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)

 Rarity
Maliss P Dormouse
 Rarity
Maliss P Dormouse
Maliss P Dormouse
DARK 3
Maliss P Dormouse
  • ATK:

  • 900

  • DEF:

  • 300


"Maliss" Link Monsters that point to this card cannot be destroyed by card effects. You can only use each of the following effects of "Maliss Dormouse" once per turn. During your Main Phase: You can activate this effect; banish 1 "Maliss" monster from your Deck, also for the rest of this turn, "Maliss" monsters you control gain 600 ATK. If this card is banished: You can pay 300 LP; Special Summon it, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Link Monsters.


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)

 Rarity
Maliss P White Rabbit
 Rarity
Maliss P White Rabbit
Maliss P White Rabbit
DARK 3
Maliss P White Rabbit
  • ATK:

  • 1200

  • DEF:

  • 300


You take no damage from battles involving "Maliss" Link Monsters that point to this card. You can only use each of the following effects of "Maliss White Rabbit" once per turn. If this card is Normal or Special Summoned: You can Set 1 "Maliss" Trap from your Deck with a different name than the cards in your GY. If this card is banished: You can pay 300 LP; Special Summon it, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Link Monsters.


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)

 Rarity
Maliss P March Hare
 Rarity
Maliss P March Hare
Maliss P March Hare
DARK 3
Maliss P March Hare
  • ATK:

  • 600

  • DEF:

  • 300


Your opponent cannot target "Maliss" Link Monsters that point to this card with card effects. You can only use each of the following effects of "Maliss March Hare" once per turn. During the Main Phase, if this card is in your hand (Quick Effect): You can banish 1 other "Maliss" card from your hand or GY, and if you do, Special Summon this card. If this card is banished: You can pay 300 LP, then target 1 of your banished "Maliss" monsters; add it to your hand.


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)

 Rarity
Maliss P Chessy Cat
 Rarity
Maliss P Chessy Cat
Maliss P Chessy Cat
DARK 3
Maliss P Chessy Cat
  • ATK:

  • 1500

  • DEF:

  • 300


Any monster destroyed by battle with a "Maliss" Link Monster that points to this card is banished. You can only use each of the following effects of "Maliss Chessy Cat" once per turn. During your Main Phase: You can banish 1 "Maliss" card from your hand, then you can draw 2 cards. If this card is banished: You can pay 300 LP; Special Summon it, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Link Monsters.


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)

 Rarity
Maliss in Underground
 Rarity
Maliss in Underground
Maliss in Underground
Spell Field
Maliss in Underground

    When this card is activated: You can banish 1 "Maliss" card from your hand, Deck, or GY. While 3 or more of your "Maliss" Traps with different names are banished, "Maliss" Link Monsters you control gain 3000 ATK. While you control a "Maliss" Link Monster, your opponent's monsters can only target "Maliss" Link Monsters for attacks. You can only activate 1 "Maliss in Underground" per turn.


    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)

     Rarity
    Maliss in the Mirror
     Rarity
    Maliss in the Mirror
    Maliss in the Mirror
    Spell Quick
    Maliss in the Mirror

      Target 1 face-up monster your opponent controls; banish 1 "Maliss" monster from your hand or face-up field, and if you do, negate that monster's effects until the end of this turn. If this card is banished: You can target 1 "Maliss" card in your GY; banish it, and if you do, add 1 "Maliss" card of the same type (Monster, Spell, or Trap) from your Deck to your hand. You can only use each effect of "Maliss in the Mirror" once per turn.


      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)

       Rarity
      Maliss C MTP-07
       Rarity
      Maliss C MTP-07
      Maliss C MTP-07
      Trap Normal
      Maliss C MTP-07

        You can activate this card the turn it was Set, by banishing 1 face-up "Maliss" monster you control. Add 1 "Maliss" monster from your Deck to your hand, then if you control a "Maliss" Link Monster, you can banish 1 card on the field. You can only activate 1 "Maliss MTP-07" per turn.


