Maliss
The Maliss archetype revolves around banishing its own monsters to trigger effects, swarm the field, and recycle resources through powerful Link Monsters. By chaining banishment and Special Summon effects, players can quickly establish a field full of Cyberse monsters and disruptive Trap Cards, often enabling extended plays on either player's turn.
Deck Price
$253.40
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Combos
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Strategy Overview
Maliss is a Cyberse Link archetype built around self-banishing: Main Deck monsters trigger effects by banishing other Maliss cards from hand, then revive themselves from banishment for 300 LP each. The Link Monsters push the strategy further by continuously banishing cards from both sides, returning for 900 LP. A Link-only Extra Deck lock keeps the strategy focused on Link Monster beatdown.
Cyberse monsters like Dotscaper and Balancer Lord slot in naturally as additional banish-triggers and extenders. Bystial hand traps double as activators for Maliss GY effects, and an @Ignister engine (Cyberse Wicckid into Backup @Ignister) adds swarming power and a strong endboard piece without conflicting with the Cyberse lock.
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