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Something went wrong... Reload Page FUR HIRE GUIDE Published on September 14th, 2022 by Deruka • 23 comments Updated on May 8th, 2023 UPDATE LOG 2023 MAY 07TH: * Guide Overhaul with release of Support * Addition for P.U.N.K., Spright and Runick Fur Hire * Decklist updates * Trivia * Combo Guide full update 2023 JANUARY 26TH: * Addition of "1 Card Folgo" section * removed engines that need further support * update for other engines * general overhaul of recent banlists -------------------------------------------------------------------------------- TABLE OF CONTENTS -------------------------------------------------------------------------------- Since this is a very long Guide here's a table of contents that will help you get to the sections easier. Via CTRL + F and searching for these Tags you will find the sections easier Guide Contents: * Breakdown * Archetype Trivia * Archetype Cards * Small Engines * Staples * Extra Deck XYZ * Extra Deck Link * Budget Options * 1-Card Folgo Engines * Decktype Engines * Fur Hire as an Engine * Combo Guide * Decklists * Final thoughts -------------------------------------------------------------------------------- BREAKDOWN -------------------------------------------------------------------------------- Hi, I am Deruka and today I bring you a Guide about Fur Hire. Fur Hire is a mercenary/pirate archetype that specializes in swarming the field. The low level monsters (1-4, with the exception of Rex, Freight Fur Hire) have an effect that allows the player to Special Summon other Fur Hire monsters while triggering their second effects. The high level monsters (5+) have more powerful effects that activate on Special Summon. Beat, Bladesman Fur Hire is the ideal opening play to search for any Fur Hire monster, but they can also be pretty versatile. * Need to pop face-up or face-down cards on the field? Donpa, Marksman Fur Hire or Recon, Scout Fur Hire * Need negates? Wiz, Sage Fur Hire for Spells/Traps or Rafale, Champion Fur Hire for Monsters * Generate card advantage? 1. Beat, Bladesman Fur Hire to search any monster "Fur Hire" from the Deck, 2. Rex, Freight Fur Hire to search any Spell/Trap "Fur Hire" from the Deck, 3. Seal, Strategist Fur Hire to add any monster "Fur Hire" from the GY back to your Hand, 4. Filo, Messenger Fur Hire to Special Summon any monster "Fur Hire" from your GY, but it gets shuffled into the deck once it leaves the field, 5. Rafale, Champion Fur Hire to add any card from the top of your Deck to your hand by revealing the top cards up to the number of other monster "Fur Hire" you control. While you want to have a lot of Monsters "Fur Hire" in your Main Deck, there's also room for Handtraps, Techs, and other Archetype engines (Spright, Runick, Danger!?, Adventure and P.U.N.K., to name a few). Extra deck is mostly containing Links as the field is easily filled up with Monsters. Folgo, Justice Fur Hire and Donner, Dagger Fur Hire are the only Extra Deck Fur Hire monster, usually ran at 1-2 copies. The other spots can be used for whatever you want. Because this Deck can swarm a ton of monsters at once (assuming no disruptions or negates, or you can play through some them with cards like Rookie Fur Hire, Reasoning, etc.), summoning high Link monsters like Accesscode Talker, Borrelsword Dragon, Underworld Goddess of the Closed World, etc. is common. If this Introduction sounds interesting to you, keep reading down below to find out more about the Archetype "Fur Hire". -------------------------------------------------------------------------------- ARCHETYPE TRIVIA -------------------------------------------------------------------------------- There is no offical Lore about the archetype itself, but there are some concept arts that gives us a few insights on their creation. This Trivia's interpretation is based on these notes from the concept arts. Before the Cards were called "Fur Hire" and the pun of Monster "Fur Hire" was printed they were called Kuugadan, roughly means "Skyfang Brigade". They are hired Mercenaries but they are also a found family. They heavily put emphasis on diversity. Their logo is meant to say "No matter how different you are, you will always find our calling!". This is also why you never see any of the Monster "Fur Hire" sharing the same key abilities. They're not strong alone and work better in numbers. Folgo, Justice Fur Hire is a great example for this: When he is alone on the field he draws 1 card, but if there are 3 or more he draws 3 cards. No matter what happens, their conditions always require a Monster "Fur Hire" to exist. You can see this in every single card, especially the Lv 5+: * Sagitta burns the more Monster "Fur Hire" are present * Dyna banishes the more Monster "Fur Hire" are present * Wiz heals the more Monster "Fur Hire" are present * Rafale excavates the more Monster "Fur Hire" are present This also fits to the newest support cards Rex, Freight Fur Hire and Donner, Dagger Fur Hire: * Rex requires a Monster "Fur Hire" on the field to have his GY effect activable. * Donner requires a Monster "Fur Hire" to use her destruction effect. A big thanks goes out to Bukoya for the translation on the concept arts and the interpretation discussion. -------------------------------------------------------------------------------- ARCHETYPE CARDS -------------------------------------------------------------------------------- Currently the Archetype has access to 18 different cards. Let's take a closer look at each of them. MONSTERS Every Lv 1-4 has the ability to Special Summon any monster "Fur Hire" from your hand onto the field except themselves (with one exception: Rex, Freight Fur Hire). Once a monster "Fur Hire" is Special Summoned, the other effect is triggered for additional benefits, even when they are special summoned themselves. Keep in mind that every card "Fur Hire" is "hard once per turn", meaning any additional copies cannot activate their effects. The Lv 5+ monsters also have 2 effects, one that activates on its Special Summon and either a continuous Effect or an activateable Quick-Effect. REX, FREIGHT FUR HIRE 3x Rex is the best Normal Summon we have access to and should always be played at max copies. Due to it being a Dinosaur, running Fossil Dig in addition is recommended, as we want to see Rex as often as possible. On his Normal/Special Summon you can add 1 Spell/Trap "Fur Hire" from your Deck to your hand. This is basically Beat, Bladesman Fur Hire but for spells instead of Monsters. Rex is also the only Lv 4 or lower monster "Fur Hire" that doesn't have the effect to Special Summon another monster "Fur Hire" from your hand. Instead of the normal summoning Mechanic, Rex has an alternative summoning effect. During the Main Phase, if you control a monster "Fur Hire" you can (as a Quick-Effect) banish this card from your GY, then target 1 card "Fur Hire" in your GY and either add it to your hand, or, if it is a monster, you can Special Summon it instead. This effect is incredible on opponents turns to trigger Donpa, Marksman Fur Hire's effect to pop a monster they want to use to combo off with, plus a quick-play way to get your draw 3 off of Folgo consistently in archetype. This card is by far our best starter, but it's still not a 1 card combo starter. Although it would be nice to have a 1 card combo, being able to make a full combo play with just Rex and any other Monster "Fur Hire" in hand is incredible for consistency. BEAT, BLADESMAN FUR HIRE 2-3x 2nd best low level card of the Deck after Rex. On summon of any monster "Fur Hire" Beat will let you search your deck for any monster "Fur Hire". The usual go-to-targets are either Rafale, Champion Fur Hire or Filo, Messenger Fur Hire, but depending on the situation you do want to pick up other targets as well, such as Donpa, Marksman Fur Hire. Beat opens up the gameplan for the deck by searching any monster you need at any given time, so having access to it as soon as possible is the way to go. Thanks to Rex being able to search Rookie Fur Hire means Rex itself is immediate access to Beat as well, so we don't need to run Reinforcement of the Army anymore, but it is still an option to keep in mind, especially in a pure list. FILO, MESSENGER FUR HIRE 1-2x On summon of any monster "Fur Hire" Filo will let you Special Summon 1 monster "Fur Hire" from your GY to your field in Defense Position, but it gets returned to the deck when it leaves the field. While the effect is similar to Seal adding resources from the GY back in play, Filo gives you another body to further Link climb or make an XYZ-play. You can run 1 to 2 copies, it's personal preference, although for some builds it's hard to find room for a 2nd copy. Personally, I try to run 2 in most builds, but the deck space is sometimes very tight and it can't make the cut. HELMER, HELMSMAN FUR HIRE 0-1x Sadly she is one of the worse effects and even the worst of the low level Furs. On summon of any monster "Fur Hire" Helmer lets you draw a card by discarding any Fur Hire card. While a draw is always good, we're not reliant on it in this way, but it can set up a play for Rex on your turn or get a 2nd copy in the GY to use it on your and your opponents turn. The only use where you get the draw for free is when you have Seal right next to her plus a monster "Fur Hire" in the GY already, then you get to discard for free as you add back to the hand the same card you discarded with Seal, while drawing 1 (on the same chain link as Helmer sends for cost). Most of the time you never see Helmer in any builds besides a pure build. The most used reason for you to run her is as an additional name in the Deck without engines. SEAL, STRATEGIST FUR HIRE 1-3x On summon of any monster "Fur Hire" Seal will let you add back 1 monster "Fur Hire" from your GY to your hand. While the effect is similar to Filo adding resources from the GY back in play, after linking into Folgo, Justice Fur Hire this is a good way to get some resources back for the following turn or to use the effects of Wiz and Rafale. For a pure version of the deck you want to run this card at 2-3 copies. Depending on what kind of mixed Version you decide to run, cutting the numbers down for room is possible up to 1 copy minimum. The recovery from the GY is a tool you want to have available. The other option is Rank 4 XYZ's with Bravo. We will cover the possible targets down below. BRAVO, FIGHTER FUR HIRE 0-2x On summon of any monster "Fur Hire" Bravo will boost the current field by 500 ATK/DEF. The boost helps to get over some more problematic targets as it increases Rafale to 3300 ATK, which is usually enough to swing over possible threats. This doesn't sound as good on paper, but Bravo has another great use of this boost than just increasing your power: In combination with Rafale, Champion Fur Hire which triggers on Summon, you can Chain-Block your Search of Rafale to not get negated by Ash Blossom & Joyous Spring. It works the same way with Beat, but you need to keep Beat's effect available until you summon another monster "Fur Hire" while both Beat and Bravo are on the field. The other option is Rank 4 XYZ's with Seal. We will cover the possible targets down below. DONPA, MARKSMAN FUR HIRE 1-2x One of the two destruction cards of the Deck. On Summon of any monster "Fur Hire" Donpa will destroy a face-up card on the field. Be careful as it can also destroy your own cards, so you don't want to use this effect on your first turn to stop your own plays. Together with Recon you can go into Rank 2-XYZ plays, which gives us few options to choose from. Keep in mind that you can trigger the destruction effect with the help of Rex, Freight Fur Hire on your opponents turn. RECON, SCOUT FUR HIRE 0-1x The other of the two destruction cards of the Deck. On Summon of any monster "Fur Hire" Recon