Regional Material: Fluffals Post-Fusion Enforcers

Doug Zeeff

3/6/2017 11:00:00 AM

The Fluffal deck has changed so much over the last few years, and it's become better than I could ever imagine.

When Fluffals were first released, the only win condition was trying to Fusion Summon Frightfur Wolf with a bunch of materials so you could make direct attacks four times in a row. That got a little more reliable when we got Frightfur Fusion, a themed Miracle Fusion, and Edge Imp Chain, a monster that could search Frightfur Fusion. But the true competitive support didn't come until we got Frightfur Tiger.

You can Fusion Summon Frightfur Tiger with Edge Imp Sabres and any number of Fluffals, so it's pretty accessible overall. When it hits the field, you can target and destroy cards up to the number of materials used for its Fusion Summon. It's usually blowing up two or three cards, clearing the way for a direct attack. And even though it only starts with 1900 ATK, it boosts all your Frightfurs by 300 ATK for each Fluffal and Frightfur you control. That quickly spirals out of control, and makes OTK's a lot more consistent. The only downside to Tiger is that you can't control more than one. That's it.

But what actually earned Fluffals Regional Qualifier tops were Fluffal Wings and Frightfur Sabre-Tooth. The latter goes along with what Fluffals have always tried to do: OTK the opponent on the first turn. You bring out Sabre-Tooth with one Frightfur and then one or more Fluffal or Edge Imp monsters. There's no real reason to use more than three materials, because the only bonus effect it gets is that if you use three Fusion Materials to summon it then it can't be destroyed by battle or card effects. When it's summoned you can revive any Frightfur from your graveyard, instantly compensating you for the one you used to Fusion Summon Sabre-Tooth in the first place. Also, all of your Frightfurs gain 400 ATK.

 Frightfur Tiger
Frightfur Tiger127813
Set Fusion Enforcers
Number FUEN-EN022
Level 6
Type Fusion/Effect Monster
Monster Fiend
Attribute DARK 
A / D 1900 / 1200
Rarity Secret Rare
Card Text

"Edge Imp Sabres" + 1 or more "Fluffal" monsters
When this card is Fusion Summoned: You can target cards on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. All "Frightfur" monsters you control gain 300 ATK for each "Fluffal" monster and "Frightfur" monster you control. You can only control 1 "Frightfur Tiger".

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Just looking at a base level play sequence, you could summon Frightfur Tiger, blow up two cards, and then use it to summon Sabre-Tooth. That would revive the Tiger, and both boosts would get you up to 5700 damage. Throw basically any other monster on the board and that number skyrockets because Frightfur Tiger will give both of your Frightfurs another 300 ATK.

Fluffal Wings deals more with the consistency side of the Fluffal theme. I've talked extensively about Fluffal Wings before in my Sky Scourge deck, but it's even better in a dedicated build. When Wings is in the graveyard and you control a Toy Vendor, you can banish Winds and another Fluffal to draw one card, and then you can pop the Vendor to draw a second card. That triggers the Toy Vendor's search effect to search any Fluffal or Edge Imp Sabres from your deck for free.

Toy Vendor's another card that's even better in dedicated Fluffals than it was in my Sky Scourge strategy. Outside of the search whenever it hits the grave, it also has an effect that lets you pitch a card out of your hand to flip over the top card of your deck, and then Special Summon a monster from your hand if the top card was a Fluffal. In a deck with 16 Fluffal monsters, you're fairly likely to have one on the top of the deck. You can also use Edge Imp Sabres' graveyard effect to stack a card from your hand to the top of your deck, too, guaranteeing a Fluffal hit.

Even with just the cards I've mentioned, Fluffals have still grabbed a few Regional Qualifier Top 8 finishes, mostly in early 2016. Today though, we're talking about the three new support cards that they received in Fusion Enforcers, and why I believe they make Fluffals one of the best rogue picks for the coming weeks heading into World Championship Qualifiers.

Release The Kraken
Of the three new pieces of support, two of them are tied for having the most impact on the current Fluffal strategy. Personally, I believe Frightfur Kraken is what takes them to the next level. Kraken, much like Frightfur Tiger, has a whole bunch of effects with only one drawback.

Once per turn, you can target an opponent's monster and send it to the graveyard. Kraken can always attack twice per turn, but if you used the previous effects then it can't attack directly. At the end of the Battle Phase you can switch it to defense position if it attacked, which is great because it has a beefy 3000 DEF.

