Forum:Deck Guide/Fluffal

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Fluffals are an archetype of EARTH Fairy monsters first introduced in The New Challengers. The archetype consists of cutesy animals that can ultimately be fused with the DARK Fiend Edge Imp monsters to form the twisted Frightfur Fusion monsters. Their playstyle revolves around Fusion Summoning monsters with high ATK and destructive capabilities, giving them good OTK potential.

They are used by Sora Perse in the Yu-Gi-Oh! ARC-V anime and manga.

Analysis

Ratings

Power: 8/10
Fluffals have good offensive capabilities, with Fusion Monsters that can buff itself and/or buff each other. However, most of their ATK are gained through these buffs, and thus debuff and negation effects can shutdown their offensive capabilities almost completely.

Defense: 2/10
Unfortunately, Fluffals are pretty fragile. This is more apparent during the opponent's turn, especially if your previous OTK attempt failed. Such situation usually left you with middling resources and almost no way of protecting their board.

Consistency: 8/10
Fluffals are pretty consistent, with three major searchers for certain in-theme cards and only one of them needing the Normal Summon slot.

Speed: 9/10
Fluffals are quite fast once they get going, with multiple extenders and play supports in their arsenal.

Draw/Search Power: 9/10
Probably their biggest draw aside from their OTK potential, Fluffals have multiple in-theme cards that let them dig through their Main Deck quickly to amass required materials and fodders for Fusion Summon.

Strategies

The Fluffal archetype focuses on rapid-fire Fusion Summoning tactics. Their plays primarily revolve around searching and recycling Polymerization for repeated use. Searchers such as Fluffal Dog and Frightfur Patchwork made it easier to reach cards necessary for the situation, while recovery cards such as Fluffal Cat and Edge Imp Sabres give the Deck an edge in replenishing used materials for later use or extending their offense even further.

Weaknesses

Anti-Fusion Strategies
Because of their heavy reliance on Fusion Summoning, cards that shuts down said strategy like Cursed Seal of the Forbidden Spell and Anti-Spell Fragrance naturally work well against them. Anti-Spell Fragrance in particular, as it also shuts down key Spells such as Toy Vendor and Frightfur Patchwork in addition to their Fusion Spells.

Effect Negation
The archetype relies a lot on multiple effects to benefit from or make use of the usually-costly Fusion Summoning. Well-timed disruptions during their setup can break any attempt for a meaningful play, and the Deck's low defenses means that the possibility of getting slaughtered on the next turn is quite high. Even when the Deck has made it with multiple strong Fusions, the fact that most of their power are gained through effects means that crippling effects can bring them down to low their naturally low ATK, unable to break through the enemy's defenses.