will destroy a face-down card on the field. Be careful as it can also destroy your own cards, so you don't want to use this effect on your first turn if you set backrow early. Together with Donpa you can go into Rank 2-XYZ plays, which gives us few options to choose from. Keep in mind that you can trigger the destruction effect with the help of Rex, Freight Fur Hire on your opponents turn. SAGITTA, MAVERICK FUR HIRE 0-1x The worst of the higher level monsters "Fur Hire". When you Special Summon this card you deal 500 Damage to your opponent's Life Points times the number of other monster(s) "Fur Hire" besides Sagitta, up to a max of 2500 LP. While Sagitta is on the field, your opponent cannot target any monster "Fur Hire" you control with card effects, except her. The Burn and targeting protection sounds quite decent on paper, but in practice this effect is very lackluster and not worth to pick up in the Deck. She is not mandatory for the Deck, but if you want to include another high level monster "Fur Hire" besides Wiz and Rafale, I recommend Dyna over Sagitta. DYNA, HERO FUR HIRE 0-1x When you Special Summon this card you can Banish cards in your opponent's GY up to the number of monster(s) "Fur Hire" you control with different names. This is the only Lv 5+ monster that includes itself in its effect. While Dyna is on the field, your opponent cannot attack any other monster "Fur Hire" you control. This gives you protection for your smaller furs that sometimes stay on the field, but not for generic monsters that are summoned. Usually you play him on Turn 2+ simply because banishing Turn 1 is not needed when you start to set up your board. He is not mandatory for the Deck, but if you want to include another high level monster "Fur Hire" besides Wiz and Rafale, I recommend Dyna over Sagitta. RAFALE, CHAMPION FUR HIRE 1-2x The best of the higher level monster "Fur Hire". When you Special Summon this card you can look at the top cards of your deck times the number of other monster(s) "Fur Hire" besides Rafale, then add any card amongst the excavated cards to your hand. While he is on the field, once per turn you can negate the activation of a monster effect from your opponent by discarding a "Fur Hire" card (this is a Quick-Effect). You want to run 2 copies for most builds, but some niche builds require to run 1 because of space issues. More than 2 could end up as bricks most of the time, so 2 is just the sweet spot. Keep in mind that you need Fur Hire cards in your hand to use the negate, otherwise he's just a body with 2800/2200 ATK/DEF. Rafale is also the in-built card to be "Anti-Nibiru" which is usually a problem for a lot of decks. Most of the times you want to summon it as the 4th summon and if possible leave it on the field, more about that in the combo section below. WIZ, SAGE FUR HIRE 0-1x When you Special Summon this card you increase your Life Points by 500 times the number of other monster(s) "Fur Hire" besides Wiz, up to a max of 2500 LP. While she is on the field, once per turn you can negate the activation of a Spell/Trap from your opponent by discarding a "Fur Hire" card (this is a Quick-Effect). You always want to run at least 1 of her. For most builds you do only want to run 1, but there is a small engine where you would want to run 2, but more about that later. Keep in mind that you need Fur Hire cards in your hand to use the negate, otherwise she's just a body with 2800 DEF. DONNER, DAGGER FUR HIRE 1-2x Donner is a Link 2 and needs 2 monsters with different Types to summon with no other restrictions, so the materials, similar to Folgo, are very generic which we can use to our advantage once more in forms of engines. She has 2 different effects without an "on Summon" effect, which is very unusual for the rest of the Archetype cards. Her first effect lets you target 1 monster "Fur Hire" you control and 1 monster your opponent controls and destroy them. As the materials are generic this can be used outside of the archetype as a simple removal tool by targeting itself and a problematic card on the field. This won't be an option for decks that don't run different monster Types. With the second effect you can Tribute 1 Monster on your field to Special Summon 1 monster "Fur Hire" with a different original name from your hand or GY, then, if the tributed monster was a Link Monster, you can Special Summon a second monster "Fur Hire" with a different name. This is where Rookie Fur Hire comes in clutch in combination with Rex, so you can summon Filo, Messenger Fur Hire off of Rookie, link into Linkuriboh to tribute it and resummon Filo and Rex on the field. When you use Donner as her own tribute and resummon 2 Monsters "Fur Hire" (as example Filo and Beat while neither of them has activated their 2nd effect), the monster that was summoned first WILL activate, giving you a good way to trigger the effects if you couldn't beforehand. Keep in mind that you can only use 1 "Donner, Dagger Fur Hire" effect per turn and only once that turn, so resummoning her after will not provide any additional value besides being an extra body on the field for link climbing, which also isn't bad. FOLGO, JUSTICE FUR HIRE 1-2x The Link monster that makes this deck very fun and satisfying. Folgo is a Link 3 and needs 3 monsters with different Types to summon with no other restrictions, so the materials are very generic which we can use to our advantage. When you Link Summon this card you can Special Summon any monster "Fur Hire" from your deck with a different Type than you used for the Link Summon. The main summoning targets (depending on the starting play and how you get into Folgo) are usually Beat, Bladesman Fur Hire to search with the next summon, Filo, Messenger Fur Hire to get more resources on the field from the ones you used to link into Folgo, Rafale, Champion Fur Hire if you want to make sure to have at least one disruption in case you have no better follow up after Folgo. While he is on the field and a card your opponent controls gets destroyed by battle or card effect, you can activate his on field effect to draw a card. If you control 2 other monster(s) "Fur Hire" with different names than Folgo, you draw 3 cards instead. This is what keeps the advantage for the deck going, having the ability to draw 3 cards every turn is very strong. You want to run 2 Folgo in your ED as often as possible. SPELLS AND TRAPS ROOKIE FUR HIRE 1-3x One of the two great spells the Deck has to offer. You can tribute any monster with this card to then Special Summon a monster "Fur Hire" with either 1 level higher or lower than the tributed monster from your Deck. This helps a lot to dodge targeted negates like Infinite Impermanence or Effect Veiler on your normal summoned monster to get the summons going. It also helps when using engines by replacing them with monsters "Fur Hire". In pure builds you always want to run at least 2 copies of it, if not even 3. Not only does it help setting up the first turn more efficiently, it can also be used as interaction on your opponent's turn by tributing any monster on your field to Summon a monster "Fur Hire" and trigger destruction effects of Donpa, Marksman Fur Hire or Recon, Scout Fur Hire to pop a card then Draw 3 off of Folgo, Justice Fur Hire. Some engines need more space and it gets difficult using this card, but you always want at least 1 copy of it for Rex, Freight Fur Hire to search. MAYHEM FUR HIRE 1-2x The other one of the two great spells the Deck has to offer. You can target any monster "Fur Hire" in your GY to Special Summon it in Defense position. If it is a Lv 5+ monster they will activate their effects and trigger any Lv 4- Fur effects as well. Similar to Rookie, this helps you trigger destruction effects on opponent's turns. As it is a hard once per turn and doesn't always offer the best value, you're better off running it at most at 2 copies or even better run one copy of it and include either Monster Reborn or World Legacy Succession as other "revive tools" to make link climbing plays. The upside to this revival spell compared to the others is not only being a Quick-Play spell, but also it being a "Fur Hire" card so you can use it as discard material for a Negate from Wiz, Sage Fur Hire/Rafale, Champion Fur Hire. Similar to Rookie some engines need more spells and it gets difficult using or including this card. FANDORA, THE FLYING FURTRESS 0x You can replace your Draw Phase to draw a guaranteed monster "Fur Hire" of your choosing. If you control 5 or more monster(s) "Fur Hire" with different names, you can send this card to the GY to destroy ALL cards your opponent controls but they take no further damage this turn. This card is just awful. Replacing the normal draw isn't a worthwhile use to take up a slot in the deck and neither is the board wipe. The deck itself has a few tools to break boards efficiently and makes better use of generic board breakers than using this card. Easy skip on this one. TRAINING FUR HIRE, FUR ALL YOUR TRAINING NEEDS 0x If a face-up monster or monsters "Fur Hire" you control is destroyed by battle or an opponent's card effect you can target 1 of those destroyed monsters and Special Summon 1 monster "Fur Hire" from your Deck, whose Level is lower than that target's original Level. Not only is this card not as flexible as Rookie Fur Hire by limiting you only to lower levels, it also is a trap and much slower. There is no practical use for this card, so it's not worth to consider when building the Deck. A quick recap about all the monsters, their effects and the info you need about them: * Filo, Messenger Fur Hire | Winged-Beast Lv 1 * Lets you summon any monster "Fur Hire" from the GY. * Donpa, Marksman Fur Hire | Beast Lv 2 * Lets you pop a face-up card on the field. * Recon, Scout Fur Hire | Beast Lv 2 * Lets you pop a face-down card on the field. * Rex, Freight Fur Hire | Dinosaur Lv 2 * Lets you search any Spell/Trap "Fur Hire" from your deck to add to your hand, Quick-Effect to summon a Monster "Fur Hire" from GY as long as you control a Monster "Fur Hire" * Helmer, Helmsman Fur Hire | Aqua Lv 3 * On discard of any "Fur Hire" card lets you draw a card in exchange. * Beat, Bladesman Fur Hire | Warrior Lv 3 * Lets you search any monster "Fur Hire" from your Deck to add to your hand. * Bravo, Fighter Fur Hire | Reptile Lv 4 * Boosts up the field of monsters "Fur Hire" by 500 ATK/DEF. Can be used to chain-block certain effects. * Seal, Strategist Fur Hire | Beast-Warrior Lv 4 * Lets you add a monster "Fur Hire" from your GY back to your hand. * Sagitta, Maverick Fur Hire | Winged-Beast Lv 5 * On Summon inflict 500 LP to your opponent based on the number of monster(s) "Fur Hire" you control, except this one. Targeting protection for all monster "Fur Hire" on the field except this one. * Dyna, Hero Fur Hire | Beast-Warrior Lv 6 * On Summon banish cards from your opponent's GY based on the number of monster(s) "Fur Hire" you control. Battle protection for any monster "Fur Hire" on the field, except this one. Your opponent has to attack Dyna first. * Wiz, Sage Fur Hire | Spellcaster Lv 7 * On Summon gain 500 LP based on the number of monster(s) "Fur Hire" you control, except this one. Quick-Effect to negate the activation of a Spell/Trap by discarding a "Fur Hire" card. * Rafale, Champion Fur Hire | Dragon Lv 8 * On Summon excavate the top cards of your deck based on the number monster(s) "fur Hire" you control, except this one. Quick-Effect to negate the activation of a Monster by discarding a "Fur Hire" card. * Donner, Dagger Fur Hire | Beast-Warrior Link-2 * Either pop a Monster "Fur Hire" and a card the control (on your turn, no quick effect) or Tribute 1 monster to Special Summon a Monster "Fur Hire" from the GY, if tribute was a Link you can summmon another. * Folgo, Justice Fur Hire | Beast Link-3 * On Link