New support in the future, and some new ideas to be tested.
Here’s the basics, over the past couple weeks some Fluffal support was revealed. I don’t usually write about that kind of stuff, so I let it pass. In addition to that some indirect support came out and then I also had some ideas to make Fluffals stronger and together this all culminated in me feeling as if I should write a new article about it all.
As Monarchs are not as good, in a fashion not allowing them to be played at the highest levels at tournaments, I have mostly dropped the deck. I had a small handful of interesting ideas, but none of them I thought where strong enough to compete in my opinion. I rummaged through my completed decks, of which there where three: Ultra Athletes, which really sucks now, Stall, which I’ve already spoken about in length, and lastly Fluffals. I figured I would play some times with the deck at my locals a few weeks or so back (just so you know my locals is now permanently closed, meaning I’m a Regionals only kind-of-guy), and I play the deck through on the last couple of tournaments we had there. What I’ll say is the deck is really good still, and then once the deck was revealed to be receiving new legitimate support, I figured it had inadvertently become my tournament deck. I did a lot of my styled DevPro testing and this resulted in two new deck-a-types for Fluffals that I thought where better than my original.
This is the first of the two major ideas that I tested. I ran this one in real life at my local tournaments and I think it adds a lot of very good things to the deck. It requires the typical gem-knight engine: 3 Brilliant Fusion, 1 Gem-Knight monster (preferably a level 4 so you can Instant Fusion into Norden and revive the Gem-knight to make a Rank 4 XYZ), and then Gem-Knight Seraphinite and some LIGHT monsters. For Fluffals, the deck already runs a LIGHT monster: Fluffal Wings, which for whatever reason they decided to make a LIGHT monster despite the rest of the clearly LIGHT looking monster of the archetype being EARTH.
This initial synergy is the easiest to explain. Fluffal Wings is already a monster you want in the graveyard in a Fluffal deck, so this acts as a combination with Fluffal Bear. Fluffal Bear plus a Brilliant Fusion now nets the deck a very significant amount of advantage.
The second important point of synergy is the double Normal Summon. Seraphinite grants a second normal summon, which is very helpful for most decks, but especially this one. Two Normal Summons can turn a Fluffal Dog into a copy of Polymerization, which otherwise wasn’t possible expect for my excessive drawing to get a King of the Swamp or simply drawing Polymerization. With two Normal Summons you can instead Normal Summon Fluffal Dog, search Fluffal Owl and then Normal Summon Fluffal Owl to search Polymerization. This necessitates running 2 copies of Fluffal Owl in my opinion. With this possibility open, you can then turn a Fluffal Bear plus a Brilliant Fusion into a massively advantageous play:
- Brilliant Fusion, sending “Gem-Knight” and Fluffal Wings to graveyard, to summon Gem-Knight Seraphinite.
- Use Fluffal Bear to set and activate a Toy Vendor from your deck.
- Use Wings banishing itself and Bear to draw 2 cards and send Toy Vendor to the graveyard.
- Toy Vendor searches Fluffal Dog.
- Normal Dog search Fluffal Owl.
- Normal with your additional Normal Summon, Owl searches Polymerization.
With this two card combo in an opening hand of 5, you end with a Dog, Owl, Seraphinite and Brilliant Fusion on field and 5 cards and Polymerization in hand. Technically this is a plus 5, but no-one really counts the copy of Brilliant Fusion on the field as card advantage, so realistically it’s a plus 4, but that’s still insane. Especially since it’s not a very uncommon opening.
Two additional things, Brilliant Fusion has “Fusion” in the name and is also a Spell so it has minor synergy with Frightfur Factory because it can be banished from the graveyard. Also, whenever I run Brilliant Fusion I also swap out 1 of my 3 King of the Swamps with a copy of The Light – Hex-Sealed Fusion, because it’s a LIGHT monster you can dump with Brilliant Fusion and this allows you to make some interesting plays with Frightfur Fusion.
The next one, I favor more of the two ideas, is a very simple idea. The in engine is literally just the addition of Allure of Darkness into Fluffals, but that alone adds tons of draw power and consistency to the deck, and I think it really thins the deck down to the cards it actually needs rather than forcing a lot of filler in the deck. In a typical Fluffal deck, I would say you probably don’t have enough DARK-attribute monsters to facilitate Allure of Darkness, but I made an extremely simple change in order for it to work: I swapped all the King of the Swamp with The Dark – Hex-Sealed Fusion.