        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)

         Rarity
        Maliss C GWC-06
         Rarity
        Maliss C GWC-06
        Maliss C GWC-06
        Trap
        Maliss C GWC-06

          You can activate this card the turn it was Set, by banishing 1 face-up "Maliss" monster you control. Special Summon 1 of your "Maliss" monsters that is banished or in your GY, then if you control a "Maliss" Link Monster, you can gain LP equal to the original ATK of that Special Summoned monster. You can only activate 1 "Maliss GWC-06" per turn.


          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)

           Rarity
          Maliss C TB-11
           Rarity
          Maliss C TB-11
          Maliss C TB-11
          Trap Normal
          Maliss C TB-11

            You can activate this card the turn it was Set, by banishing 1 face-up "Maliss" monster you control. Special Summon 1 "Maliss" monster from your Deck, or if your opponent controls 3 or more cards, you can Special Summon 1 "Maliss" Link Monster from your Extra Deck instead. For the rest of this turn, that Summoned monster cannot attack and neither player can activate its effects. You can only activate 1 "Maliss TB-11" per turn.


            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)

             Rarity
            Maliss Q Red Ransom
             Rarity
            Maliss Q Red Ransom
            Maliss Q Red Ransom
            DARK
            Maliss Q Red Ransom
            • ATK:

            • 2300

            • LINK-3

            Link Arrow:

            Left

            Right

            Bottom


            2+ monsters, including a "Maliss" monster While this card points to a monster, the original ATK and DEF of all Effect Monsters your opponent controls are switched. You can only use each of the following effects of "Maliss Red Ransom" once per turn. If this card is Special Summoned: You can add 1 "Maliss" Spell from your Deck to your hand. If this card is banished: You can pay 900 LP; Special Summon it, then you can banish 1 Cyberse monster from your Deck.


            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)

             Rarity
            Maliss Q White Binder
             Rarity
            Maliss Q White Binder
            Maliss Q White Binder
            DARK
            Maliss Q White Binder
            • ATK:

            • 2300

            • LINK-3

            Link Arrow:

            Top

            Left

            Right


            2+ monsters, including a "Maliss" monster If this card is Special Summoned: You can target up to 3 cards in any GY(s); banish them. During your Main Phase: You can Set 1 "Maliss" Trap from your Deck or GY. If this card is banished: You can pay 900 LP; Special Summon it, then you can draw 1 card. You can only use each effect of "Maliss White Binder" once per turn.


            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)

             Rarity
            Maliss Q Hearts Crypter
             Rarity
            Maliss Q Hearts Crypter
            Maliss Q Hearts Crypter
            DARK
            Maliss Q Hearts Crypter
            • ATK:

            • 2500

            • LINK-3

            Link Arrow:

            Top

            Bottom-Left

            Bottom-Right


            3 monsters, including a "Maliss" monster (Quick Effect): You can target 1 of your banished "Maliss" cards; shuffle it into the Deck, and if you do, banish 1 card on the field (while this card points to a monster, this effect and its activation cannot be negated). If this card is banished: You can pay 900 LP; Special Summon it and double its ATK. You can only use each effect of "Maliss Hearts Crypter" once per turn.


            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
            Cynet Mining
            Spell Normal
            Cynet Mining

              Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.


              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
              Allure of Darkness
              Spell Normal
              Allure of Darkness

                Draw 2 cards, then banish 1 DARK monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.


                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
                Gold Sarcophagus
                UR Rarity
                Gold Sarcophagus
                Gold Sarcophagus
                Spell Normal
                Gold Sarcophagus

                  Banish 1 card from your Deck, face-up. During your second Standby Phase after this card's activation, add that card to the hand.


                  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
                  Maxx "C"
                  UR Rarity
                  Maxx "C"
                  Maxx "C"
                  EARTH 2
                  Maxx "C"
                  • ATK:

                  • 500

                  • DEF:

                  • 200


                  During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                  UR Rarity
                  Dimension Shifter
                  UR Rarity
                  Dimension Shifter
                  Dimension Shifter
                  DARK 6
                  Dimension Shifter
                  • ATK:

                  • 1200

                  • DEF:

                  • 2200


                  If you have no cards in your GY (Quick Effect): You can send this card from your hand to the GY; until the end of the next turn, any card sent to the GY is banished instead.