Summon special summon a monster "Fur Hire" from the deck with a different Type than its materials. If a card in your opponent's possession is destroyed you can draw a card. If you control 3 or more monster "Fur Hire" with different names, you draw 3 instead. This gives us the following: types: * 1x Aqua * 3x Beast * 3x Beast-Warrior * 1x Dinosaur * 1x Dragon * 1x Reptile * 1x Spellcaster * 1x Warrior * 2x Winged-Beast and levels: * 1x Lv 1 * 3x Lv 2 * 2x Lv 3 * 2x Lv 4 * 1x Lv 5 * 1x Lv 6 * 1x Lv 7 * 1x Lv 8 * 1x Link-2 * 1x Link-3 Keep this chart in mind for down below, as we have certain cards that synergize well with this info. -------------------------------------------------------------------------------- SMALL ENGINES -------------------------------------------------------------------------------- Now that we covered the basics of every card "Fur Hire" that is available to us, let's talk about some generic Extenders or outside of archetype cards that can be used in many different builds. DPE-ENGINE (DESTROYER PHOENIX ENFORCER - DESTINY FUR HIRE) 1x 1x 2x 1x 1x This used to be the "GoTo" Engine for this deck as a reliable way to trigger Folgo, Justice Fur Hire 's effect to draw 3, but with Rex, Freight Fur Hire this is not mandatory anymore since Rex can help to trigger Donpa, Marksman Fur Hire on the opponents turn. Fur Hire can easily swarm multiple monsters on the field, so getting 2 monsters for a Link Summon into Predaplant Verte Anaconda is fairly easy. Let's explain the cards and their uses real quick: The Summon effect usually isn't of use for us, we mostly care about the GY effect. On Summon (Normal or Special) you can take 1 of your "Destiny HERO" monsters from your Deck, GY, or that is banished, and place it on top of your Deck. This effect is not necessary for us so we will skip this effect every time. While in the GY: If you have a "Destiny HERO" monster on your field or in your GY, other than "Destiny HERO - Denier" you can Special Summon this card from your GY. Usually this is the case because you will have Dasher in the GY after using Fusion Destiny. Same as Denier, the first effect is of no use for us so we don't really care for it. While on the field you can Tribute 1 other monster to make this card gains 1000 ATK until the End Phase. Since we usually never want to see Dasher on the field this effect isn't worth to keep in mind. The GY effect is a really great one for us: One time only, when you draw a Monster Card during your Draw Phase while this card is in the GY: You can reveal and Special Summon it. Summoning any Monster "Fur Hire" without using up the Normal Summon is huge. Fusion Destiny is the Fusion Spell we need to make Destiny HERO - Destroyer Phoenix Enforcer. It summons from the Deck and limits us after use to only Special Summon "Dark HERO Monsters". We want to use this at the end of our combo if we hard draw it, otherwise we send it with Predaplant Verte Anaconda from the Deck to the GY and perform the Fusion Summon. The Main reason why we play this Engine. The materials needed are 1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster, which are Denier and Dasher. While on the Field monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. Destiny HERO - Destroyer Phoenix Enforcer has two effects you can only use once per turn. 1. (Quick Effect): You can destroy both 1 card you control and 1 card on the field, in most cases he will destroy himself (explanation as to why shortly) 2. If DPE is destroyed by battle or card effect you can activate this effect to Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn. It resummons itself over and over and keeps destroying a card on the field. Why do we care so much about this? In our Deck we want to have this on the field paired up with Folgo, Justice Fur Hire, Rafale, Champion Fur Hire and Wiz, Sage Fur Hire. If you use DPE's effect to destroy himself and another card on your opponents side on the field, you will use Chain-Link 1 Folgo and Chain-Link 2 DPE to Chain-Block your draw 3 effect from Ash Blossom & Joyous Spring. DPE makes it so you have a draw 3 every single turn so you can keep your negates from Rafale and Wiz live by permanently refilling your hand with other Fur Hire cards to discard and negate. You can outvalue your opponent with this very very easily because most decks cannot keep up with a draw 3 every turn. Predaplant Verte Anaconda needs 2 Effect Monsters to be Link Summoned, which is very easy to do. The effect we care about is the 2nd one to pay 2000 LP and send 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell from your Deck to the GY (in our case Fusion Destiny) to replace this effect with the sent Spell's effect. Keep in mind that you cannot Special Summon monsters for the rest of this turn after using this effect, but we just use it at the end of our Combo. SKY STRIKER 1x 1x 1x 1x This engine can be used in a small or even big package. Even with all our resources this handy engine can be very useful for us for these reasons: 1. It gives you 2 different types for free for Donner, Dagger Fur Hire/Folgo, Justice Fur Hire. 2. It is great bait for Effect Veiler/Infinite Impermanence on Kagari or to feel out the Handtraps of your opponent. 3. It is a 1 card Predaplant Verte Anaconda to make Destiny HERO - Destroyer Phoenix Enforcer on its own. You can also increase the engine for a more "going second" focused list by including these cards as well: 2x 1-3x 1-2x 0-1x Thanks to Sky Striker Mobilize - Engage! you can search for anything you need at the given time from the engine as long as you don't control any monster in the Main Monster Zone. Sky Striker Mecha - Widow Anchor helps us forcing negates when going 2nd and break boards easier. A quick Rundown on the play for this Engine (these are the only few ways you want to use this engine): 1. Use Sky Striker Mecha - Hornet Drones to create a "Sky Striker ACE Token". 2. Link the Token into Sky Striker Ace - Kagari and add back Sky Striker Mecha - Hornet Drones from your GY. 3. Link Sky Striker Ace - Kagari into Sky Striker Ace - Hayate (or alternatively Sky Striker Ace - Kaina) then use Sky Striker Mecha - Hornet Drones again. 4. You needed to link into either Hayate or Kaina to make a Link arrow pointing down, so you can now Link the Token into Linkuriboh (or as a Budget alternative Link Spider, but Linkuriboh has further use for us which is why it is preferred). 5. Normal Summon ANY monster to make Folgo, Justice Fur Hire and Summon Beat, Bladesman Fur Hire or Rex, Freight Fur Hire to get your game going. Note: If you wouldn't link off into Linkurioh you are not able to summon Beat off of Folgo, because the Token is Warrior type like Beat. Instead of Normal Summoning for Folgo, you can also just Link both Hayate/Kaina and Linkuriboh/Link Spider into Predaplant Verte Anaconda and make Destiny HERO - Destroyer Phoenix Enforcer when played. FREE SPECIAL SUMMONS 0-3x 0-2x 0-1x 0-1x 0-1x 0-3x 0-1x All of these cards give you some sort of Special Summoning when your normal summon gets negated with something like Effect Veiler / Infinite Impermanence , so when you need something to continue, you can consider one of these options. Let's go over them and their use for the Deck. This is one of the best generic extenders we can run. Your opponent gets to choose a Level between 1 and 12 and we mill our deck until we get to a Monster. If that Monster has the called Level we have to send it to the GY, otherwise we can Special Summon it on our field. If you remember the chart above, we have Levels from 1 to 8 widely covered, so calling the right Level is highly unlikely for the opponent. You can include as many as you want in your Deck. When running the DPE engine I do not recommend running Reasoning though, the reason being every non-monster gets milled, so there is a chance we mill the single copy of Fusion Destiny or Special Summon a garnet from the Engine and lose access to DPE for the game. You can still opt to include it but at your own risk. This card does a similar job to Reasoning with the difference of tributing a Monster. It is fairly weaker than Reasoning and as long as the card is allowed at 3 we have no reason to play Monster Gate over Reasoning. As it is a similar effect it also comes with the same downside which is why I cannot recommend running it for builds including DPE! At the cost of discarding a Monster you can Special Summon a Lv 1 Monster from the Deck, in most cases Filo, Messenger Fur Hire. It is a neat extender to have but isn't doing anything on its own, because you still need other monster(s) "Fur Hire" in hand to make use of Filo and get the ball rolling. You can set and immediately Special Summon this card as long as you have no Traps in your GY. Great extender, simple, acts as a Warrior so be careful, as you cannot Summon Beat, Bladesman Fur Hire off of Folgo, Justice Fur Hire when using it as Link Material. The only effect we care about is the first one, that we can freely Special Summon it. It is a Spellcaster so it only conflicts with Wiz, Sage Fur Hire. A very simple extender for Link climbing, that's all he's here for. If you do end up having Wiz on the field as well, you can simply turn Jester Confit into Linkuriboh and use it for Link climbing anyway. Just like Jester Confit it is a Spellcaster so it only conflicts with Wiz, Sage Fur Hire. You want to run always -1 Copy of Illusion of Chaos when using Magicians' Souls, which means if running 3 Souls, you want 2 IoC as we have a 3rd target in Archetype. Since we need to send a Spellcaster to Special Summon Magicians' Souls from the hand, we send our only conflicting target which is Wiz, Sage Fur Hire to the GY. If Wiz has already been put in play we send Illusion of Chaos instead to get the free body on the field. If you have other Spells/Traps in the hand you don't need you can send them with Souls to draw up to two cards depending on how many you sent. In combination with different engines' this can give you great card advantage. This one is quite special as it isn't a direct free special summon like the others and works only with Level 2 monsters, so using it with other engines like Melffy or Spright that relies on Level 2 makes this much better. You can Tribute itself then target any Level 2 monster in your GY except itself and Special Summon it. After that you can Special Summon 1 Level 2 monster from your hand with a different Attribute than the monster Special Summoned by this effect. This can trigger Rex, Freight Fur Hire or Donpa, Marksman Fur Hire by itself, but needs a prior GY setup. Since it summons one after another this helps trigger fur effects and can be used as a target for Gigantic Spright. INSTANT FUSION 1x 1x 1x Although this Engine is (at the time of writing) currently banned I'm still naming it here since I hope it will be back once Tearlaments Kitkallos has been banned. This is a great little engine that lets you use Instant Fusion either agressively or defensively thanks to the "Eyes Restrict" Fusion monsters. You pay 1000 LP to Summon a Fusion Monster from your ED that is Lv 5 or lower, but it cannot attack. Our targets of choice are Thousand-Eyes Restrict and Millennium-Eyes Restrict. Why exactly these two? Thousand-Eyes Restrict is for the agressive Turn 2 play. It lets you target a Monster on your opponents field to equip to Thousand-Eyes Restrict and gain ATK/DEF equal to the equipped monster. Make sure to link away Thousand-Eyes as it locks you out of attacking as long as it's on the field. After dealing with a monster on their board by equipping to it, you can then Link it away into Linkuriboh or Normal Summon and combo off with Monsters "Fur Hire" to use it as Material for Folgo. You use it as your first card and either get one negate out for Instant Fusion itself or you have the chance to steal one of