What's cool about Kraken is that it replaces Tiger in the standard OTK, and you don't need any further summons than just one Kraken and one Sabre-Tooth. First, you Fusion Summon Kraken, using it to get rid of whichever monster your opponent has standing in your way. Then, you use Kraken and any Fluffal or Edge Imp to bring out Sabre-Tooth, reviving the Kraken from your grave. With Sabre-Tooth's bonus ATK and Kraken's Double Attack you'll have exactly 8000 damage. That's much cleaner than the 5700 total damage from Sabre-Tooth and Tiger, even if you're not blowing up as many cards in the process.

Kraken's also much more effective than Tiger at keeping the field under control if you can't OTK. Its 3000 DEF is tough to deal with, and every turn it stays alive you can get rid of an opponent's monster. It's rare that you won't be able to defeat your opponent on Turn 1, but it's good to know that you have a backup plan if things go south.

 Frightfur Kraken
Frightfur Kraken127811
Set Fusion Enforcers
Number FUEN-EN020
Level 8
Type Fusion/Effect Monster
Monster Fiend
Attribute WATER 
A / D 2200 / 3000
Rarity Secret Rare
Card Text

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 directly the turn this effect is activated. This card can make a second attack during each Battle Phase. Once per turn, at the end of the Battle Phase, if this card battled: You can change this card to Defense Position.

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Moving on, Fluffal Penguin is the other monster that adds to the ridiculousness of Fusion Enforcers. Once while it's face-up on the field you can Special Summon a Fluffal from your hand in your Main Phase. There's a lot of Fluffals that trigger on summon like Fluffal Dog and Fluffal Owl, so it accelerators your searching effects while putting more monsters on the field. Also, when you use it for a Fusion Summon, you get to draw two cards and discard one. That can activate Toy Vendor if you pitch one of those, or it can load your graveyard for Frightfur Fusion, or it can even get rid of Fluffal Wings for later.

Also, Fluffal Penguin is the only Fluffal that's ever come close to matching the cuteness level of Fluffal Dog and Fluffal Cat, so it's a big step forward.

The third card that just came out is Fluffal Octopus, which is clearly not on the same power level of Frightfur Kraken or Fluffal Penguin. Fluffal Octopus lets you get back a fallen Fluffal or Edge Imp when your Normal or Special Summon it, and when you use it for a Fusion Summon you get to put back two banished monsters into your grave.

That second effect is neat because it means you can put back the things you banished with Fluffal Wings, so you can then use them for Frightfur Fusion, but I've almost always found Fluffal Octopus to be a “win more” card.

Before I show you the deck list, I should mention that Fluffals aren't an easy deck to pilot correctly. A lot of the Frightfur Fusions take specific Fusion Materials, so if you don't pay attention to your sequencing you'll find yourself stuck.

For example, Frightfur Tiger and Frightfur Wolf require Edge Imp Sabres, and Frightfur Sheep requires Edge Imp Chain, but Frightfur Kraken just needs any Edge Imp. Furthermore, almost all the Fluffal monster effects are once per turn, so you'll have to manage them carefully to fight through full boards.

Fluffals can tear down a wide variety of fields because of how many searching and draw effects they have. Not only that, but you can do clever things like Fusion Summon Frightfur Tiger using Fluffal Cat, putting Tiger's effect as Chain Link 1 and Cat's as Chain Link 2 to avoid Solemn Strike. Little interactions like that make a world of a difference on a game to game basis, so learning how to play through a lot of backrow is critical to your success.

Let's take a look at what I've been testing.

    Regional Material Fluffals Doug Zeeff    
Main Deck
Side Deck
3 Edge Imp Chain
2 Edge Imp Sabres
3 Fluffal Bear
2 Fluffal Cat
3 Fluffal Dog
1 Fluffal Octopus
1 Fluffal Owl
2 Fluffal Penguin
2 Fluffal Sheep
2 Fluffal Wings
1 Gem-Knight Garnet
3 Herald of Purple Light
2 Maxx "C"
Monsters [27]
3 Brilliant Fusion
1 Foolish Burial Goods
1 Frightfur Fusion
1 Fusion Recovery
3 Polymerization
1 Raigeki
3 Toy Vendor
Spells [13]
Deck Total [40]


1 Divine Dragon Knight Felgrand
2 Frightfur Kraken
3 Frightfur Sabre-Tooth
1 Frightfur Sheep
2 Frightfur Tiger
1 Frightfur Wolf
1 Gem-Knight Seraphinite
1 Leviair the Sea Dragon
1 Number 39: Utopia
1 Number S39: Utopia the Lightning
Extra Deck [14]

As far as I know, there's two philosophies running around for Fluffals right now. I've seen some builds that focus entirely on setting up unbreakable boards on Turn 1, usually with Number 38: Hope Harbinger Dragon Titanic Galaxy, Naturia Beast, Bahamut Shark, and Toadally Awesome. I've seen others that plan on going second, fully committing to OTK'ing opponents on the very first turn. I've gone with the latter.