The Basics

Monsters

Main Deck

  • Fluffal Bear: One of the archetype's first monsters, it had a rough start during the dawn of the archetype's release. However, with more cards released, it finally showed its true potential. Bear is an amazing monster that lets you activate Vendor immediately, and thus profit off of Wings' effect quickly. You might not use its second effect a lot, but it still has its niche. Run 2-3.
  • Fluffal Leo: A better Topaz Tiger, which isn't saying much, to be frank. You don't want to just leave a non-possessed Fluffal lying around during the Battle Phase, and even outside of that, Leo doesn't even play along with the Deck's theme. Run 0.
  • Fluffal Dog: This bad boy can add any Fluffal you want (or Edge Imp Sabres) from your Deck. One of our main consistency cards, Fluffal Dog is essential to the strategy. Run 3.
  • Fluffal Owl: Owl can search Poly from the Deck or act as one depending on the situation. Just remember that you can't use both effects in the same turn. While you most certainly should reserve your Normal Summon for Dog, there are times when you don't have Poly, and that's the time Owl shines. With the release of Patchwork though, Owl has become less essential (but still a decent card regardless). Run 1.
  • Fluffal Rabbit: Rabbit is one of the duo of Fluffal monsters that have basic extension effects upon being Fused; in this case, it recycles a Fluffal monster (or Sabres). However, it's a dead draw in multiples, so you might not want to allocate much space for it. Run 0-1.
  • Fluffal Cat: Cat is the second of our duo of extension cards, and is the better one. Its ability to recycle Polymerization will enable you to continue fusing, thus extending your plays even further. Run 1.
  • Fluffal Sheep: Sheep has the ability to Summon itself to the field and revive an Edge Imp (not just Sabres) by returning another Fluffal you control to the hand. Most of the times, you'll be returning Dog so you can reuse it next turn. All in all, a cute little utility card. Run 0-2.
  • Fluffal Mouse: A rather peculiar card that has an effect to Special Summon copies of itself from the Deck, at the cost of not being able to Special Summon anything from the Extra Deck but Fusions. To be frank, the restriction hurt quite a bit and the Deck is usually too cramped to include multiple copies of it. It's still easy materials for Tiger and Wolf, but run at your own risk. Run 0 or 3.
  • Fluffal Wings: A pair of blessings from the sky, this card lets us draw our Deck like crazy in tandem with Toy Vendor. It also gives us a way to trigger Vendor's second effect without resorting to Mystical Space Typhoon or Frightfur Tiger. You can easily dump it to the Graveyard through Fusion Summon or Toy Vendor's first effect. Run 2-3.
  • Fluffal Octopus: Octo can either recover cards from your Graveyard when Summoned or return banished ones (usually Wings) if used for Fusion. Very slightly better than Rabbit but worse than Cat, Octopus has its uses... It's just not sorely needed most of the time. Run 0-1.
  • Fluffal Penguin: Just like Wings, Penguin is a fine addition to the Deck. Its Special Summoning effect eases the use of Fusion Substitute, and can also be used to easily setup Xyz and Link plays. Its second effect gives an addition to our already-good draw power, which means we can reach to important cards easier. Just don't overdraw. Run 2.
  • Fluffal Patchwork: Ah, so this is Patchwork! Everyone's been talking about how great of a card it is, it can... Wait, it's just a bargain bin King of the Swamp with no other function? Cute design, though... Run 0.
  • Fluffal Angel: Our second Pendulum Monster (the first being Cotton Eater), Angel is... Decent, I guess? Its Pendulum Effect lets you revive a Fluffal or Edge Imp, although its restriction can tilt you the wrong way without proper planning. Its monster effect is more or less the same, and can be used to dump cards like Wings or Chain if needed. Not awesome, but not too bad either. Run 0-2.
  • Edge Imp Sabres: Pointy devil scissors of death got the censor bat and are now the kid-friendly fiendish lightsabres of doom. Regardless, Sabres is a nifty card that can revive itself after being fused, and said effect happens to sync very well with Toy Vendor. It's also a required material for Tiger, so there's that. Oh, and it's also a Level 3 Fiend. You know that that means... Run 1-2.
  • Edge Imp Saw: Because Sabres is lonely, the Edge God created Saw to compliment it, with draw-and-stack effect that works with both Sabres and Vendor. Sadly, Saw ended up becoming a mediocre card due to said effect being rather slow and eating up your Normal Summon, which should be reserved to Owl and Dog (mainly Dog). Run 0.
  • Edge Imp Chain: Possibly the most useful Edge Imp. Chain's effect to grab a Frightfur Spell from the Deck is already pretty useful to search stuff like Fusion or Factory, but with the release of (Frightfur) Patchwork, its usefulness multiples by 10 as it's now able to search a searcher. You can dump it easily with Vendor or Fusion Summon. Run 3.
  • Edge Imp Tomahawk: Tomahawk used to have some potential as a pseudo-Prisma for Edge Imp monsters. However, with the rise of the semi-generic Frightfur monsters, it fell out of favor and is now better left in your weapons rack. Run 0.
  • Edge Imp Frightfuloid: Frightfuloid was meant to work with our (supposed) boss monster Chimera, but as long as Chimera remains a mediocre card, it just won't do much, unfortunately... Cool design, though.Run 0.
  • Edge Imp Cotton Eater: Our first Pendulum Monster. Its monster effect left much to be desired, but at least it has a good Scale and decent Pendulum Effect. Run 0-2.
  • Frightfur Meister: Our first Frightfur monster that isn't a Fusion Monster. Its Pendulum Effect is decent... Although unfortunately, its Scale is less than optimal for our Deck. Its monster effect has potential... But good luck actually Summoning it. In the end, it's probably not worth considering. Run 0.