their big threat monsters and weaken their board this way. Millennium-Eyes Restrict is for the defensive Turn 1 play. Via Quick-Effect it lets you target a Monster on your opponents field or GY to equip to Millennium-Eyes Restrict, gain ATK/DEF equal to the equipped monster and negate the effect of cards with the name of the equipped monster. This gives you protection against Effect Veiler, Ash Blossom & Joyous Spring or Ghost Ogre & Snow Rabbit when used on the activation of a monster "Fur Hire". Unlike Thousand-Eyes Restrict it does not lock you out of your battle phase, so if you still have the potential negate up it's wise to keep it on the field as long as possible! It does not work against cards activated in hand so it can not negate Nibiru, the Primal Being or PSY-Framegear Gamma. READY FUSION 1-2x 1x 1x Similar to Instant Fusion that gives us a unique way to build our deck. Ready Fusion lets you summon a Non-Effect Fusion from the Extra Deck that is Lv 6 or below. We have a wide variety to choose from for two different reasons, out of these big variety targets we have 2 clear winners: Two reasons that speak for the Sea Monster: - Zombie which we don't have in Fur Hire cards, - it's a Tuner Lv. 5 It opens up different Synchro plays depending on which monster we use as the non-tuner from our selection of Monsters "Fur Hire". besides being a great help to use Synchro in our decks we can also use it to climb into Donner/Folgo easier as they meet the type requirements. Also two reasons that speak for Allvain: - Fairy which we don't have in Fur Hire cards, - it's a Tuner Lv. 2 It opens up different Synchro plays depending on which monster we use as the non-tuner from our selection of Monsters "Fur Hire". besides being a great help to use Synchro in our decks we can also use it to climb into Donner/Folgo easier as they meet the type requirements. other targets if you just want to use it for climbing into folgo or as an additional body to link otherwise, you can choose any of these as well: INSTANT CONTACT 1-3x 1x 1x similar to Instant Fusion and Ready Fusion we have a more budget alternative that doesn't require any UR card: Instant Contact . Although it being budget it clearly lacks what the other two variants have as upside (protection or bigger toolbox), since the monsters summoned with Instant Contact are negated. We can use these to Link climb into Folgo or use them with handtrap tuners to make additional plays. There's more Elemental HERO's to choose from with a different level, my Example above with Aqua Neos is for a play to turn Ash Blossom and Aqua Neos into Baronne de Fleur. You give up the normal summon if you do this though, so keep that in mind if you even want to tech this in. -------------------------------------------------------------------------------- STAPLES -------------------------------------------------------------------------------- HANDTRAPS Since we want a good ratio of fur names to make the main plays of the archetype we have limited room for handtraps. It's best to run most of them at 2 in my personal experience, since we are resource heavy in the hand and opening one handtrap in multiples is not good. This does allow us to run more different handtraps. Which ones you're including is mostly up to you and depending on the Meta of the game, as some become stronger or weaker on what is being played the most at any current time. -------------------------------------------------------------------------------- BOARD BREAKERS AND REMOVAL 0-3x 0-2x 0-1x 0-2x 0-3x 0-3x All of these help you break boards. We mostly have single target destruction for face-up and face-down cards so having a mass removal tool helps us go into our plays more safely. Dinowrestler Pankratops is a great removing tool for going 2nd but it needs you to have less monsters than your opponent to special summon. It instantly creates pressure on your opponent and can potentially deal with 2 cards on its own already or take one out in a trade for itself. We run Dark Ruler No More over Forbidden Droplet since we want our resources in the hand. Sending half of our hand to negate half the board is not gonna help us break it, we're better off shutting everything down then dismantle it one by one with Fur effects and generic Links. Adding Raigeki and/or Harpie's Feather Duster to your list is a good addition, Lightning Storm could also be used instead. If you plan on going more into a "going 2nd" Boardbreaker style you should consider including any of these paired up with the Striker Engine, as well as any of these following cards: -------------------------------------------------------------------------------- OTHERS 0-1x 0-1x 0-2x 0-1x 0-3x 0-3x 0-1x 0-2x 0-1x 0-1x 0-1x 0-2x 0-2x There isn't much we can do to increase our consistency with generic draw cards, but we have a few that can help us extend, search our key monsters or have generic cards that help our gameplan. This card has to be Special Summoned by banishing 3 monsters with different Attributes from your GY and/or face-up field. With Fur Hire we have a lot of those in different variations as you probably noticed already, so getting it onto the field is fairly easy to do. It cannot be destroyed by card effects and has the activated effect of declaring 1 monster Attribute that is currently on the field, then destroying all monsters on the field with that Attribute. Also, until the end of the next turn, neither player can Special Summon monsters with that Attribute, essentially locking your opponent out of a specific Attribute once you know what they play. More than 1 isn't necessary as we need the GY setup first. This card has to be Special Summoned by banishing 3 monsters with different Types from your GY and/or face-up field. Same as with Protos we have a lot of these in Fur Hire so summoning this is very easy. Similar to Protos it cannot be destroyed by card effects and has a slightly different effect of declaring 1 monster Type that is currently on the field, then destroying all monsters on the field with that Type. Also, until the end of the next turn, neither player can Special Summon monsters with that Type essentially locking your opponent out of a specific Type once you know what they play. More than 1 isn't necessary as we need the GY setup first. A neat small extender that Special Summons itself even in a pure variant by discarding a Beast, Beast-Warrior or Winged-Beast. Helps a lot for Link climbing when an additional monster is needed. It gives us an additional copy of Beat, Bladesman Fur Hire, which is our 2nd best starter. Having more copies of it is always preferred. It gives us an addiotional copy of Rex, Freight Fur Hire, which is our best starter. Having more copies of it is always preferred. Similar to RotA, we can search for a Beast-Warrior which is Seal, Strategist Fur Hire, although it's not the best choice to run, only if you have some room and don't know what else to fit as searching a monster is always good for us. Better used with the Tri-Brigade engine further down below. Probably the best pot card for us sadly got limited. Pot of Prosperity was the best way to fix bad or almost unplayable hands. By banishing either 3 or 6 chosen Monsters from the ED you could dig into your main deck for the missing key piece to your turn 1 play. We are reliant on our ED but we can easily sacrifice 6 in order to get a playable starting hand. The chosen targets to banish depend on your current hand and can be altered. Since we use a lot of Monsters to make our plays on turn 1, having the option to put 5 of them back for another use plus draw 2 is pretty decent. This card is a bit more risky though as you won't always have enough monsters in the GY you can recycle if you draw this in your opening hand. You also don't wanna run more than 1 of these to not open multiples of them, but it is also recommended to not be played at all. Its best use is within a Danger!-Engine, as they tend to mill your hand quite a bit so recycling that while building your board is good. Banishing 10 to draw 2 is pretty strong. For us it's not the best option as we do rely on our resources in the Deck. If you really want to run a pot and have no other choices, you can run this, but I would not recommend it. Pot of Prosperity even at 1 is much better than any number of this Pot. A lot of summoning brings a lot of Monsters to the GY. Having the option to revive one from your own or even your opponent's GY is nice to use as Link material. Keep in mind for World Legacy Succession you need a Link arrow to point to while Monster Reborn can just be used and take either players GY. More of a personal preference but after getting negated by a handtrap turn 1 or monster effect turn 2 this card can help you by using one of these 3 effects: * drawing 2 cards * taking control of an opponent's monster * shuffling a starter or another handtrap from their hand back into the Deck. Depending on your hand and the state of the game you will find use for any of these effects. The Floodgate we can run to mess around with our opponent while having the time of our lives under its effect. If you remember the chart we have a wide variety of Types available. There Can Be Only One only allows one type of monster on the field, so it helps us winning longer games. Even with Destiny HERO - Destroyer Phoenix Enforcer out it is no issue since our only warrior is our main starter and not needed later on. Depending on the Meta this card is either really really good or a bit lackluster, so we cannot always include it. For a pure list this is a really good card to use. -------------------------------------------------------------------------------- EXTRA DECK XYZ -------------------------------------------------------------------------------- For the Extra Deck we usually wanna run Links for the most part with some XYZ options. Lets go over the XYZ options first: The first part is a small XYZ-Package if you need more slots to fill out your ED with: Needs "2 Lv 2 Monsters" to get into, so our usual targets would be Rex, Freight Fur Hire, Recon, Scout Fur Hire and Donpa, Marksman Fur Hire. It cannot be destroyed by battle while it has XYZ materials. When you battle against any of your opponents monsters, at the end of the damage step you can detach 1 material to return that monster from the field to the hand. It helps dealing with problematic targets we usually don't have an out for. In most cases you want to pass on this effect to get ready for a 4-material Divine Arsenal AA-ZEUS - Sky Thunder and a potential double field wipe in MP2. We only use this one in MP2 to overlay from Sky Cavalry Centaurea and then overlay again into Divine Arsenal AA-ZEUS - Sky Thunder. This is all this card is here for. Usually you have this with 4 materials as stated in the previous two columns. Zeus can send the entire field to the GY. Keep in mind that your field besides Zeus is going to be gone too. You can also use it twice in the same chain link. Meaning if you attempt to wipe the field then get negated, you can activate it again to force your opponent to either waste more negates or let you get the full wipe off. We can search for all the needed Lv 2's for this play or use Rookie Fur Hire to get to them. With the deck we have a variety of levels and can go easily into a few Rank 2 to Rank 4 options. Rank 3's will rarely be summoned as the other Lv 3 is rarely played (Helmer, Helmsman Fur Hire) which leaves only double Beat, Bladesman Fur Hire as an option. One of the best generic Rank 2s which we can use to our advantage as well, mostly though combined with other engines. It needs 2 Level/Rank/Link-2 monsters to summon and while you have an Extra Deck monster as material, it's base ATK is doubled to 3200 ATK. It has the on field effect on resolution to detach a material and Special Summon any