Instructions for Playing Malefic

Instructions for Playing Malefic

Because it's Malefic and not Femalefic, this deck has no coffee, ignores all gender jokes, welcome to beatdown punching bag


"You can touch my boss, my staple, but please don't touch my field" Malefic Player shared, this deck can be played in Midrange like Blue-Eyes by sandbagging like Blue-Eyes but bigger body, big enough to punch OTK if you don't have any cards to protect you

Sections covered in this guide:




Skill

 

Territory of Malice (Skill Card) (100%)

 Rarity
Territory of Malice (Skill Card)
 Rarity
Territory of Malice (Skill Card)
Territory of Malice (Skill Card)
Territory of Malice (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Return 1 "Malefic" card from your hand to the Deck, and add 1 "Malefic Territory" to your hand from outside of your Deck. Then, you can add 1 "Malefic World" to the bottom of your Deck from outside of your Deck. This Skill can only be used if you begin the Duel with a Deck (excluding Extra Deck) that contains no monsters other than "Malefic" monsters and Dragon-Type monsters. This skill can only be used once per Duel.


Forget about a certain dragon suddenly jumping into the grave and then being pulled up, shooting all the cards and punching you in the face, now there are a dozen dragons in the sky flying down to the field, their bodies are as big as mountains, punching straight into your soul. your little one, up to 3 punches.


Skill allows you to search for Territory from OUTSIDE THE DECK, the card you want to put in your hand the most, but your deck must be full of Malefic monsters and Dragon types but luckily it doesn't count as Extra Deck :D



Core

If malefics have effects that only control 1 face-up malefic on the field and if there is no field it will be destroyed and other monsters cannot attack, then I will make the sign: (1)


Malefic Cyber End Dragon (x1-3)

UR Rarity
Malefic Cyber End Dragon
UR Rarity
Malefic Cyber End Dragon
Malefic Cyber End Dragon
DARK 10
Malefic Cyber End Dragon
  • ATK:

  • 4000

  • DEF:

  • 2800


This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by removing from play 1 "Cyber End Dragon" from your Extra Deck. There can only be 1 face-up "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.


A lump of meat with 4000 ATK rushes straight onto the field and punches you in the face. Jumping is super easy by banishing 1 Cyber ​​End Dragon from the Extra Deck.


has effect (1)

F2P

Malefic Paradox Dragon and Malefic Paradigm Dragon (x2-3)

R Rarity
Malefic Paradox Dragon
R Rarity
Malefic Paradox Dragon
Malefic Paradox Dragon
DARK 10
Malefic Paradox Dragon
  • ATK:

  • 4000

  • DEF:

  • 4000


"Malefic Parallel Gear" + 1 non-Tuner "Malefic" monster When this card is Synchro Summoned, you can select 1 Synchro Monster in either player's Graveyard, and Special Summon it. There can only be 1 face-up "Malefic Paradox Dragon" on the field. If "Malefic World" is not face-up on the field, destroy this card.


UR Rarity
Malefic Paradigm Dragon
UR Rarity
Malefic Paradigm Dragon
Malefic Paradigm Dragon
DARK 10
Malefic Paradigm Dragon
  • ATK:

  • 4000

  • DEF:

  • 4000


Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Malefic" monster from your Extra Deck while "Malefic Paradigm Dragon" is not on the field. If "Malefic World" is not on the field, destroy this card. Once per turn: You can send 1 "Malefic" card from your Deck to the GY; return 1 of your banished Level 8 Synchro Monsters to the Extra Deck, then you can Special Summon that monster from the Extra Deck, also you can only attack with "Malefic" monsters for the rest of this turn.


Paradigm Dragon: has the ability to jump by banishing 1 Malefic in the Extra Deck, usually banishes Paradox, this creature has a large body, not afraid of being placed face down in a defensive position (Cyber ​​End is defended, Blue-Eyes or large body cards will still can punch to death), has the effect of restoring goods and jumping monsters. If there is no field, this card is destroyed


F2P

Paradox: No matter how much Paradigm is brought, this card takes up as many slots (or more than 1 slot), this card is extremely easy to pick up (I will talk about gears in the section), has the ability to jump 1 Synchro monster from the graves of two players ( jump Cyber ​​Slash Harpie Lady has a return, Stardust Dragon protects monsters), if there is no field, this card is destroyed

F2P but costs a bit of gems :3

Malefic Stardust Dragon (x1-3)

UR Rarity
Malefic Stardust Dragon
UR Rarity
Malefic Stardust Dragon
Malefic Stardust Dragon
DARK 8
Malefic Stardust Dragon
  • ATK:

  • 2500

  • DEF:

  • 2000


Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by banishing 1 "Stardust Dragon" from your Extra Deck, and cannot be Special Summoned by other ways. There can only be 1 face-up "Malefic" monster on the field. Face-up Field Spell Cards cannot be destroyed by effects. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.


