Deck Profile: Dark Fluffals

A deck profile using a DARK engine in Fluffals.

Let’s get with the profiling:
Monsters: (20)

  • 3 Fluffal Dog
  • 3 Edge Imp Chain
  • 3 Fluffal Bear
  • 2 Edge Imp Sabres
  • 3 The Dark – Hex-Sealed Fusion
  • 2 Fluffal Owl
  • 2 Fluffal Sheep
  • 2 Fluffal Wings

Spells: (17)

  • 3 Allure of Darkness
  • 3 Instant Fusion
  • 2 Frightfur Fusion
  • 3 Polymerization
  • 2 Twin Twister
  • 1 Frightfur Factory
  • 3 Toy Vendor

Traps: (3)

  • 3 Fusion Reserve

Extra Deck: (15)

Fusion: (12)

  • 3 Frightfur Sabre-Tooth
  • 1 Frightfur Bear
  • 1 Frightfur Wolf
  • 3 Frightfur Tiger
  • 3 Frightfur Sheep
  • 1 Elder Entity Norden

XYZ: (3)

  • 1 Divine Dragon Knight Felgrand
  • 1 Castel, the Skyblaster Musketeer
  • 1 Sky Cavalry Centaurea

I’ll try to use a different style to explain this deck profile. I’ll go through each card individually and explain the ratios in a very structured manner:

  • 3 Fluffal Dog
  • 3 Fluffal BearĀ 
  • 2 Fluffal Wings
  • 3 Toy Vendor

I consider this set of cards to be a staple section for Fluffals. Dog is one of the most essential pieces to the deck, gaining advantage and searching for neccessary pieces to the deck, an obvious 3-of.

Bear and Toy Vendor are the other half of the essential searching engine, you want to see both of them as much as possible in your opening hand, so maximizing on them is very important. They can even combo with each other because Toy Vendor is so lenient. Toy Vendor searches whenever it’s sent to the graveyard, so even if you discard a Toy Vendor for the effect of another Toy Vendor, the discarded one will activate its effect to search your deck for essential combo pieces.

Wings completes the engine as a 2-of. 3 Is excessive and unnecessary because Wings has no value by itself, but on the other hand you still want to see the Bear plus Wings combo as much as possible in your opening hand because it amasses so much advantage while simultaneously searching your deck for valuable combo pieces. On the other hand, you also don’t want to run only 1 copy because you are very unlikely to draw into opening hand, and there are frequent times when you want to use the graveyard effect twice in a single duel of the game gets drawn out. Also, because it has Fluffal in the name it’s very helpful to get more names into the deck for the Fusion monsters since they all require generic “Fluffal monsters”.

  • 3 Edge Imp Chains
  • 2 Edge Imp Sabres

Of the Edge Imp monsters, Chains is clearly the most valuable because it gives you access to the debatably more important Fusion monster, Frightfur Sheep, and also gives searchability for Frightfur cards. It even has the more ideal stats of the two that I’m running, so in just about every possible way it’s the better Edge Imp monster. Another obvious 3-of in my opinion, you want to draw it as much as possible because drawing it really kick starts your engine and it’s pretty hard to have a strong victory without it.

Sabres on the other hand isn’t all that important. Its main value lies in the Fusion monsters that use it exclusively, Tiger and Wolf. Outside of Frightfur Tiger the deck has no removal, making it very important to have access to, so in that sense Edge Imp Sabres is an absolute necessity. The problem is, Sabres has bad stats and is mostly useless. Every once in a while I can pull off a wombo combo using Toy Vendor, but that’s an infrequent occurrence. Sabres is also very easily searchable so realistically you only need to run 1 copy. The reason I run two though for this build is because I run Allure of Darkness. With Allure of Darkness I don’t want to banish my only copy of Edge Imp Sabres if I’m only running 1. With 2 copies though, the prospect of searching a Sabres off a Toy Vendor or Dog in order to active Allure of Darkness isn’t as detrimental. Perhaps that will change once Octo is released in the TCG allowing players to put Sabres back into the graveyard from being banished.

  • 2 Fluffal Owl

I previously ran only 1 Fluffal Owl in my builds, but recently I’ve been upping it to 2 copies. What I’ve essentially done is replaced all of the excess Fluffal monsters, such as Mouse, Rabbit and Cat with additional copies of the ones that have more initial value, such as Owl. I’ve also slowly lowered to number of fusion spells in the deck, so I thought it would be prudent to add additional ways to search Polymerization. Also, since I have swapped out King of Swamp for The Dark – Hex-Sealed Fusion, I have even less fusion search power, so adding additional Owls makes sense in that regard.

  • 2 Fluffal Sheep

This is just the normal amount I always run. 1 I always feel isn’t enough because then I don’t see it nearly enough and I’m forced to use my searches to get it when I’m using Dog and Vendor, and I don’t always want to search it. Clearly, not a 3-of though because it has no use as a stand alone card. It’s also not weak enough to be dropped from the deck, since it has plays that give massive advantage and can swarm fusion materials with barely any cards invested. If anything though, I have thought of dropping Sheep to 1 copy in order to run 3 Owl

  • 3 The Dark – Hex-Sealed Fusion
  • 3 Allure of Darkness

Hex is a very straightforward card, it’s a fusion substitute monster, so it can act as Sabres or Chain when you have it, even in the graveyard when used for Frightfur Fusion. It also acts as the main Allure of Darkness target, allowing me to draw into my deck more quickly. I rarely use the Fusion summoning effect it provides, but I am always in favor of cards having additional utility rather than not.