Level 2 from the deck, but it locks you into Level/Rank/Link-2 for the rest of the turn for both players. This is at one point an up- and downside. * The Downside being locked into level 2 you cannot go into Folgo on your turn, so you need to make a proper setup on your opponents turn. * The Upside is you cannot be hit by Nibiru, the Primal Being as it is Lv 10 and cannot be summoned, so it acts as a form of protection. Even without any Lv 2 engine we can still run this card as it will help us to get access to Donpa/Recon/Rex and will be a staple in most Extra Deck variants we play. This card can make some nasty plays. Another Rank 2 which needs Rex, Freight Fur Hire, Recon, Scout Fur Hire and Donpa, Marksman Fur Hire or Lv 2 monsters from an engine. You can once per turn detach a material and target 1 monster in your opponents GY and special summon it to their field. If a monster is special summoned to your opponents field while you control this monster, you target the summoned monster of your opponent (most likely a handtrap like Maxx "C" or Ash Blossom & Joyous Spring), then Special Summon 1 monster with the same Type or Attribute from your Hand, Deck or GY. Just to give you a few examples what this could summon with different handtraps: * Maxx "C" -> Beat, Bladesman Fur Hire, Dyna, Hero Fur Hire, Rex, Freight Fur Hire and Donner, Dagger Fur Hire * Ash Blossom & Joyous Spring -> Bravo, Fighter Fur Hire * Effect Veiler -> Wiz, Sage Fur Hire or Rafale, Champion Fur Hire * Nibiru, the Primal Being -> Rafale, Champion Fur Hire * Ghost Belle & Haunted Mansion -> Beat, Bladesman Fur Hire, Dyna, Hero Fur Hire, Rex, Freight Fur Hire and Donner, Dagger Fur Hire * PSY-Framegear Gamma -> Rafale, Champion Fur Hire * D.D. Crow -> Filo, Messenger Fur Hire, Seal, Strategist Fur Hire, Sagitta, Maverick Fur Hire and Folgo, Justice Fur Hire * Droll & Lock Bird -> Wiz, Sage Fur Hire, Filo, Messenger Fur Hire, Donpa, Marksman Fur Hire and Recon, Scout Fur Hire The list goes on and on as we cover a wide variety of Type and Attribute. Not only does this help us in floating into a Monster "Fur Hire", it also gives us a target to destroy with Donpa, Marksman Fur Hire to trigger Folgo, Justice Fur Hire's draw effect on the first turn. A Rank 2 XYZ which needs Recon, Scout Fur Hire and Donpa, Marksman Fur Hire, as it is not generic and requires "Beast"-Type monsters. When detaching you can Special Summon 1 "Kagemusha Raccoon Token". When Summoned, its ATK becomes equal to the current ATK of the monster on the field that has the highest ATK. It also has the additional effect of being indestructible (by battle and card effect) while you control another Beast-Type monster. A generic Rank 3 XYZ, where our material options are Beat, Bladesman Fur Hire and Helmer, Helmsman Fur Hire. If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. If this effect was used this turn to protect it, you can Target 1 card on the field and destroy it during the End Phase. It is a protection tool to survive another turn. Another generic Rank 3 XYZ, where our material options are once again Beat, Bladesman Fur Hire and Helmer, Helmsman Fur Hire. You have the option to detach 1 Xyz Material from this card and have it gain 500 ATK. If it has no Xyz Material, it cannot attack your opponent directly. Generally speaking it's a beatstick that has the potential of being 3k ATK. We're entering the generic Rank 4 XYZ's, where our material options are Seal, Strategist Fur Hire and Bravo, Fighter Fur Hire. While you control a face-up Spell your opponent cannot target this card for attacks, so it nicely pairs up when running Fire Formation - Tenki. Once per turn you can detach 1 material from this card to attack directly for this turn, but other monsters cannot attack. A quick 2k to the face if your opponent is already low to finish a game. Another generic Rank 4 XYZ, where our material options are Seal, Strategist Fur Hire and Bravo, Fighter Fur Hire. It has 2 different effects depending on how many materials you detach from this card: * 1 material: Target 1 face-up monster on the field; change it to face-down Defense Position. * 2 materials: Target 1 other face-up card on the field; shuffle it into the Deck. Only one effect can be used and only once that turn, but it is a good removal option. Another generic Rank 4 XYZ, where our material options are Seal, Strategist Fur Hire and Bravo, Fighter Fur Hire. Via Quick-Effect you can detach 1 material from this card to destroy a Spell/Trap card on the field. This is a very good option to trigger Folgo, Justice Fur Hire on your opponents turn outside the help of cards like Destiny HERO - Destroyer Phoenix Enforcer. If you have room for one card, I'd suggest this one over other options. Another generic Rank 4 XYZ, where our material options are Seal, Strategist Fur Hire and Bravo, Fighter Fur Hire. During the Standby Phase you can attach the top card of your opponent's Deck to this card as material. You can detach up to 3 different types of materials from this card as a Quick Effect, then apply the following effects depending on what you used to detach: * Monster: Banish this card until the End Phase. * Spell: Draw 1 card. * Trap: Place 1 face-up card your opponent controls on the top of the Deck. It has self protection by banishing itself, can help you draw, disrupt your opponent while using your opponent cards as resources. A very strong generic Rank 4 option. Once per turn it lets you search for a Reptile-Type monster from your deck, so this acts as a searcher for Bravo, Fighter Fur Hire. Depending on your build and making use of something like Parallel eXceed it helps getting an additional Monster Fur Hire before Folgo hits the field. Another generic Rank 4 XYZ, where our material options are Seal, Strategist Fur Hire and Bravo, Fighter Fur Hire. The Rank 4 Floodgate. As long as this card is in Defense Position, all monsters are forced to Defense Position as well and cannot activate their effects while in Defense Position. The only monsters not affected by this negation effect are Link monsters, because they cannot be in Defense Position. While in Attack Position it cannot be destroyed by your opponent's card effects and turns off the negate effect. While we can opt to run it, our usual negates are Non-Link Monsters too, so the effect mostly backfires but can help if you only have access to Seal, Strategist Fur Hire and Bravo, Fighter Fur Hire to save you 1 or 2 turns. Another generic Rank 4 XYZ, where our material options are Seal, Strategist Fur Hire and Bravo, Fighter Fur Hire. By detaching a material (as a Quick-Effect) your opponent cannot activate any card effects in the GY. For some Decks this is a huge deal, especially since we don't do this ourselves (yet), we can use it on our turn as well to shut down potential counterplay from our opponents GY. For the higher levels the options limit themselves to Rank 7 and Rank 8. For Level 7 you would have to run an outside engine that brings another Lv 7 monster with it (since we usually only run 1 Wiz, Sage Fur Hire, Lv 8 is managable with double Rafale but would rarely come up, if ever. If you do intend to do it anyway, here's some options: One of the few Rank 7 options. By detaching 1 material you can take control of an opponents monster, it keeps its effect and can also attack. Big Eye itself cannot attack the turn you activate this effect. Another option for Rank 7. It can detach 1 material, look at your opponent's Extra Deck and banish 1 monster from it face-down. Getting rid of one key Extra Deck monster this way can turn the tides to your favor, but has most uses in turn 1 when it's hard to get out in the first place. If you banish a card this way his 2nd effect triggers to banish cards from the top of your opponent's Deck face down, equal to the number of their face-down banished cards, making it another free banish on turn 1, possibly cutting off a starter, extender or even garnet/engine piece. Another option for Rank 7. The XYZ-Tax dragon. For every card activation your opponent has to pay 500 LP. As long as it has XYZ materials, it can not be destroyed by card effects. The first of the Rank 8 options. When a Spell Card or effect is activated, you can via Quick-Effect negate the effect and attach the negated card as material. When an opponent's monster attacks, you can detach 1 material to change the target for the attack to this card and perform damage calculation. It has a 3rd effect that hardly ever comes up, so there's no real need to mention it for here. The two above are the important ones to keep in mind. Another option for Rank 8. When Special Summoned, you can either * Send 1 card your opponent controls to the GY. * Attach 1 of your banished Machine monsters to this card as material. since we don't really have Machines that could be banished in our deck we mostly use the Send effect to deal with anything we could not out otherwise. It also has a protection effect, whenever a card would be destroyed by battle or card effect you can detach 1 material from this Card instead. Very good Rank 8 option to consider. Another option for Rank 8. Can attack directly while it has XYZ material. If it inflicts battle damage to your opponent you can then target an destroy 1 face-up monster they control (this happens in the damage step). During either player's turn, when a Spell/Trap or monster effect is activated: you can detach 1 XYZ material to negate the activation. -------------------------------------------------------------------------------- EXTRA DECK LINK -------------------------------------------------------------------------------- The cards you will mostly put in your Extra Deck will be some of these Links here: Not only great for the Sky Striker Engine but also a great target for Filo, Messenger Fur Hire. It is recyclable from the GY and will be even more important in the future with Rex and Donner. It has the effect on field to change the ATK of an opponent's monster to 0 when they declare an attack. While it is in the GY and you play Filo, Messenger Fur Hire to activate its effect to Special Summon another Monster "Fur Hire" from your hand or GY and they want to negate you with Infinite Impermanence or Effect Veiler or disrupt you with Ghost Ogre & Snow Rabbit, you can via Quick-Effect tribute Filo to resummon Linkuriboh. The effect of Filo will still resolve! Another target for Filo, Messenger Fur Hire. It can equip any monster it points to on your opponents side of the field to itself, basically stealing their resources in a similar way to how the Instant Fusion package above does. One of the best Link 2's we can easily make as we like to swarm our field. On the opponent's turn you can via Quick-Effect Link Summon using this card and any other monsters you have on the field into any other Link Monster from your Extra Deck. The Link Summoned monster has the additional bonus to be indestructible by card effects, but can still be beat by battle or banish effects. You do not need to use the Quick-Effect to get the protection, any normal Link Summon with it as material will give you the effect as well. Similar to Gigantic Spright this generic Link 2 is really nice for us and a generic staple in most lists. It can be summoned by any 2 monsters, as long as 1 of them is a Level/Rank/Link-2 monster. Anything that Spright Elf points to is untargetable. It also comes with the Quick-Effect to resummon any Level 2 in your GY (or if your opponent has a monster it can be a Rank/Link-2 as well) and resummon it to your field into any zone. This helps a lot keeping resources up and alive while giving you full protection for anything summoned under it. If possible you always want to try and summon Folgo, Justice Fur Hire below to make it untargetable by cards like Infinite Impermanence or Effect Veiler. It can also trigger the