Jump onto the field by banishing StarDuck Dragon. Although its body is a bit cheap compared to the Malefics, it can protect the field - something that the Malefics are worried about when they have a spell/trap activated to shoot their field, but only protect the destruction, banish , return, shuffle are not sure :D


has effect (1)

Malefic Paradox Gear (x3)

UR Rarity
Malefic Paradox Gear
UR Rarity
Malefic Paradox Gear
Malefic Paradox Gear
DARK 1
Malefic Paradox Gear
  • ATK:

  • 0

  • DEF:

  • 0


If a face-up Field Spell is on the field: You can Tribute this card; Special Summon 1 "Malefic Parallel Gear" from your Deck, then, add 1 "Malefic" monster from your Deck to your hand, except "Malefic Paradox Gear". If a "Malefic" monster would banish a monster to Special Summon itself by its own way, you can banish this card you control or in your GY instead. You can only use each effect of "Malefic Paradox Gear" once per turn.


has the ability to jump 1 Parallel Gear - synchro using monsters in hand, not only that, it also searches for 1 more Malefic monster from the deck, except itself. 1 card with +2 resources is OP, OP to the point that it is UR and you have to sell your kidney to buy it :D, not only that, but if you jump on a Malefic monster when you banish a monster, you banish this card from the field or grave to replace it. , super vjp pro

Malefic Parallel Gear (x1-2)

UR Rarity
Malefic Parallel Gear
UR Rarity
Malefic Parallel Gear
Malefic Parallel Gear
DARK 2
Malefic Parallel Gear
  • ATK:

  • 0

  • DEF:

  • 0


When using this card as a Synchro Material Monster, the other Synchro Material Monster is 1 "Malefic" monster in your hand.


Search and use materials from your hand and this monster on the field to synchro shoukan


F2P but costs a bit of gems :D

Malefic Truth Dragon (x1)

R Rarity
Malefic Truth Dragon
R Rarity
Malefic Truth Dragon
Malefic Truth Dragon
DARK 12
Malefic Truth Dragon
  • ATK:

  • 5000

  • DEF:

  • 5000


Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. If a "Malefic" monster you control, except "Malefic Truth Dragon", is destroyed by battle or by card effect: You can pay half your Life Points; Special Summon this card from your hand or Graveyard. There can only be 1 "Malefic" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. If this card destroys an opponent's monster by battle: Destroy all face-up monsters your opponent controls.


It can be considered a boss, but it's actually a bigger lump of meat than the others :D, it can only be summoned by its own effect - if your Malefic monster is destroyed by battle or effect (except this one). then pay half the LP and jump it from the hand and the grave, because it can jump from the grave, and summoning is very weak which can lead to bricking and can be searched and thrown to the grave so x1 is fine.


In theory, if this monster hits an opp monster, it will destroy all face-up monsters, but that's only in theory if you don't get book of moon, destroy the wrong War Rock monster, etc.

This one has effect (1) but removes the "remaining monsters cannot be attacked" part.

F2P but costs some gems

Malefic Red-Eyes Black Dragon, Vermillion Dragon Mech and Malefic Parallel Gear (x0-1)

UR Rarity
Malefic Red-Eyes Black Dragon
UR Rarity
Malefic Red-Eyes Black Dragon
Malefic Red-Eyes Black Dragon
DARK 7
Malefic Red-Eyes Black Dragon
  • ATK:

  • 2400

  • DEF:

  • 2000


Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Red-Eyes Black Dragon" from your Deck. There can only be 1 "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell on the field, destroy this card.


UR Rarity
Vermillion Dragon Mech
UR Rarity
Vermillion Dragon Mech
Vermillion Dragon Mech
FIRE 9
Vermillion Dragon Mech
  • ATK:

  • 2700

  • DEF:

  • 1800


1 Tuner + 1+ non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, GY, or face-up field, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the GY: You can target 1 of your banished Tuners; add it to your hand.