Extra Deck

  • Frightfur Bear: Frightfur Bear's effect is unfortunately too difficult to trigger and utilize in today's standards; it used to have a niche with Fusion Reserve or Fusion Conscription to search Bear, but we have better search and draw power now... Run 0.
  • Frightfur Wolf: An okay Fusion that can be a deadly OTK machine during the right situation. You'll most likely be using your opening Fusion quota Summoning either Tiger or Kraken, but Wolf still had its uses. Run 0-1.
  • Frightfur Tiger: An in-theme Junk Destroyer that also boasts an ATK-boosting effect for our other Frightfurs, Tiger is a great Fusion Monster for our arsenal. A typical play involves Summoning Tiger to clear the board, then followed up with Sabre-Tooth to revive that same Tiger and combine both ATK-boosting effects for massive damage. Run 2.
  • Frightfur Leo: Poor Leo was supposed to be our in-theme Number 61: Volcasaurus, which can be used to inflict high damage and pop out annoying high-ATK monsters while sweeping out weaker ones. Unfortunately, its material requiring the mediocre Saw and being outclassed by our other Fusions in potential pretty much killed Leo's chance to shine. Run 0.
  • Frightfur Sheep: A simple and powerful Fusion, Sheep acts as our in-theme Armades. It also comes with a bonus ability to "regenerate" itself upon being destroyed, while bringing 800 more ATK from the grave. It's also Level 5, so that means Instant Fusion shenanigans. Run 1-2.
  • Frightfur Chimaera: Our supposed monster. It's pretty much as a Goyo Guardian subspecies with no protection and an overpriced tag of whopping 3 Frightfur Fusion Monsters. It's too much of a bother, you can do better with 3 different Frightfurs than sacrifice them for this. Run 0.
  • Frightfur Sabre-Tooth: Now this is a boss monster. It's less cumbersome to Summon with only 2 materials, but you can pay extra for protection. It also comes with a nice little ATK boost effect to compliment our other monsters. But most importantly, it can revive a Frightfur upon being Fusion Summoned, which means we can recoup our net loss almost immediately after Summoning it. Run 3.
  • Frightfur Kraken: While Kraken only has 2200 ATK, it's a double attacker, and with Tiger and/or Sabre-Tooth, it can reach higher. Even on the defensive side, Kraken is still good; it has a huge 3000 DEF, plus a non-destruction removal to eliminate resistant threats. All in all, Kraken is another great Fusion for the Deck. Run 2
  • Frightfur Daredevil: Just like Kraken, Daredevil only requires any Edge Imp plus any Fluffal for its Fusion. It's an offense-based monster with a burn effect when it kills an opponent's monster. When it's killed, it can burn for 500 for each Frightfur in your Graveyard; this includes itself, so it's a guarantee 500 damage at minimum. It's not really good or anything, but also not bad. You can use it if you want another Fusion or have the Deck space for it. Run 0-1.
  • Dangerous Frightfur Nightmary: Another high-level Frightfur, but its simple material requirements mean that you can Summon it with relative ease. It has 3000 DEF like Kraken, with 2000 ATK that can be boosted during your turn for each Fairy (Fluffal) and Fiend (Edge Imp/Frightfur) in your Graveyard, meaning that usually it will land with 2900 ATK if you open with it. Additionally, Nightmary has a self-protection to targeting, which is always good to have. However, more still needs to be seen about this card. Run ?

Spells

  • Polymerization: This old-as-dust generic card is pretty much our in-theme regular Fusion Spell. It can be searched, recycled and abused by the Deck very easily, simple and to the point. Run 3.
  • Fusion Substitute: An alternative to Poly that has an extra draw effect once used, at the cost of sacrificing hand-based Fusion when used. Due to its clause, you can only run a maximum of 3 between this and Poly. If you want to use it, the usual recommended ratio is 2 Poly : 1 Sub. Run 0-1.
  • Toy Vendor: The centerpiece of the engine that keeps our machine going. Toy Vendor enables you to Special Summon Fluffals from your hand, triggering their on-Summon effects. One way to manipulate the odds of drawing a Fluffal by stacking it with Sabres' revival effect. However, the most busted thing about this card is its second effect, which lets you dig your Deck for a Fluffal (or Sabres) if it's sent to the Graveyard. Aside from destruction, you can also have it triggered by milling it (even with another Vendor's effect), dumping it with cards like Twin Twister or, ideally, by making a neat combo with Wings. Run 3.
  • Frightfur Factory: This card might seem unnecessary at a glance, but there's actually some good applications to it. One of the simplest is as a "bonus" Poly; the thing is, getting Poly is a do-or-die necessity of the Deck, so having 1 extra when you got none in your hand might be necessary to extend your plays. You got bonus points if you have Frightfur Fusion to use it with, as it can be retrieved again later. Although if you decide to run this card, a single copy is usually enough. Run 0-1.
  • Frightfur Fusion: Our version of Miracle Fusion, this let us use excess Fluffals lying in the Graveyard for more Fusion plays, or possibly recover after a failed assault. Take note that after the New Master Rule is applied, this card lost some of its glitter due to the new Extra Deck Zone rule limiting your space. Run 0-2.
  • Frightfur Patchwork: Definitely one of the best thing that ever happened to us. Instantly searches Poly and an Edge Imp, while also being able to be searched with Edge Imp Chain's second effect. Just take note that you need to have both an Edge Imp and Poly in your Deck, so this card won't work if you already exhausted all 3 available Polys. Run 3.
  • Suture Rebirth: Yeouch. If only this card doesn't negate the effect of the Summoned monster... If you want direct revival card that badly, run Frightfur Reborn instead. Run 0.
  • Frightfur Reborn: A better Suture Rebirth. In addition to reviving your precious Frightfur monster without ripping its effects off, it also has a bonus banish effect and can be searched with Chain. Still not a really necessary card, but if you really want that Monster Reborn effect, look this way instead. Run 0-1.
  • Frightfur Sanctuary: Oh boy, another Chimera support card... And it still failed at making Chimera relevant to the Deck. Run 0.