effects of all of our Monsters "Fur Hire" when it special summons either Rex, Donpa or Recon. The worst of the "Knightmare" crew. One of the I:P Masquerena targets you want to aim for. On Summon you can discard a card to target and destroy a Special Summoned monster in the opponent's Main Monster Zone, not the Extra Monster Zone. If the card was co-linked (two Link arrows pointing at each other) when this effect was activated, you can draw 1 card. It also has the passive effect that co-linked monsters cannot be destroyed by card effects. Since it only destroys in the Main Monster Zone, this makes it the "weak link" of the Knightmares, yet it's still a good option as nowadays not every important target to pop is placed in the Extra Monster Zone. The pretty good one of the "Knightmare" crew. One of the I:P Masquerena targets you want to aim for. On Summon you can discard a card to target and destroy a Spell/Trap card your opponent controls. If the card was co-linked (two Link arrows pointing at each other) when this effect was activated, you can draw 1 card. It also has the passive effect that co-linked monsters cannot be destroyed by battle. Phoenix can help to deal with problematic floodgates if we manage to get into it, as we have problems playing under most floodgates that aren't There Can Be Only One. It also helps dealing with threatening backrow cards or important field spells that we need to get rid off. The best of the "Knightmare" crew. One of the I:P Masquerena targets you want to aim for. On Summon you can discard a card to target 1 card your opponent controls and shuffle it into the Deck. If the card was co-linked (two Link arrows pointing at each other) when this effect was activated, you can draw 1 card. It also has a passive effect which, if you have co-linked "Knightmare" monsters on the field, allows you to draw 1 card for each unique co-linked "Knightmare" monster you control during your Draw Phase, instead of performing your normal draw. While the passive effect rarely ever comes up, same with the draw 1 effect, shuffling a card your opponent controls back in the Deck is huge and it's the most prime target for I:P Masquerena. The optional one of the "Knightmare" crew. One of the I:P Masquerena targets you want to aim for. On Summon you can discard a card to target 1 Spell/Trap card in your GY and set it to your field, but it cannot be activated this turn. If the card was co-linked (two Link arrows pointing at each other) when this effect was activated, you can draw 1 card. It also has the passive effect that Special Summoned monsters cannot activate their effects, unless they are linked. It acts as a Link pseudo Floodgate to negate your opponent's effects, but since it is a Link 4 you rarely want to include this one as we have limited slots for those high ranked Link monsters. If this card was Link Summoned using a Level 7 or higher monster(s) as material, your opponent cannot target it with card effects and it cannot be destroyed by your opponent's card effects. Since we usually have Wiz, Sage Fur Hire or Rafale, Champion Fur Hire on the field, giving it the additional protection isn't an issue. When you destroy an opponent's monster by battle you can activate 1 of these effects: * gain 1500 ATK. * make a second attack during the Battle Phase of your next turn. * Banish 1 card on the field. Mostly you want to either give it 1500 ATK or Banish 1 card on the field as it is non-targeting non-destruction removal. The big downside to this card is having to destroy an opponent's mosnter by battle to get the effects going. So if you cannot get this done you cannot utilize its effects. Another more "fun" option, but can be used to Link climb into Link 4 like Accesscode Talker since Wiz, Sage Fur Hire is a Spellcaster. On Summon Selene gets Spell Counters times the number of spells on the field or in the GYs. You can then remove 3 Spell Counters to Special Summon a Spellcaster from your hand or GY to a Zone this card points to. The most we want to do with it is the Link climb as we have no other benefit from it otherwise. If you have the room, you can consider this as an option. Tri-Brigade links need Beast, Beast-Warrior or Winged-Beast type monsters which we have plenty of, so using them can be really helpful. Rugal can Special Summon any Beast, Beast-Warrior or Winged-Beast Monster "Fur Hire" on our opponents turn to trigger other Monster "Fur Hire" effects like Donpa, Marksman Fur Hire to pop a faceup card and draw 3 off of Folgo, Justice Fur Hire. The summoned monster is negated but this isn't an issue when it is on the opponent's turn. The other Game Ender Link monster we can run. Borrelsword Dragon cannot be destroyed by battle. It has the Quick-Effect to target 1 Attack Position monster on either side of the field and change it to Defense Position. If you use this effect, you can make a second attack during each Battle Phase this turn. The best part about this Quick-Effect, your opponent cannot activate cards or effects in response to this effect's activation. If this card declares an attack on a face-up monster: You can gain the ATK equal to half of the monster's current ATK until the end of this turn and if you do, that monsters current ATK is halfed. Essentially you deal 3.000 damage against the monster you're battling, then have another attack after putting any monster from Attack Position into Defense Position. One of the best generic game enders we can use pretty well with our swarming capability. Having a 5300 ATK Beaststick that can also destroy multiple cards in one turn is quite nasty and helps us closing out games as well. We have other alternatives to Accesscode, so it's not a mandatory but really really good at what it does. Similar to Rugal, since we have Beast, Beast-Warrior or Winged-Beast type monsters, we can use Shuraig just fine by itself. We will only use the banish effect but we are not limited to only using it when it is Summoned, since we regularly Special Summon Beast, Beast-Warrior or Winged-Beast type monsters. Shuraig is a great addition to the Extra Deck for us. We really like to pop cards, who else really likes to pop cards? Unchained Abomination. Whenever you destroy a card outside of Abomination, it will destroy another one. In total Abomination has 3 different destruction effects per turn, which makes it a really great target for I:P Masquerena as well. * When you destroy a card by card effect that isn't itself, it will trigger the first effect to destroy a card. * When you destroy a monster by battle, you can destroy another card on the field. * During the End Phase, you can destroy a 3rd card on the field. Each of these Destruction effects can also trigger Folgo, Justice Fur Hire to draw 1 or 3 cards. Untargetable and needs to be attacked into, Mekk-Knight Crusadia Avramax is a great protective wall to bring out once your setup is done with the help of I:P Masquerena to make it indestructible as well. During battle with a Special Summoned monster you can make this card gain ATK equal to that opponent's monster ATK during that battle calculation only. This is for every battle this card has. If it is sent to the GY by your opponent's card effect or somehow by battle, you can shuffle 1 card on the field into the Deck, so it has some use after being outed. While we like to swarm the field and can easily put out an Apollousa, it's not a card that is often used by us simply because we want to keep the wider board and go for game than going all in on one monster like Apollousa. The original ATK of this card becomes 800 x the number of Link Materials used for its Link Summon and can once per chain negate a monster effect by losing exactly 800 ATK. If the card doesn't have 800 ATK to lose, it cannot negate. The Extra Deck Kaiju for targets we can't remove otherwise like The Arrival Cyberse @Ignister. It needs 4+ effect monsters as materials and one of them can be on your opponents side of the field. On Summon you can negate the effects of all face-up monsters your opponent currently controls. It is unaffected by activated effects that don't target this card. It also has a Quick-Effect to negate a card or effect that Special Summons a monster(s) from the GY. Great Tool to keep in your Extra Deck at all times if you encounter a card you can't out otherwise. As you can tell from this list already, the Extra Deck is very expensive and sadly there isn't much we can do about it. -------------------------------------------------------------------------------- BUDGET OPTIONS -------------------------------------------------------------------------------- There are some Budget options we can use for our advantage as well and can help us in certain situations. You either love them or you hate them, but Kaijus can be real Life Savers. Tribute any monster on their field and give them this big insect instead, then beat over it or simply destroy it with a card effect to deal with some problematic cards on their field. A small extender for Rank 4 XYZ plays and giving you two extra bodies to work with. You have use these XYZ options as cheap alternatives to the ones named above: * Number 82: Heartlandraco * Number 70: Malevolent Sin * Number 52: Diamond Crab King * if you wanna go for the crazy stuff Number 85: Crazy Box. A cheap alternative to Infinite Impermanence but it isn't a handtrap and has more niche uses. This card can still perform quite well and being (R) only, it can be a great alternative until you can afford more costly cards. Probably one of the best non SR/UR card you could put in your deck and I am not joking with this statement. It turns into a Pot of Greed in this Deck. Whenever your opponent activates a Spell/Trap, you chain Mystical Space Typhoon to it and in most cases you will not negate the effect, but you will destroy the activated Spell card even when it is a normal spell. This will trigger your Folgo, Justice Fur Hire to draw 3 cards. If you happen to destroy a continuous Spell like Fateful Adventure, you also actually negated the card effect. Schoolyard wasn't always wrong about MST negating. Generic Trap card that can banish any face-up card at the cost of a discard. Decent alternative if you need some space filled out. It will permanently negate any Special Summoned monster on the field and halve their ATK until they leave it. While this card is in the GY and your opponent Special Summons a monster from the Extra Deck, you can set this card in your Backrow again for a 2nd use but it cannot be activated the turn it was set. After this second use it will banish itself, so keep that in mind. Returning a monster on the field back to the hand is a strong trap effect and even the card not being once per turn has its uses. The only downside is that it is a trap, so choose to run it with care. there are some more options but they are tied to decktypes specifically, which we will cover later. -------------------------------------------------------------------------------- 1-CARD FOLGO ENGINES -------------------------------------------------------------------------------- Disclaimer: Pre Rex, Freight Fur Hire and Donner, Dagger Fur Hire we were reliant on these engines to have a more card advantageous gameplan, but now we are not that reliant on these anymore. I am still covering this as they are still possible engines to run inside the deck but also for different purposes. There are multiple engines that can lead into a 1 card Folgo, Justice Fur Hire play (sometimes with an additional cost of a discard) which helps out a lot to keep our resources at a minimum while getting our playmaker on the field. There are multiple variants to do this, some are more expensive while others are cheaper. Let's go over some of the options: SACRED BEAST ENGINE 3x 1x 3x 1x 1x This is the best out of all the options you can go with. It has 6 starters and only 1 garnet, making it the most consistent option and most profitable. Having Dark Beckoning Beast or Opening of the Spirit Gates gives us a 1 card Folgo with the cost of one random discard. Here's how it works: 1. If you have Dark Beckoning Beast, Normal Summon and search for Opening of the Spirit Gates. Make sure to leave the Extra Monster Zone open, we need the zone below!. If you have Opening of the Spirit Gates, search for Dark Beckoning Beast. This is also an Ash Blossom & Joyous Spring check, they will most likely interrupt you here, so opening both lets them "waste" a handtrap. 