UR Rarity
Malefic Parallel Gear
UR Rarity
Malefic Parallel Gear
Malefic Parallel Gear
DARK 2
Malefic Parallel Gear
  • ATK:

  • 0

  • DEF:

  • 0


When using this card as a Synchro Material Monster, the other Synchro Material Monster is 1 "Malefic" monster in your hand.


2 + 7 = 9 :D

This way of playing will shoot away 1 opp card (usually backrow).

Malefic Blue-Eyes White Dragon and Malefic Rainbow Dragon (x0-1)

SR Rarity
Malefic Blue-Eyes White Dragon
SR Rarity
Malefic Blue-Eyes White Dragon
Malefic Blue-Eyes White Dragon
DARK 8
Malefic Blue-Eyes White Dragon
  • ATK:

  • 3000

  • DEF:

  • 2500


Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Blue-Eyes White Dragon" from your Deck. There can only be 1 "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.


SR Rarity
Malefic Rainbow Dragon
SR Rarity
Malefic Rainbow Dragon
Malefic Rainbow Dragon
DARK 10
Malefic Rainbow Dragon
  • ATK:

  • 4000

  • DEF:

  • 0


This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by removing from play 1 "Rainbow Dragon" from your hand or Deck. There can only be 1 face-up "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.


Strong is strong, but bricks are on your own :)

Malefic Territory (x1-2)

SR Rarity
Malefic Territory
SR Rarity
Malefic Territory
Malefic Territory
Spell Continuous
Malefic Territory

    When this card is activated: You can activate 1 "Malefic World" from your Deck. While that card is in the Field Zone, neither player can target a card(s) in the Field Zone with card effects. The "Malefic" monster effect, "There can only be 1 face-up "Malefic" monster on the field" becomes "There can only be 1 face-up "Malefic" monster on the field with the same name". During the Battle Phase, negate the effects of face-up "Malefic" monsters on the field.


    Smash Malefic World straight from the deck onto the field and no one targets cards on the environmental magic box with card effects, and this card is so OP that it completely changes their mechanics from only having 1 face-up Malefic monster on the field to having many. Face-up monsters are fine as long as they have different names. Do you remember the malefic monster's effect that other monsters cannot attack? This card does not change that effect, it simply enters the battle phase negate the malefic monster's effect, that's why. say this is a beatdown punching bag :)


    Note that these cards are just backup cards in case the card that gives the free skill is destroyed and can't be brought back

    Malefic World (x1-2)

    UR Rarity
    Malefic World
    UR Rarity
    Malefic World
    Malefic World
    Spell Field
    Malefic World

      While this card is face-up on the field, you can activate this effect instead of conducting a normal draw during your Draw Phase. Choose 3 "Malefic" cards from your Deck and have your opponent pick 1 of them at random to add to your hand. Shuffle the rest back into your Deck.


      The field of these debtors, some people will say this field chooses 3 cards from the deck and opp chooses 1, there is no destiny draw like that but this effect is you can...


      Actually, it's just a side effect. Its main effect is thrown straight from the deck by another card and stays put, it's a field zone for malefics who can't deselect themselves :D

      Malefic Selector (x1-3)

      R Rarity
      Malefic Selector
      R Rarity
      Malefic Selector
      Malefic Selector
      Spell Normal
      Malefic Selector

        Banish 2 "Malefic" cards from your GY; add 2 "Malefic" cards from your Deck to your hand, except "Malefic Selector", with different names from each other and from the banished cards. You can only activate 1 "Malefic Selector" per turn.


        The deck's searcher :D said frankly that this effect banishes 2 malefics and jumps out 2 more pieces of meat to punch opp :D

        Malefic Claw Stream (x0-3)

        R Rarity
        Malefic Claw Stream
        R Rarity
        Malefic Claw Stream
        Malefic Claw Stream
        Trap Normal
        Malefic Claw Stream

          Activate only if you control a face-up "Malefic" monster. Select 1 monster your opponent controls, and destroy it.