Fluffal Penguin is a Level 4 Water monster so it seems like a cool interaction to revive it with Elder Entity Norden and make Bahamut Shark. But if you're playing too many cards that prioritize going first, you'll get absolutely obliterated going second. The Instant Fusion into Bahamut Shark play is only good on the first turn of the game, but in all other scenarios it's incredibly weak. And realistically, it's not even that great on Turn 1 with Maxx “C” so popular.

My philosophy is that I want to win every game going second, no matter what my opponent hands. It seems like a steep goal, but I think it's nearly achievable. In my initial testing, the majority of my losses were to Dimensional Barrier calling Fusions. More than any deck in recent memory, Fluffals lose hard to Dimensional Barrier. You can't do anything besides pass.

To circumvent that, I'm running three Herald of Purple Light to the Main Deck. You can discard Purple Light and another Fairy to stop a trap card, pairing perfectly with all of the Fluffals because every one is a Fairy monster. Purple can even set up Fluffal Wings combos if you happen to draw that, or you could just use the Fluffal for Frightfur Fusion. I've seen a few lists try Herald of Purple Light, but I believe that it's worth Main Deck slots so you can beat the best counter to your deck.

March Of The Penguins
The other thing you might notice is that I'm running a lot of two-of's and one-of's. The only Fluffals played in triplicate are Fluffal Dog and Fluffal Bear, and the Edge Imp Chain is the only other non-hand trap monster that's up to three copies as well. Like I mentioned before, virtually all of the good Fluffal effects are a hard once per turn that transcends all copies, so if your hand is clogged with multiples you're in a rough spot.

However, Dog, Bear, and Chain are simply too important to all your hands; I had to run three of all of them. Playing two Penguin, Wings, Sheep, Cat, and Edge Imp Sabres ensure that I can search them when I need them, but I shouldn't see multiples. Fluffal Octopus and Fluffal Owl are only played as single copies because they're the least useful, and I never want to see them unless I absolutely have to.

Lastly, the odd card out in my version is Brilliant Fusion. Without Frightfur Patchwork, a currently OCG exclusive card that searches an Edge Imp and a Polymerization for free, there's some missing aggression and consistency. As a result, Fluffal players are scrambling to find replacements for those cards. Some have leaned towards King of the Swap to grab Polymerization, or more board wipes, or extra copies of Foolish Burial Goods.

 Foolish Burial Goods
Foolish Burial Goods127320
Set Raging Tempest
Number RATE-EN065
Type Normal Spell Card
Attribute SPELL 
Rarity Secret Rare
Card Text

Send 1 Spell/Trap Card from your Deck to the Graveyard. You can only activate 1 "Foolish Burial Goods" per turn.

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I think that Brilliant Fusion is the best option, though, because it digs towards Fluffal Wings and gives you extra summons for when you can't get to Fluffal Penguin or hit Toy Vendor effects. Seraphinite can also be a part of your OTK, and you can pitch Toy Vendor for Brilliant Fusion to get a search. Playing Gem-Knight Garnet in a field of hyper consistent decks like Zoodiacs is scary, but when you resolve Brilliant Fusion you almost always win.

My version of Fluffals is far from standard, but I think it's the most competitive way to run it at the moment. In a field full of decks that want to go first, building a deck to go second basically means you'll win every dice roll. A smart Side Deck with powerful traps gives you choices when your opponent forces you go to first in Games 2 or 3. Fluffals can easily push out 8000, 9000, and over 10,000 damage through the strongest of fields, so I have high hopes of them going forward!

-Doug Zeeff

Doug Zeeff hails from Michigan and is currently an English major in college. When he's not found emailing Konami about why there's not a single walrus card in all of Yu-Gi-Oh! you can find him regularly posting unorthodox, unfiltered Yu-Gi-Oh! content on his Youtube channel, Dzeeff. In his spare time he enjoys eating cheese, Overwatch, and, of course, playing Yu-Gi-Oh. Click here to follow him and his adventures on Facebook!

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