2. Use your next search for Chaos Summoning Beast with either Opening or Dark Beckoning, depending on which of the two you opened. 3. Additionally Normal Summon Chaos Summoning Beast thanks to Dark Beckoning Beast giving you that additional Normal Summon. 4. Link Summon Chaos Summoning Beast into Linkuriboh. 5. Use Opening of the Spirit Gates's 2nd effect to resummon Chaos Summoning Beast at the cost of a discard. 6. Link Summon Chaos Summoning Beast into Relinquished Anima. 7. Use Dark Beckoning Beast, Linkuriboh and Relinquished Anima to Link Summon Folgo, Justice Fur Hire and in most cases you want to Summon Beat, Bladesman Fur Hire off of this effect. Depending on your hand and Deckbuilding you can also Summon Filo, Messenger Fur Hire here. These will be the targets to go for about 95% of the time. If you combine this engine with Magicians' Souls and send Wiz, Sage Fur Hire to Special Summon Souls instead of doing Step 5, you save one card in your Extra Deck and you get to send Opening of the Spirit Gates for an additional draw thanks to Souls effect. AGENT OF CREATION ENGINE 3x 3x 1x 1-2x Probably the cheapest alternative as it only has R besides Link Spider, where one is for free from the starter Deck. It has 3 starters and 3 garnets, making it a bit worse for potential bricks. The combo here is pretty simple and gives you an additional body to work with for link climbing after going into Folgo. You have no discard cost, but you have to pay 1500 LP. Here's how it works: 1. Normal Summon The Agent of Creation - Venus. 2. Use the Effect of Venus 3 times to summon all 3 Mystical Shine Ball's from your Hand or Deck. 3. Link Summon the first Shine Ball into Link Spider. 4. Link Summon the second Shine Ball into Imduk the World Chalice Dragon 5. Link Summon Folgo, Justice Fur Hire using Link Spider, Imduk the World Chalice Dragon and The Agent of Creation - Venus/the last Mystical Shine Ball. This leaves you with Folgo and the Special Summoned Monster plus the one you didn't use to Link Summon. Depending on your build you might prefer to keep the Shine Ball on the field for Lv 2 XYZ plays. TIME THIEF ENGINE 3x 1x 1x 1x 1x Similar to the Agent Engine it has 3 starters and 3 garnets, but it comes with an in-built search for a Bravo, Fighter Fur Hire . The biggest downside to it is that you need the garnets in the deck, otherwise you can't use the Combo. Here's how it works: 1. Normal Summon Time Thief Regulator. 2. Use Regulator's effect to Special Summon Time Thief Winder and Time Thief Bezel Ship from your Deck in Defense Position. 3. Use Time Thief Winder's Special Summon effect to search for Time Thief Adjuster. 4. XYZ Summon King of the Feral Imps using Time Thief Winder and Time Thief Bezel Ship. 5. Use Time Thief Bezel Ship's effect to remove a Material from King of the Feral Imps to Special Summon it back to the field. 6. Use Time Thief Adjuster's effect in Hand to Special Summon it. 7. Use King of the Feral Imps to search for Bravo, Fighter Fur Hire. 8. Link Summon Folgo, Justice Fur Hire using Bezel Ship, Adjuster and King of the Feral Imps. SCARECLAW ENGINE 3x 3x 1x 1x 1x 1x 1x 2x 2x A Cyberse focused engine means you can increase consistency by adding Cynet Mining to search for your starter. None of these cards are actual hard garnets, so opening any of these (besides Parallel eXceed) you can go into Folgo. You don't mind seeing one of the scareclaw monsters in hand but preferably not both, as the optimal play is starting with Formud Skipper. Formud Skipper combo: 1. Normal Summon Formud Skipper, activate its effect and target Scareclaw Light-Heart. 2. Link Summon Formud Skipper into Scareclaw Light-Heart, searching for both Parallel eXceed and Primitive Planet Reichphobia. 3. Activate Primitive Planet Reichphobia and add Scareclaw Reichheart. 4. Special Summon Scareclaw Reichheart below Light-Heart and search for Scareclaw Arrival. 5. Link Summon with Light-Heart and Reichheart into Dharc the Dark Charmer, Gloomy. 6. On Link Summon of Dharc activate Parallel eXceed and special summon a 2nd one from the Deck. 7. Use Scareclaw Arrival to resummon Scareclaw Reichheart on the field. 8. XYZ Summon King of the Feral Imps using 1 Parallel eXceed and Reichheart, detach Reichheart to search for Bravo, Fighter Fur Hire. 9. Link Summon King of the Feral Imps, Parallel eXceed and Dharc into Folgo, Justice Fur Hire, Special Summon Beat, Bladesman Fur Hire from the Deck. 10. Use Beat to summon the previous searched Bravo, Fighter Fur Hire and search for Rafale, Champion Fur Hire and excavate 3. If you don't open Formud Skipper but you have access to Visas Starfrost you can go into Folgo as well, but you need to have the followup already in hand. Scareclaw Reichheart will not be able to get enough materials to make Folgo. Visas Starfrost combo: 1. Normal Summon any Monster that isn't Warrior or LIGHT Attribute, like Ash Blossom & Joyous Spring. 2. Special Summon Visas Starfrost by destroying Ash Blossom. 3. Link Summon into Scareclaw Light-Heart, searching for Primitive Planet Reichphobia. 4. Activate Primitive Planet Reichphobia and add Scareclaw Reichheart. 5. Special Summon Scareclaw Reichheart below Light-Heart and search for Scareclaw Arrival. 6. Link Summon with Light-Heart and Reichheart into Dharc the Dark Charmer, Gloomy. 7. Use Scareclaw Arrival to resummon Visas Starfrost. 8. Use Scareclaw Light-Heart's GY effect to resummon it on the field. 9. Link Summon Light-Heart, Visas and Dharc into Folgo, Justice Fur Hire. FORMUD SKIPPER ENGINE 3x 2-3x 1x 1x 2x A Cyberse focused engine means you can increase consistency by adding Cynet Mining to search for your starter. It has 3 starters and only 1 real garnet with Salamangreat Sanctuary. Parallel eXceed isn't exactly a garnet, since you can use it on its own to make further plays into Folgo once you Link Summoned. The 1 card combo with Formud Skipper works like this: 1. Normal Summon Formud Skipper. Do not activate its effect. 2. Link Summon into Salamangreat Balelynx and search for Salamangreat Sanctuary on Summon of Balelynx. 3. Use Formud Skipper's effect to search for Parallel eXceed. 4. Activate Salamangreat Sanctuary and Link Summon into Salamangreat Balelynx again, using itself as material. 5. Activate Parallel eXceed to Special Summon it and Summon another one from the Deck. 6. XYZ Summon into Number 60: Dugares the Timeless with both eXceeds and use its effect to revive Formud Skipper from the GY. 7. Now use the effect of Formud Skipper and select any Link Monster that isn't Fiend or Cyberse (Like Folgo, so it's a beast). 8. Link Summon with all 3 Monsters into Folgo, Justice Fur Hire. GENEX UNDINE ENGINE 3x 1x 1x 1x Another Engine with 3 starters, 2 garnets and no discards. It's another one that wants the materials in the Deck and not in the Hand, so it is on the riskier side. The combo works as follows: 1. Normal Summon Genex Undine, send Crystron Rosenix to the GY and add Genex Controller to the Hand. 2. Use Crystron Rosenix' GY effect to get a Token on the field. 3. Link Summon the Token into Link Spider. 4. Use Link Spider's effect to Special Summon Genex Controller. 5. Link all 3 Monsters on the Field into Folgo, Justice Fur Hire. Keep in mind that these examples aren't all of them, there's more to use or to discover as well. -------------------------------------------------------------------------------- DECKTYPE ENGINES -------------------------------------------------------------------------------- Now that we covered the basics of small engines, extenders and the generic card pool lets see what other archetypes and bigger enginges we can pair this deck with. Keep in mind these aren't all that can be combined with Fur Hire, but it includes some of the best picks or most generic used ones. TRI-BRIGADE 2x 1-2x 2x 2x 0-1x 1x 0-1x 1x 0-1x 1x 1-2x This should come to no one's suprise but Tri-Brigade Fur Hire is a viable option as we have 7 monsters that work well with Tri-Brigade by being Beast, Beast-Warrior or Winged-Beast Type. You have the option to make 1 card Tri-Brigade plays or work for a Fur Hire play and assist these with Tri-Brigade. While there is some synergy between them, generally this is one of the weaker mixed variants you can play, so keep that in mind. All of the Tri-Brigade maindeck monsters have the field effect to banish any number of Beast, Beast-Warrior or Winged-Beast types from your GY to Special Summon a Beast, Beast-Warrior or Winged-Beast Link Monster with a Link Rating equal to the number of banished monsters, but you can only use Beast, Beast-Warrior or Winged-Beast monsters as link material for the rest of this turn, so you have to be careful when using any other of those types which is something Fur Hire usually does. Keep in mind that ALL of their effects on every card are hard once per turn!. When sent to the GY by either Linking it away on field or sending it of an effect Tri-Brigade Nervall will add any "Tri-Brigade" monster from your Deck to your hand, except itself. When sent to the GY by either Linking it away on field or sending it of an effect Tri-Brigade Kitt will send a "Tri-Brigade" card from your Deck to the GY. By discarding 1 other Beast, Beast-Warrior or Winged-Beast monser you can Special Summon Tri-Brigade Kerass from your hand, the only "Tri-Brigade" monster that has a Special Summon effect. Tri-Brigade Fraktall can send itself to the GY from hand or field to then send any Level 3 or lower Beast, Beast-Warrior or Winged-Beast monster from the Deck to the GY. By targeting 1 Beast, Beast-Warrior or Winged-Beast monster you control you can Special Summon one Beast, Beast-Warrior or Winged-Beast monster from your Deck in DEF with a different Type and ATK that's less than or equal to the monster you targeted, but the effects are negated. What makes this more viable is bringing out Fur Hire names this way and triggering other Fur effects when another Fur is summoned. This card locks you into Link Monsters, so be careful when using it. Most people will know about Tri-Brigade Revolt already: it will Special Summon a number of Beast, Beast-Warrior and/or Winged-Beast monsters that are banished or in the GY to then Link Summon with them right after into a "Tri-Brigade" Link Monster, most commonly Tri-Brigade Shuraig the Ominous Omen. Tri-Brigade Oath requires you to target a Link monster to then Special Summon a Beast, Beast-Warrior or Winged-Beast from your Hand or GY. Like before with Airborne Assault this card can also summon Fur Hire monsters. If you control at least 1 of each Beast, Beast-Warrior and Winged-Beast monsters you can banish this card from the GY to negate a face-up Spell/Trap your opponent controls until the end of this Turn. Tri-Brigade Ferrijit the Barren Blossom has the field effect to Special Summon 1 Lv 4 or lower Beast, Beast-Warrior or Winged-Beast from your Hand, but you can only use these types for a Link Summon afterwards. When sent to the GY you can draw 1 card, then place 1 card from your hand at the bottom of the Deck. Tri-Brigade Bearbrumm the Rampant Rampager can discard 2 cards, then Special Summon 1 Lv 4 or lower Beast, Beast-Warrior or Winged-Beast that is banished. When sent to the GY you can add 1 "Tri-Brigade" Spell/Trap to your hand, then