          Coin toss game If you go first, you have a card to cover

          Malefic Tune (x0-3)

          N Rarity
          Malefic Tune
          N Rarity
          Malefic Tune
          Malefic Tune
          Trap Normal
          Malefic Tune

            If a face-up "Malefic" monster(s) you control is destroyed by battle or an opponent's card effect: Draw 2 cards. If a face-up "Malefic" monster(s) you control is destroyed, while this card is in your GY (except during the Damage Step): You can banish this card from your GY; add 1 "Malefic" monster from your Deck to your hand. You can only use each effect of "Malefic Tune" once per turn.


            Never mind, I draw 2, this card also has a search effect but it rarely has any effect because after searching, the OTK dies, or the monster is not destroyed but is returned, sent,...



            Extra Deck

             

            Ruddy Rose Dragon (x0-1)

            UR Rarity
            Ruddy Rose Dragon
            UR Rarity
            Ruddy Rose Dragon
            Ruddy Rose Dragon
            FIRE 10
            Ruddy Rose Dragon
            • ATK:

            • 3200

            • DEF:

            • 2400


            1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can banish all cards from the GYs, then, if this card was Synchro Summoned using "Black Rose Dragon" or a Plant Synchro Monster as material, you can destroy all other cards on the field. When your opponent activates a card or effect that would destroy a card(s) (Quick Effect): You can Tribute this card; negate the activation, then you can Special Summon 1 "Black Rose Dragon" from your Extra Deck or GY.


            Galaxy-Eyes lowered its head

            Assault Blackwing - Onimaru the Divine Thunder (x0-1)

            R Rarity
            Assault Blackwing - Onimaru the Divine Thunder
            R Rarity
            Assault Blackwing - Onimaru the Divine Thunder
            Assault Blackwing - Onimaru the Divine Thunder
            DARK 12
            Assault Blackwing - Onimaru the Divine Thunder
            • ATK:

            • 3000

            • DEF:

            • 2000


            1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 "Blackwing" monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of "Assault Blackwing - Onimaru the Divine Thunder" once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only.


            Acts as a punching bag that cannot be destroyed by card effects

            Number 68: Sanaphond the Sky Prison, Galaxy-Eyes Full Armor Photon Dragon and Galaxy-Eyes Cipher Dragon (x0-1)

            R Rarity
            Number 68: Sanaphond the Sky Prison
            R Rarity
            Number 68: Sanaphond the Sky Prison
            Number 68: Sanaphond the Sky Prison
            DARK
            Number 68: Sanaphond the Sky Prison
            • ATK:

            • 2100

            • DEF:

            • 2700


            2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs.


            UR Rarity
            Galaxy-Eyes Full Armor Photon Dragon
            UR Rarity
            Galaxy-Eyes Full Armor Photon Dragon
            Galaxy-Eyes Full Armor Photon Dragon
            LIGHT
            Galaxy-Eyes Full Armor Photon Dragon
            • ATK:

            • 4000

            • DEF:

            • 3500


            3 Level 8 monsters You can also Xyz Summon this card by using a "Galaxy-Eyes" Xyz Monster you control as material, except "Galaxy-Eyes Full Armor Photon Dragon". (Transfer its materials to this card.) Once per turn: You can target up to 2 Equip Cards equipped to this card; attach them to this card as material. Once per turn: You can detach 1 material from this card, then target 1 face-up card your opponent controls; destroy it.


            UR Rarity
            Galaxy-Eyes Cipher Dragon
            UR Rarity
            Galaxy-Eyes Cipher Dragon
            Galaxy-Eyes Cipher Dragon
            LIGHT
            Galaxy-Eyes Cipher Dragon
            • ATK:

            • 3000

            • DEF:

            • 2500


            2 Level 8 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; monsters you control cannot attack your opponent directly for the rest of this turn, except this card, also take control of the targeted monster until the End Phase, but while this effect is applied, it has its effects negated, its ATK becomes 3000, also its name becomes "Galaxy-Eyes Cipher Dragon".


             bắn card go brrrr

             lock mộ go brrrr

            Deskbot Jet (x0-1)

            N Rarity
            Deskbot Jet
            N Rarity
            Deskbot Jet
            Deskbot Jet
            EARTH 10
            Deskbot Jet
            • ATK:

            • 500

            • DEF:

            • 500


            1 Tuner + 1 or more non-Tuner monsters This card gains 500 ATK and DEF for each "Deskbot" card on the field. You can only use 1 of the following effects of "Deskbot Jet" per turn, and only once that turn. ● You can target 1 "Deskbot" card you control; destroy it, and if you do, Special Summon 1 "Deskbot" monster from your Deck. ● You can target 1 "Deskbot" card you control and 1 face-up card on the field; destroy them.