In the future I’ll likely drop this card completely in favor of either Edge Imp Tomahawk or Edge Imp Frightfuloid, or some ratio of those and other cards because they add a lot more value in combination with Frightfur Kraken and are also DARK for Allure of Darkness.

Allure is generally a 3-of in any fast combo deck that runs it because they aren’t expecting to get many turns into a duel where playing more than 1 copy during the duel would have negative effects. Typically you run 3 to ensure you draw it, thus ensuring you draw into the other important parts of your deck. This essentially cuts the deck count by 3 cards from a theoretical perspective. I could easily drop this card to 2 though because opening with 2 is really bad, and you don’t always want to activate it.

  • 3 Polymerization
  • 3 Instant Fusion

You want to draw both of these as much as possible, especially Polymerization. Polymerizations purposes and usage in this deck is completely self evident, the deck is literally based around using this card, so I think I don’t need to explain why it’s a 3-of.

Instant Fusion gives the deck a really fast kick start into the Sheep plus Sabre-Tooth combo because it allows you to crank out a Frightfur Sheep with just itself, then you can Fusion with that Sheep and any combination of Fluffal and Edge Imp monsters to make a Sabre-Tooth and revive it, making a difficult field to break. Instant Fusion also has the utility of Elder Entity Norden in order to summon Castel for his removal powers in a pinch. Instant Fusion also has “Fusion” in the name so it can be used to activate Frightfur Factory.

  • 2 Frightfur Fusion
  • 1 Frightfur Factory

I’ve slowly settled into these ratios the more I’ve played this deck, but I’ve certainly entertained the idea of different ratios. For Frightfur Fusion, I initially ran it as a 3-of similar to a Miracle Fusion, but the problem was that it is so abysmal a card in your opening hand, and it’s even more of a bummer if you open with two. That means it goes against one of my deck building rules: “If you don’t want to open 2 then don’t run 3”. The card is super powerful, so it’s hard to drop it to 2, but in my opinion it’s the amount that needs to be played. It is searchable, which makes up for running less than 3.

Factory has always seemed like a clear cut 1-of to me. It’s combo oriented so you don’t really want to open it, but it has really high utility later in the game and is searchable. I have contemplated multiple times running 2 copies because it’s such a good card, but until running just 1 copy goes wrong that probably wont happen. I do get a little sad when I flip over my one copy of Frightfur Factory when I activate Toy Vendor’s effect though.

  • 2 Twin Twister

A lot of decks have dropped this card to the side, but I felt in this deck’s instance that that didn’t make a whole lot of sense. For this decks purposes, removing my opponent’s spells and traps for a single turns out ways the potential bad match-ups for Twin Twisters use. Even if my opponent only has 1 set card it’s still worth if for this deck to remove it because of how it’s designed to win.

Ratio-wise, 3 is way too many, you certainly don’t ever want to have more than 1 in hand, and you don’t always want it anyways. Running just 1 is a little silly because you don’t have any ways to search it and you’ll rarely draw it, so 2 is the perfect middle ground.

Twin Twisters works nicely with the deck because it can also set off the effects of Toy Vendor and Edge Imp Chains by discarding them.

  • 3 Fusion Reserve

Previously I ran 3 Fusion Conscription over Fusion Reserve, and I still think both have there value, and running both is kind of redundant so I would only run one or the other. With the number of ways to get Polymerization lowered with the cut of King of the Swamp, this card only made sense as well. It allows you to recur Polymerization from the graveyard, giving you more access, while also effectively doing to same thing as Fusion Conscription, the main downside being the loss of additional ways to use Frightfur Factory. Overall, I’ve found Reserve a lot better than Conscription just because of the Polymerization recursion effect. I was really surprised to find how often I would use that half of the effect and how overpowered that effect was.

  • Extra Deck:

The Extra Deck is pretty much the same as far as Fusions go for any Fluffal deck you might find out there. So I’ll be ignoring my choices for the Fusion monsters.

As far as the XYZ go, they’re also pretty straightforward:

  • 1 Divine Dragon Knight Felgrand

Felgrand is made by using 2 Frightfur Sabre-tooth, and in the future Frightfur Kraken. I only really summon this card if I definitively have game on my next turn, so for example I attacked for damage leaving my opponent below 1000 lifepoints, then I’ll combine my on field Sabre-Tooths into a Felgrand to “seal the deal”.

  • 1 Castel, the Skyblaster Musketeer

Completely for utility purposes, I almost never have summoned it, but in the back of my mind I cannot escape the expectation of someone playing some horrible card like Non-Fusion Area and me not having an out to it. Alos, currently Castel makes one of the better outs to destruction resistant monsters.

  • 1 Sky Cavalry Centaurea

Same as Castel, but on a lower rung. Both Sheep and Owl are level two, and that makes making Sky Cavalry pretty easy, just normal Owl and special summon a Sheep from hand. Rarely useful, but the utility is welcomed.

 

Written by: Kyle Oliver