Notes & Combos
GRASS MALISS: Where the engine slop virus has officially infected the underground.
Grass Maliss is a super gas version of the deck that aims to turbo dump Snow + Maliss names in the GY through enablers like Millennium and Horus, and then converting into full combo through Ransom OR facilitating Fiendsmith plays in the worst case. Unlike the Pure build, this list has enough firepower to plow through boards going second, usually saving a surprise jumpscare Maliss play as the last push after baiting out their core disruptions.
A special note on Chaos Hunter for this build: I opted for 3 copies of this over Lancea because it represents half of a Moon / Fiendsmith combo. This actually comes up a surprising amount, and when combined with an extra Nibiru or Bystial, immediately threatens Engraver pressure.
As fun as it is, the biggest downside of this build is the Extra Deck space — as you can see, there is absolutely zero wiggle room for any utility options, even cutting key staples like Linguriboh and Accesscode. Caesar is chosen over Desirae as the Fiendsmith payoff, because it deletes two pushes in the Maliss mirror. In general, I honestly still think Pure is the better deck, but Grass always makes for gamba-filled madness.
Techs I want to test:
- Thrust + Black Goat: A small Thrust package could be useful going first to grab Black Goat (useful in the mirror), and going second to search Grass.
- GY Mill Targets: Would be keen to see how other random GY effects & meme cards perform, like Code of Soul, EM:P Meowmine, Chaos Valkyria, etc. This might add too much bloat to the main deck, though.
- Minus Millennium: I definitely love Millennium but the LP cost is actually super scary if you go Millennium > Maliss combo, often being left with sub-1000. They are also not the best mills, and this would free up the Doomed Dragon ED slot.
Replays
434-586-490
2 replays of the deck in action so far, will be adding more over the next few days.