            It's also card shooting but makes opp more confused :)

            Superdreadnought Rail Cannon Juggernaut Liebe and Skypalace Gangaridai (x0-1)

            UR Rarity
            Superdreadnought Rail Cannon Juggernaut Liebe
            UR Rarity
            Superdreadnought Rail Cannon Juggernaut Liebe
            Superdreadnought Rail Cannon Juggernaut Liebe
            EARTH
            Superdreadnought Rail Cannon Juggernaut Liebe
            • ATK:

            • 4000

            • DEF:

            • 4000


            3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.


            R Rarity
            Skypalace Gangaridai
            R Rarity
            Skypalace Gangaridai
            Skypalace Gangaridai
            WIND
            Skypalace Gangaridai
            • ATK:

            • 3400

            • DEF:

            • 3000


            2 Level 10 monsters You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target, and if you do, inflict 1000 damage to your opponent. You can only use the effect of "Skypalace Gangaridai" once per turn. This card cannot attack the turn you activate this effect.


            After shooting the card, the ship gets on the 6000 ATK tank and punches :D



            Staple

            The deck's staple is more about protecting when you miss turn 1 than bombarding backrows with other types of OTK.

            x0-3

            UR Rarity
            Floodgate Trap Hole
            UR Rarity
            Floodgate Trap Hole
            Floodgate Trap Hole
            Trap Normal
            Floodgate Trap Hole

              When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.


              UR Rarity
              Bottomless Trap Hole
              UR Rarity
              Bottomless Trap Hole
              Bottomless Trap Hole
              Trap Normal
              Bottomless Trap Hole

                When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it.


                SR Rarity
                Void Trap Hole
                SR Rarity
                Void Trap Hole
                Void Trap Hole
                Trap Normal
                Void Trap Hole

                  When your opponent Special Summons a monster(s) with 2000 or more ATK: Negate the effects of 1 of those monsters with 2000 or more ATK, and if you do, destroy it.


                  UR Rarity
                  Compulsory Evacuation Device
                  UR Rarity
                  Compulsory Evacuation Device
                  Compulsory Evacuation Device
                  Trap Normal
                  Compulsory Evacuation Device

                    Target 1 monster on the field; return that target to the hand.


                    SR Rarity
                    Treacherous Trap Hole
                    SR Rarity
                    Treacherous Trap Hole
                    Treacherous Trap Hole
                    Trap Normal
                    Treacherous Trap Hole

                      If you have no Trap Cards in your Graveyard: Target 2 monsters on the field; destroy those targets.


                      UR Rarity
                      Compulsory Escape Device
                      UR Rarity
                      Compulsory Escape Device
                      Compulsory Escape Device
                      Trap Normal
                      Compulsory Escape Device

                        Each player chooses 1 monster they control, then shuffles it into the Deck.


                        UR Rarity
                        Paleozoic Canadia
                        UR Rarity
                        Paleozoic Canadia
                        Paleozoic Canadia
                        Trap Normal
                        Paleozoic Canadia

                          Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.


                          Void Trap Hole : Frightfur Tiger is also strong :)

                          Treacherous Trap Hole : Greasy
                          Floodgate Trap Hole : Greasy
                          Bottomless Trap Hole : Banishhhh
                          Canadia: same Floodgate but not numbered and a bit weaker :D
                          Escape Device : Shuffle Go Brrrrrr
                          Evacuation Device : Return Go Brrrrr

                          Book of Moon and Mystical Space Typhoon ( new staple update (September 1, 2022))

                          UR Rarity
                          Book of Moon
                          UR Rarity
                          Book of Moon
                          Book of Moon
                          Spell Quick
                          Book of Moon

                            Target 1 face-up monster on the field; change that target to face-down Defense Position.


                            UR Rarity
                            Mystical Space Typhoon
                            UR Rarity
                            Mystical Space Typhoon
                            Mystical Space Typhoon
                            Spell Quick
                            Mystical Space Typhoon

                              Target 1 Spell/Trap on the field; destroy that target.


                              MST: bombards spells/traps not once per turn

                              BoM: set the opp monster face down (because it's face down, it can't trigger effects, except for krawler) to help you attack and defend




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