Maliss in Underground
Maliss in Underground

Maliss in Underground – #CRBR-EN021

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.

Date Reviewed:  January 14th, 2025

Rating: 4.0

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Back at it again with Maliss, couldn’t leave the rest of the archetype hanging now could we? Lets start things off with Maliss P White Rabbit.

White Rabbit starts off with a LP protection ability as long as a Maliss Link Monster is pointing to her. This isn’t too important, as all Maliss Link Monsters are above 2000ATK and LP aren’t much of a concern until late game or OT. When Normal or Special Summoned, White Rabbit is your Maliss Trap searcher. In an archetype that relies on their Trap Cards like Labyrinth do, this is big, as the Maliss Trap Cards can be activated the turn they are set (as long as you can banish a Maliss monster). White Rabbit fetching MTP—07 to get you another search on the first turn is big. Your Maliss monsters are going to keep coming back from being banished so banishing them won’t work against you. If you’re in a pinch (opponent has 3 or more cards than you) search out TB—11 and Special Summon a Maliss Link Monster with it instead of a Maliss from your Deck. A free Link Summon of a 2000+ATK monster that is going to get you immediate advantage the moment it gets summoned. Not only that, but it’s a Link 3 monster each time for Maliss. Not sure where you can Link Summon a Link 3 for free. Sure, your opponent has to not be able to respond to TB—11 but that’s beside the point.

Low ATK but the setup card you want to see first turn. She gets you to your archetype traps and those are going to be a big part of your strategy to win. It helps that the archetype has built-in ways to recover banished Maliss cards as well.

Advanced- 4/5     
Art- 4.5/5- Love the Alice in Wonderland theme of this archetype

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

A second week in a row we can cover an archetypal Field Spell, this one being for Maliss of course with Maliss in Underground.

Maliss in Underground is a Field Spell that upon activation can let you banish any Maliss card from your hand, Deck, or graveyard, which works to make this card a potential starter by banishing a Maliss name you need out of the Deck to summon and start your plays, or you can search this later in your combo via Red Ransom to extend your Link Summoning. While 3 or more of your Maliss Traps with different names are banished, your Maliss Links gain 3000 ATK, which is a big boost if you do get the Traps banished, which you can do with most your Maliss cards if you’ve already banished your other Maliss monsters and used their HOPT effects to summon themselves. Finally, while you control a Maliss Link, your opponent’s monsters can only target them for attacks. A decent effect considering the Links have 2300 ATK or 2500 ATK, so they aren’t small, and of course they get bigger if you can get that 3000 ATK boost. You can only activate 1 of these a turn, cause otherwise you’re getting a lot of Maliss monsters out of the Deck. Maliss in Underground is a great card mainly for the first effect, being able to start or extend your plays, and you can search for it mid combo to either use or save for next turn. Unlike Ryzeal Cross last week, you most certainly play 3 of this.

Advanced Rating: 4/5

Art: 4/5 We’re going on an adventure today.


Mighty Vee
Mighty
Vee

(I keep writing Malice…) Maliss in Underground continues our Maliss coverage. As the resident Field Spell of the archetype, the main way you’ll search it is Maliss Q Red Ransom, but in a pinch Terraforming will get to it just fine as well. Underground can only be activated once per turn, with its first effect triggering on activation to let you banish any Maliss card from your hand, deck, or Graveyard. You’ll be weaving this into combos to bring out Maliss monsters– you can grab your Main Deck monsters from the deck, or you can banish your Link monsters from the Graveyard and revive them as high-Link fodder for monsters like Firewall Dragon Darkfluid – Neo Tempest Terahertz. Underground’s other two effects are both Continuous Effects! The first of them will boost the attack of your Maliss Link monsters by 3000 as long as you have three Maliss Traps with different names banished. This sounds pretty nuts on paper, since your Link monsters will easily reach more than 5000 attack for each of them. Unfortunately, in practice it won’t come up too often, because while it’s not hard to cycle through all of your Maliss Traps and banish them, you’re often doing so at the cost of banishing Maliss names to revive them instead, so you won’t see this happen much. Maliss Link monsters already have decent attack (with the boss in particular being able to reach 5000 by itself), plus you also have access (🥁) to OTK enablers like the aforementioned Darkfluid and Accesscode Talker if you need more oomph. The other Continuous effect doesn’t come up often either, but it’s somewhat more useful since you don’t need to keep your Maliss Traps banished to keep it alive– Underground forces your opponent to only target Maliss Link monsters, which is somewhat helpful if you have I:P Masquerena as part of your endboard. It’s also useful to keep Maliss P Dormouse alive if you want to use its destruction protection. Like Maliss P White Rabbit, it’s not the ideal starter, but it does access Dormouse, so it’s still a great panic button starter or a 2 card combo enabler if you open it. Most lists run 3 copies, with Terraforming being optional depending on deck space.

+Helps enable the revival effects of all Maliss monsters
+Easily woven into combos by Maliss Q Red Ransom
-Attack boost needs work to activate
-Not an amazing starter by itself

Advanced: 4/5
Art: 3.75/5 Down the rabbit hole they go…hope they’re not heading to the dark web!


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