Maliss

Master I from on July 15th, 2025
cp-ur 1140 + cp-sr 360
40 cards

Notes & Combos

Relatively standard list. Up to about Master 4 I was running 2 Allure and 2 Fuwalos instead of Imperms and Talents. However, in my experience many decks on the ladder can play okay under Fuwalos (Blue-Eyes, Memento, even ourselves), and Allure although nice in theory felt like a win-more card that was extra bad into all of the Maliss hate out there.

Throughout the M5-M1 climb I found that most games never had either player really fully resolve their gameplan turn one - many games revolved around minigames and handtrap wars, which either means you 100% win, you 100% lose, or the game quickly reduces to a simplified game state, which is why I decided to play Imperms and Talent. Imperm is generally not that good on its own, but can feel really nice in combination with other handtraps and in simplified game states, makes Impulse destruction live more often and honestly makes me more confident into rogue matchups. Talent is versatile, works as a breaker, extender, or a punisher for the aforementioned handtrap wars. I would ideally probably play 2, but I currently don't own a second copy.

Overall a pretty smooth climb with a couple of hiccups which is to be expected given the state of the non-engine played on the ladder.

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