                  UR Rarity
                  Crossout Designator
                  UR Rarity
                  Crossout Designator
                  Crossout Designator
                  Spell Quick
                  Crossout Designator

                    Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




                    Tag(s):

                    UR Rarity
                    Bystial Magnamhut
                    UR Rarity
                    Bystial Magnamhut
                    Bystial Magnamhut
                    DARK 6
                    Bystial Magnamhut
                    • ATK:

                    • 2500

                    • DEF:

                    • 2000


                    You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.


                    UR Rarity
                    Infinite Impermanence
                    UR Rarity
                    Infinite Impermanence
                    Infinite Impermanence
                    Trap Normal
                    Infinite Impermanence

                      Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                      SR Rarity
                      Bystial Baldrake
                      SR Rarity
                      Bystial Baldrake
                      Bystial Baldrake
                      DARK 6
                      Bystial Baldrake
                      • ATK:

                      • 2500

                      • DEF:

                      • 2000


                      You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link Monster(s) (except during the Damage Step): You can Tribute 1 other LIGHT or DARK monster, then target 1 of those Special Summoned monsters; banish it. You can only use each effect of "Bystial Baldrake" once per turn.


                      SR Rarity
                      Bystial Druiswurm
                      SR Rarity
                      Bystial Druiswurm
                      Bystial Druiswurm
                      DARK 6
                      Bystial Druiswurm
                      • ATK:

                      • 2500

                      • DEF:

                      • 2000


                      You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.


                      UR Rarity
                      Ash Blossom & Joyous Spring
                      UR Rarity
                      Ash Blossom & Joyous Spring
                      Ash Blossom & Joyous Spring
                      FIRE 3
                      Ash Blossom & Joyous Spring
                      • ATK:

                      • 0

                      • DEF:

                      • 1800


                      When a card or effect is activated that includes any of these effects (Quick Effect): 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 GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                      UR Rarity
                      Forbidden Droplet
                      UR Rarity
                      Forbidden Droplet
                      Forbidden Droplet
                      Spell Quick
                      Forbidden Droplet

                        Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                        Tag(s):

                        UR Rarity
                        Effect Veiler
                        UR Rarity
                        Effect Veiler
                        Effect Veiler
                        LIGHT 1
                        Effect Veiler
                        • ATK:

                        • 0

                        • DEF:

                        • 0


                        During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                        UR Rarity
                        Called by the Grave
                        UR Rarity
                        Called by the Grave
                        Called by the Grave
                        Spell Quick
                        Called by the Grave

                          Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                          Tag(s):

                           Rarity
                          Dominus Impulse
                           Rarity
                          Dominus Impulse
                          Dominus Impulse
                          Trap Normal
                          Dominus Impulse

                            If your opponent controls a card, you can activate this card from your hand. When a card or effect is activated that includes an effect that Special Summons a monster(s): Negate that effect, then if you have a Trap in your GY, destroy that card. If you activated this card from your hand, you cannot activate the effects of LIGHT, EARTH, and WIND monsters for the rest of this Duel. You can only activate 1 "Dominus Impulse" per turn.


                            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
                            Accesscode Talker
                            DARK
                            Accesscode Talker
                            • ATK:

                            • 2300

                            • LINK-4

                            Link Arrow:

                            Top

                            Left

                            Right

                            Bottom


                            2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




                            Tag(s):

                            SR Rarity
                            Splash Mage
                            SR Rarity
                            Splash Mage
                            Splash Mage
                            WATER
                            Splash Mage
                            • ATK:

                            • 1100

                            • LINK-2

                            Link Arrow:

                            Top-Right

                            Bottom-Right


                            2 Cyberse monsters You can target 1 Cyberse monster in your GY; Special Summon it in Defense Position, but negate its effects, also you cannot Special Summon monsters for the rest of this turn, except Cyberse monsters. You can only use this effect of "Splash Mage" once per turn.


