Maliss C MTP-07 – #CRBR-EN022
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 <C> MTP-07” per turn.
Date Reviewed: January 15th, 2025
Rating: 3.50
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:
King of
Lullaby
Hello Pojo Fans,
Maliss C MTP-07 is the Trap Card we are reviewing this week and while it isn’t TB—11 it is still a good Trap Card.
Like all Maliss Trap Cards, MTP-07 can be activated the turn it is Set if you can banish a Maliss monster. MTP-07 gets you a Maliss monster from the Deck when activated at the bare minimum. If you happen to control a Maliss Link Monster when you activate MTP-07 though, you can banish a card on the field as well. You don’t lose out on the Maliss monster you banished because you’ll re-summon her, and as long as you have a Maliss Link on the field MTP-07 becomes a +2 if not more. You can also banish something on your side of the field as well to re-summon.
In terms of combos, MTP-07 isn’t the first Maliss Trap Card you want to see, that would be TB—11. This card is more of a recover card to be used on your opponent’s turn. It isn’t as good as TB—11 or GWC—06 because it searches rather than Special Summons, but it is still a card that will get you to what you need each time, and, unlike the previous two Trap Cards, MTP-07 will banish a card on field if you control a Maliss Link Monster rather than gain LP like GWC, and TB—11 needs your opponent to have three or more cards than you for that Link Summon ability.
Advanced- 3.5/5 Art- 4/5
Until Next Time,
KingofLullaby
Crunch$G
If we’re setting Traps from the Deck, we might as well cover at least one, so the card of choice is Maliss C MTP-07.
MTP-07 is a Normal Trap you can activate during the turn it was set by banishing a face-up Maliss monster you control, which is great to be able to make immediate use of it while also banishing your Maliss monsters so they can come back at a small LP cost, and with the Links get bonus effects. Upon activation, you can add any Maliss monster from your Deck to your hand, then you can banish a card on the field if you control a Maliss Link. A searcher and potential disruption on a single card is nice. Being a Trap that searches the archetype does make it suboptimal, but it can set you up for next turn. You mainly just want to keep this set for the opponent’s turn after you’ve Link Summoned your Maliss monsters so you can banish one of their cards, or if you really need to you can banish one of your Links on field to summon them from the banishment to get their effects triggered. You can only activate 1 of these a turn. All the Maliss Traps are easily accessible cause you’re most likely using White Rabbit mid combo, and you can recover them. Each of them are typically 1-ofs, and this is no exception, all the Traps are honestly pretty decent.
Advanced Rating: 3.5/5
Art: 4/5 I assume there’s a reference to Chapter 7 in Alice in Wonderland here, I just never read the book.
Mighty
Vee
Try remembering that name! Maliss C MTP-07 is the Trap we’ve chosen to cover. Like the other Maliss Traps, MTP-07 is a Normal Trap that can only be activated once per turn. All of the Maliss Traps share the bonus condition, allowing you to activate them the same turn they’re Set as long as you banish a face-up Maliss monster. This means they’ll almost always be live if you set them by Maliss P White Rabbit and Maliss Q White Binder, and conveniently they’ll be ready to revive themselves from banishment (as long as you didn’t already do that, anyway). MTP-07’s unique effect is to search any Maliss monster; as a bonus, if you control a Maliss Link monster, you can banish a card on the field. This is a great card on paper because it can search for follow-up and provide a disruption, though ironically it’s perhaps the least used of the 3 Traps in standard combos. Maliss C TB-11 is the bread and butter Trap you’ll want to grab with White Rabbit or White Binder first since it brings out a Maliss name without hassle– notably, none of the Maliss Main Deck monsters can Special Summon themselves, so if you already used your Normal Summon (which you almost always will outside of emergency combos with Maliss in Underground), the Maliss monster you search will often be waiting for turn 3. Maliss C GWC-06 is less versatile, but is seeing play as part of the standard Maliss endboard, since you want to Link off their boss monster into Firewall Dragon Darkfluid – Neo Tempest Terahertz then revive it with GWC-06 for more disruption. MTP-07 still has its uses though; as mentioned, combo lines with Maliss in Underground can make use of the search, and it can at least provide banish fodder for Allure of Darkness. The banishing effect can also be an extender in a pinch. Every Maliss list I’ve seen plays 1 copy of each Trap, so I see no reason to reinvent the wheel here.
+Can provide follow-up and disruption
+Functions as an extender in some combo lines
-Competes with the other Maliss Traps
-Searching isn’t too great because Maliss monsters can’t Special Summon themselves
Advanced: 3.5/5
Art: 3.75/5 Johnny De- I mean, Mad Hacker!
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