Dark Hex is another fusion substitute monster, so in that aspect it’s exactly the same as King of the Swamp. It loses out on the ability to discard King of the Swamp to add Polymerization to the hand, which hurts a little, but after playing with this deck I found that that effect doesn’t come into play nearly as much as you would expect, especially taking into account the additional draw power of Allure. Dark Hex also has an effect that allows it to Special Summon using itself and other on field monsters for a DARK Fusion monster, which is basically any Frightfur monster. This also rarely comes into play, but the added ability is always welcome in my book. This may come into play more with a card I’ll talk about later.
Overall, this is a very simple change, but I think it really gives the deck a huge boost.
New Fluffal Support:
Level 1 / Fairy / WATER
800 ATK / 800 DEF
When this card is Normal or Special Summoned: You can target 1 “Fluffal” or “Edge Imp” monster in your Graveyard; add it to your hand. If this card is sent to the Graveyard as a Fusion Material for the Fusion Summon of a “Frightfur” Fusion Monster: You can target up to 2 of your banished monsters; return them to the Graveyard. You can only use each effect of “Fluffal Octo” once per turn.
Pretty simple card, pretty simple application. Fluffal Octo basically makes Fluffal Rabbit and Fluffal Mouse useless. If you need a monster for recursion, Octo is probably better than Rabbit because it gives you a plus 1. Also, if you need multiple monsters for a fusion summon, Octo is better than Mouse because it’s vastly more consistent, is multipurpose, and doesn’t clog your deck. I already don’t like Mouse anyways, but this just made it easier in my opinion. For the most part this card doesn’t add much to the deck. At best I could say it will be a one-of.
There are some potentially weird applications for the card because it’s a WATER monster, unlike the other Fluffals. I don’t have any particular things in mind though,but I feel like there has to be some kind of application to that. This also adds the potential for a one-of copy of One For One, which is probably a good idea.
Level 8 / Fusion / Fiend / WATER
2200 ATK / 3000 DEF
1 “Edge Imp” monster + 1 “Fluffal” monster
Once per turn: You can target 1 monster your opponent controls; send it to the Graveyard. This card cannot attack your opponent directly during the turn you activate this effect. This card can make a second attack during each Battle Phase. At the end of the Battle Phase, if this card battled: You can change this card to Defense Position.
This card is the real deal. Not only does this card have wildly easy Fusion materials, being the ever lenient any Edge Imp and any 1 Fluffal, completely invalidating the need for any specific Edge Imp monsters, it also is exceptional in terms of stats and effect on all fronts. It’s hard to say immediately, but it’s certainly possible this card completely replaces Fluffal Wolf, meaning you won’t need Edge Imp Sabres for anything but Frightfur Tiger. This gives new potential use for cards like Edge Imp Tomahawk and Edge Imp Frightfuloid, which can be used as Fusion material for Kraken. In particular I’m interested in trying out Frightfuloid because it has a lot of synergy with a lot of different things in the deck, and now that it finally has a reasonable mosnter to be used as Fusion material for it might end up being an incredible monster.
Kraken adds one of the most important things to this deck that it didn’t already have, which is monster removal that’s not destruction. Previously you would just be out of luck if the opponent put a destruction resistant monster on the board, for example Azure Eyes, and you only option would be attack over said monsters. Certain instances literally cause you to lose unless you were to break out your Norden into Castel combo, which hurts your other plays a lot. Another terrible thing that would happen all the time is if someone used Big Eye to take your Frightfur Sabre-Tooth that couldn’t be destroyed, they could put the Sabre-Tooth into defense mode and you would just lose by deck out. Kraken makes that weakness literally nonexistent, which is just what the deck needed.
Kraken also can put a lot of pressure on decks like Blue-Eyes with his massive 3K booty. A lot of decks that rely on battle or big monsters could struggle to deal with a constant stream of this card. I don’t know if I really need to say more about Frightfur Kraken other than that it’s a fantastic card for Fluffals.
That’s all I’ve got, see ya!
Written by: Kyle Oliver
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