                            UR Rarity
                            Firewall Dragon
                            UR Rarity
                            Firewall Dragon
                            Firewall Dragon
                            LIGHT
                            Firewall Dragon
                            • ATK:

                            • 2500

                            • LINK-4

                            Link Arrow:

                            Top

                            Left

                            Right

                            Bottom


                            2+ monsters Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 Cyberse monster from your hand. You can only use each effect of "Firewall Dragon" once per turn.


                            UR Rarity
                            Link Decoder
                            UR Rarity
                            Link Decoder
                            Link Decoder
                            DARK
                            Link Decoder
                            • ATK:

                            • 300

                            • LINK-1

                            Link Arrow:

                            Bottom


                            1 Level 4 or lower Cyberse monster If this card is sent to the GY as material for a Cyberse Link Monster with 2300 or more original ATK: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Link Decoder" once per turn.


                            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
                            Haggard Lizardose
                            WATER
                            Haggard Lizardose
                            • ATK:

                            • 800

                            • LINK-2

                            Link Arrow:

                            Right

                            Bottom


                            2 monsters with different names You can banish 1 monster from your face-up field or GY with 2000 or less ATK, then target 1 face-up monster on the field; make its ATK become equal to the original ATK of the monster banished to activate this effect (until the end of this turn), then if you banished a monster that was originally Reptile, draw 1 card. You can only use this effect of "Haggard Lizardose" once per turn.


                            UR Rarity
                            Knightmare Gryphon
                            UR Rarity
                            Knightmare Gryphon
                            Knightmare Gryphon
                            LIGHT
                            Knightmare Gryphon
                            • ATK:

                            • 2500

                            • LINK-4

                            Link Arrow:

                            Top

                            Left

                            Right

                            Bottom


                            2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap in your GY; Set it to your field, but it cannot be activated this turn, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Gryphon" once per turn. Special Summoned monsters on the field cannot activate their effects, unless they are linked.


                            SR Rarity
                            Dharc the Dark Charmer, Gloomy
                            SR Rarity
                            Dharc the Dark Charmer, Gloomy
                            Dharc the Dark Charmer, Gloomy
                            DARK
                            Dharc the Dark Charmer, Gloomy
                            • ATK:

                            • 1850

                            • LINK-2

                            Link Arrow:

                            Bottom-Left

                            Bottom-Right


                            2 monsters, including a DARK monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 DARK monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 DARK monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Dharc the Dark Charmer, Gloomy" once per turn.


                            SR Rarity
                            Knightmare Cerberus
                            SR Rarity
                            Knightmare Cerberus
                            Knightmare Cerberus
                            EARTH
                            Knightmare Cerberus
                            • ATK:

                            • 1600

                            • LINK-2

                            Link Arrow:

                            Top

                            Left


                            2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.


                            SR Rarity
                            Linguriboh
                            SR Rarity
                            Linguriboh
                            Linguriboh
                            DARK
                            Linguriboh
                            • ATK:

                            • 300

                            • LINK-1

                            Link Arrow:

                            Bottom-Left


                            1 Level 4 or lower Cyberse monster When your opponent activates a Trap Card (Quick Effect): You can Tribute this card; negate that card's effect, and if you do, banish it. If this card is in your GY (Quick Effect): You can Tribute 1 "@Ignister" monster that was Summoned from the Extra Deck; Special Summon this card. You can only use each effect of "Linguriboh" once per turn.


                            SR Rarity
                            Knightmare Phoenix
                            SR Rarity
                            Knightmare Phoenix
                            Knightmare Phoenix
                            FIRE
                            Knightmare Phoenix
                            • ATK:

                            • 1900

                            • LINK-2

                            Link Arrow:

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                            2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                            UR Rarity
                            Knightmare Unicorn
                            UR Rarity
                            Knightmare Unicorn
                            Knightmare Unicorn
                            DARK
                            Knightmare Unicorn
                            • ATK:

                            • 2200

                            • LINK-3

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                            2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


                            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
                            Mathmech Equation
                            Spell Normal
                            Mathmech Equation

                              Target 1 "Mathmech" monster in your GY; Special Summon it, and if you do, it gains 1000 ATK until the end of this turn. You can only activate 1 "Mathmech Equation" per turn.