Traps

  • Fluffal Crane: The thing is, you don't want a Fluffal lying on your field during the opponent's Battle Phase. And even considering that factor, this card's effect is still too weak for the Deck. Run 0.
  • Frightfur Custom: Again, being a Trap means you have to Set it beforehand and wait till your opponent's turn, and for revival purposes, you can always use something like Frightfure Reborn anyway. Run 0.
  • Frightfur March: Honestly a decent card at its core, but the problem is it isn't really suited for our playstyle, and deck space is rather important to us. It can save you from time to time though, so it's honestly up to you whether you wanna run it or not. Run 0-3.

Supports & Techs

Monsters

  • Tour Guide From the Underworld: Running her opens up much more Xyz plays with Sabres. However, make sure to adjust your Deck accordingly and run other targets such as Sangan or the Burning Abyss monsters.
  • The Burning Abyss monsters: Can be run if you decide to go Tour Guide. However, focusing on them might blur our deck's vision, so adjust your cards carefully.
  • Archlord Kristya: Noticeable in that it's a walking Vanity's Emptiness that works with Toy Vendor, but otherwise not really necessary to run (in fact, it might screw with your moves if you're not careful). Just make sure to watch your steps if you decide to run it.

Spells

  • Foolish Burial: Can be used to dump monsters like Wings or Sabres. Take note it won't work on Chain, since Chain's searching effect would only activate if it's sent from the hand or field.
  • Foolish Burial Goods: A searcher in disguise, sending Vendor with this card is essentially a free Fluffal (or Sabres). Might be a good idea to run in multiples.
  • Instant Fusion: A very good opening card, netting you an instant Sheep for easier Sabre-Tooth. Also has other countless alternatives depending on other monsters you might run. Just like Foolish Burial Goods, you might wanna run multiples of this.
  • Dark Fusion: Applies a temporary protection to the Fusion Summoned monster, with the downside being unsearchable.
  • Twin Twisters: Backrow removal to destroy those pesky Set cards that can potentially deter your attack attempts, while also serving as a dumper for Chain or Vendor.
  • Fusion Recycling Plant: A neat little Field Spell to recycle Poly and recover used materials at the end of the turn.

Traps

Core Skeleton

The following is a simple core skeleton of the Deck. Feel free to modify it when building your own Deck, this is just a generic recommendation.

Monsters (15)

  • x2 Fluffal Bear
  • x3 Fluffal Dog
  • x1 Fluffal Owl
  • x1 Fluffal Cat
  • x2 Fluffal Wings
  • x2 Fluffal Penguin
  • x1 Edge Imp Sabres
  • x3 Edge Imp Chain

Spells (9)

  • x3 Polymerization
  • x3 Toy Vendor
  • x3 Frightfur Patchwork

Traps (0)

  • N/A (The deck generally run very little to no Traps)

Extra Deck (7)

  • x2 Frightfur Tiger
  • x2 Frightfur Kraken
  • x3 Frightfur Sabre-Tooth


Originally written by Jared Grace on the Yu-Gi-Oh! Wikia
Rehashed and rewritten by White Azami
White Azami (talkcontribs) 12:41, 23 December 2018 (UTC)