each triggering a recovery effect when removed from play that pays 300 LP to return itself to the field. This creates a self-sustaining loop where the deck constantly recycles its own pieces while fuelling the Link Summons of its Queen-class monsters. Red Ransom searches a Maliss Spell on arrival and permanently switches the original ATK and DEF of every opponent's Effect Monster while it points to something, while Hearts Crypter can banish any card on the field using a non-negatable quick effect, and White Binder strips cards from graveyards at will.

The Trap suite tightens the grip further. All three Traps can be activated the turn they are Set by banishing a face-up Maliss monster, meaning MTP-07 can search during the opponent's turn and immediately threaten a follow-up banish, while TB-11 can drop an additional Link Monster from the Extra Deck if the opponent has extended their board. White Rabbit places these Traps directly from the Deck upon being Summoned, and White Binder can Set them again from the graveyard.

The Field Spell Maliss in Underground ties the strategy together, rewarding full commitment to the banish loop with a 3000 ATK bonus to all Maliss Link Monsters once three differently named Traps are banished, while also forcing the opponent's monsters to direct all attacks into those same Links.