                              UR Rarity
                              Mathmech Circular
                              UR Rarity
                              Mathmech Circular
                              Mathmech Circular
                              LIGHT 4
                              Mathmech Circular
                              • ATK:

                              • 1500

                              • DEF:

                              • 1500


                              You can send 1 "Mathmech" monster, except "Mathmech Circular", from your Deck to your GY; Special Summon this card from your hand, also you can only attack with 1 monster for the rest of this turn. If a "Mathmech" monster is Normal or Special Summoned to your field while you control this monster (except during the Damage Step): You can add 1 "Mathmech" Spell/Trap from your Deck to your hand. You can only use each effect of "Mathmech Circular" once per turn.


                              SR Rarity
                              Mathmech Sigma
                              SR Rarity
                              Mathmech Sigma
                              Mathmech Sigma
                              LIGHT 4
                              Mathmech Sigma
                              • ATK:

                              • 1000

                              • DEF:

                              • 1500


                              If you control no monsters in the Extra Monster Zone, while this card is in your hand or GY: You can Special Summon this card, but banish it when it leaves the field, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters. You can only use this effect of "Mathmech Sigma" once per turn. If this card you control is used as Synchro Material for a "Mathmech" monster, you can treat it as a non-Tuner.


                              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
                              Enigmaster Packbit
                              WATER 8
                              Enigmaster Packbit
                              • ATK:

                              • 2900

                              • DEF:

                              • 2500


                              1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned, or sent to the GY: You can target 1 monster in your GY, or 1 face-up monster your opponent controls; discard 1 card, and if you do, place that monster in its owner's Spell & Trap Zone as a face-up Continuous Trap. During either player's turn, if this card is a Continuous Trap: You can Special Summon 1 face-up Monster Card from your Spell & Trap Zone. You can only use each effect of "Enigmaster Packbit" once per turn.


                              UR Rarity
                              Cyberse Desavewurm
                              UR Rarity
                              Cyberse Desavewurm
                              Cyberse Desavewurm
                              DARK 6
                              Cyberse Desavewurm
                              • ATK:

                              • 2300

                              • DEF:

                              • 1500


                              1 Cyberse Ritual, Fusion, Synchro, Xyz, or Link Monster + 1 Cyberse monster During your Main Phase: You can Special Summon 1 Cyberse monster from your hand, then you can make this card's Level become the same as that monster. When your opponent activates a Spell/Trap Card or effect, while you control a Link-4 or higher Cyberse monster (Quick Effect): You can banish this card from your field or GY; negate that activation. You can only use each effect of "Cyberse Desavewurm" once per turn.


                              SR Rarity
                              Firewall Dragon Darkfluid - Neo Tempest Terahertz
                              SR Rarity
                              Firewall Dragon Darkfluid - Neo Tempest Terahertz
                              Firewall Dragon Darkfluid - Neo Tempest Terahertz
                              DARK
                              Firewall Dragon Darkfluid - Neo Tempest Terahertz
                              • ATK:

                              • 3000

                              • LINK-5

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                              3+ Cyberse monsters Negate any monster effects activated by your opponent during the Battle Phase. (Quick Effect): You can send 1 Cyberse monster from your Deck or Extra Deck to the GY, and if you do, this card gains the Attribute of that monster sent to the GY, also it gains 2500 ATK. You can only use this effect of "Firewall Dragon Darkfluid - Neo Tempest Terahertz" once per turn. This card can attack monsters a number of times each Battle Phase, up to the number of different Attributes it has.


                              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)




                              Companion unit:

                              - Yu-Gi-Oh! Guidance Vietnam





                              https://ygovietnam.com/
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