place 1 card from your hand at the bottom of the Deck. After this effect you're locked into Tri-Brigade monsters only for Link Summoning, so more often than not you wouldn't even want to include this card because of this downside. During your opponents Main Phase Tri-Brigade Rugal the Silver Sheller can Special Summon 1 Lv 4 or lower Beast, Beast-Warrior or Winged-Beast from your hand or GY, negate its effects and return it to the hand during the End Phase. This effect can summon Fur Hire monsters as Quick-Effect during the opponents turn which is a nice effect to have. When sent to the GY it will make all monsters your opponent controls lose ATK times 300 for each Monster Type you control until the end of the turn. When Tri-Brigade Shuraig the Ominous Omen or whenever a Beast, Beast-Warrior or Winged-Beast monster is special Summoned to your field you can banish 1 card on the field without targeting it. When sent to the GY it will add 1 Beast, Beast-Warrior or Winged-Beast Monster from the Deck to the hand, whose Lv is less than or equal to the number of banished Beast, Beast-Warrior or Winged-Beast monsters. You have to be careful when you use the effects of either Tri-Brigade Ferrijit the Barren Blossom or Tri-Brigade Bearbrumm the Rampant Rampager because they lock you out of other Links besides Beast, Winged-Beast and Beast-Warriors. Since we run a Tri-Engine instead of playing a Tri-deck you have the option to use cards you usually don't see like Tri-Brigade Oath or Tri-Brigade Airborne Assault (since the targets for these cards can be Fur Hire monsters to trigger their effects). More often than not you're still focusing on the Tri-Brigade plays and it doesn't feel like you're playing a Fur Hire Deck, more like a worse Tri-Zoo Deck. If this is your Style of playing the deck feel free to try it out! DANGER! 2x 2-3x 2x 1x 1x 1x The biggest downside to Fur Hire is the disrupted Normal Summon by either negating the effect or simply removing it off the field before the first effect goes through. Dangers can help with this issue as they freely Special Summon themselves on the field and have enough coverage in Types to assist making Donner/Folgo. In addition to this you can get access to more Lv 4's easier to make some powerful Rank 4 XYZ-Monster for your boards. Lets go over each Danger!-Monster real quick: All of them have the ability to reveal themselves while in hand, then your opponent chooses a random card from your hand to discard. If it wasn't the activated Danger!-Monster you can Special Summon it and draw a card. They also have additional effects that will trigger when discarded: When Danger!? Jackalope? is discarded, (Beast Type), it Special Summons any Danger!-Monster from your Deck in Defense Position. When Danger!? Tsuchinoko? is discarded, (Reptile Type), it Special Summons itself without a draw 1 effect. When Danger! Nessie! is discarded, (Aqua Type), it will add any Danger!-Monster from your Deck to your hand, except itself. When Danger! Thunderbird! is discarded, (Winged-Beast Type), it will destroy a face-down card on your opponent's side of the field. When Danger! Mothman! is discarded, (Insect Type), it will let both players draw 1 card, then discard 1 card. This discard can trigger other Danger!-Effects. When Danger! Chupacabra! is discarded, (Fiend Type), it will Special Summon a Danger!-Monster from your GY except itself. This effect is the "weakest" out of those, as it requires a prior setup in the GY, but its Typing is why we run it. They have a wide variety of Types as well, which is why they synergize so well with Fur Hire, as they can make going into Folgo, Justice Fur Hire easier. The ratios shown above have worked the best through testing. If you're looking for a pure build with great extenders I highly recommend using Danger?! as the engine of choice. P.U.N.K. 3x 0-1x 0-1x 0-2x 1x 1-3x 0-1x 0-1x 2x 0-1x 0-1x 0-1x 0-1x 0-1x 0-1x 0-1x 0-1x 0-1x 0-1x I might be a bit biased here but this is one of my personal favorites. P.U.N.K. can be utilized in a very versatile way in either a small or bigger package, depending on deckspace and preferences what you want to do. All of the Punks are also "Hard once per Turn" effects like our Deck. You can use a bigger Engine that runs more variety of Punks or keep it smaller and only use the bare minimum. Lets quickly explain the P.U.N.K.s and what you can do with them: Noh-P.U.N.K. Ze Amin is the main Monster of this Decktype engine as it enables a sort of 1 card combo. It has the effect to pay 600 LP to search for any P.U.N.K. Monster in your Deck and add it to your hand. When sent to the GY you can use the 2nd effect to target any P.U.N.K. Monster you control and have it gain 600 ATK. You always want to play 3. Ukiyoe-P.U.N.K. Sharakusai can pay 600 LP to Fusion Summon into a P.U.N.K. Fusion (Ukiyoe-P.U.N.K. Rising Carp) using materials from your hand or field. The 2nd effect is a Quick-Effect during your opponent's turn: You can again pay 600 LP then immediately after Synchro Summon 1 "P.U.N.K." Synchro Monster using monsters you control as material and make Ukiyoe-P.U.N.K. Amazing Dragon. This can be clutch to keep Sharakusai on the board and use it afterwards with Rafale, Champion Fur Hire to make Ukiyoe. Gagaku-P.U.N.K. Wa Gon has the effect to pay 600 LP to search for any P.U.N.K. Spell in your Deck and add it to your hand. It comes with a 2nd effect on field that will rarely see use for us in forms of a Quick-Effect: Draw 1 card when your opponent targets a P.U.N.K. you control with a card effect or attack. Joruri-P.U.N.K. Madame Spider has the effect to pay 600 LP to search for any P.U.N.K. Trap in your Deck and add it to your hand. It also has a 2nd effect when a P.U.N.K. card or effect targets a card your opponent controls you can via Quick Effect target 1 face-up monster your opponent controls and it will have its ATK halved until the end of this turn. We usually want to use the P.U.N.K.s for Setup so the trap and Madame are usually not used, but you can definitely include them in the Engine. Noh-P.U.N.K. Ogre Dance can Tribute 1 "P.U.N.K." monster and Special Summon itself from your hand. Mostly we want to use Ogre's 2nd effect: You can discard this card to then add 1 P.U.N.K. Monster from your deck to your hand, except a Level 8 monster. In most cases this will be Noh-P.U.N.K. Ze Amin. It also has an on field effect that lets it gain ATK equal to a monster that activates its effect. Noh-P.U.N.K. Foxy Tune can Tribute 1 "P.U.N.K." monster and Special Summon itself from your hand. Mostly we only use Foxy Tune for its 2nd effect: sending this card (from your hand or field) and another card (from your hand) to the GY to then Special Summon 1 "P.U.N.K." monster from your Deck, except a Level 8 monster. The more common targets will be Noh-P.U.N.K. Deer Note or Ukiyoe-P.U.N.K. Sharakusai. It also has an on field effect: when destroying a monster by battle you can gain LP equal to that monsters ATK. Noh-P.U.N.K. Deer Note can reveal another P.U.N.K. in hand, then special summon either itself or the revealed P.U.N.K. Most of the times you don't need to use the effect as we want to Special Summon it off of Noh-P.U.N.K. Foxy Tune or Ukiyoe-P.U.N.K. Rising Carp, to then make a Lv. 8 Synchro with one of the Lv. 3 Tuners. When used for a Synchro Summon, you can Special Summon any P.U.N.K. from the GY besides itself back to the field. So you can Synchro Summon a Lv. 8 like Chaos Ruler, the Chaotic Magical Dragon and resummon Noh-P.U.N.K. Foxy Tune to make a Rank 8 XYZ afterwards or resummon a Lv 3 like Ukiyoe-P.U.N.K. Sharakusai to make synchro plays on your opponents turn. P.U.N.K. JAM Extreme Session is the field spell of the archetype. Whenever a P.U.N.K. activates their effect you get to draw a card up to twice per turn. It also has the additional effect to Special Summon any P.U.N.K. from hand by banishing one P.U.N.K. in your GY, a good way to extend. Joruri-P.U.N.K. Dangerous Gabu can negate the effects of an effect monster your opponent controls for this turn. If you control a P.U.N.K. while this effect activates you gain LP equal to that targeted monster's original ATK. Joruri-P.U.N.K. Nashiwari Surprise can destroy a face-down card your opponent controls. If you control a P.U.N.K. while this effect activates you can target a face-up card instead as well. You get to choose here when you control a P.U.N.K., so there is no need to worrry you'd miss out on destroying Backrow at the end of the turn. When P.U.N.K. JAM Dragon Drive is Summoned, you can Pay 600 LP to either add a Level 3 Psychic to your hand or send it to the GY. While this card is in the GY and your opponent activates a card or effect in response to the activation of any "P.U.N.K." card or effect you can Special Summon him back to the field. When Ukiyoe-P.U.N.K. Amazing Dragon is Summoned, you can target cards your opponent controls up to the number of Level 3 Psychic monsters with different names you control or are in your GY (usually between 2 or 5 (possible targets: Ze Amin, Madame Spider, Sharakusai, Wa Gon, Ghost Ogre) and return them to their hand. It has another effect that lets you Special Summon any P.U.N.K. monster from your GY, except itself. Keep in mind that only one effect can be used each turn and the first one is only On Summon. (Ukiyoe-P.U.N.K. Rising Carp) is made via the effect of Ukiyoe-P.U.N.K. Sharakusai and any other P.U.N.K. On Field it can tribute itself to Special Summon 2 P.U.N.K.s from your Deck, but not Lv 8. The Targets here are always any Lv 3 plus Noh-P.U.N.K. Deer Note . It has a 2nd effect when used for a Synchro Summon: Any P.U.N.K. you control can make a 2nd attack this turn, helping you to OTK with it. The non-P.U.N.K. Cards that are used with this Engine mostly include these: Emergency Teleport is used to Summon any Lv 3 P.U.N.K. from the Deck, most of the times either Noh-P.U.N.K. Ze Amin or Ukiyoe-P.U.N.K. Sharakusai on your opponents turn to have a suprise Synchro into Ukiyoe-P.U.N.K. Amazing Dragon. Usually the GoTo target for this play, Looking at the Top 5 cards and add another combo piece and milling the rest. This is best used with another LIGHT/DARK engine to almost guarantee a hit, because otherwise we only have a few targets (Seal, Rafale, Foxy Tune, Ogre Dance, Ghost Ogre) Using Chaos Ruler, the Chaotic Magical Dragon and a resummon of Foxy Tune from Deer Note to make The Zombie Vampire, milling an additional 4 to then special summon any monster milled and start your combo this way into Fur plays. This also helps setting up Materials for Number 29: Mannequin Cat The small engine should at least consist of these cards (only Main Deck): 3x 1x 1-3x 2x The biggest the engine can be contain these cards (only Main Deck): 3x 1x 3x 0-2x 1x 1x 1x 1x 2x 1x The Main goal of this engine depends on what you want to make with it and how big your chosen package is going to be. The smallest Package wants to focus on Chaos Ruler, the Chaotic Magical Dragon into The Zombie Vampire, which will not work well in a Tearlaments dominant Meta. Personally I like to include at least one Ukiyoe-P.U.N.K. Sharakusai to have the option for the Amazing Dragon on my opponents turn with Rafale or even keep another Lv 8 out. Since all the Lv 3 Tuners are EARTH and we have Rex, Freight Fur Hire as Lv 2 EARTH and Beat, Bladesman Fur Hire as Lv 3 EARTH we have the option to make Naturia Barkion and Naturia Beast with this engine. The Extra Deck can be any of the cards mentioned at the beginning of this Engine section, the choice is up to you on how you want to play this engine. SPRIGHT 3x 2-3x 1x 1x 2x 1x 1-2x 1-2x Since we have a variety on Levels and in total 4 targets for Sprights to summon themselves (Donpa, Recon, Rex, Donner), this Engine makes a great addition to the Deck and is one of the strongest variants to play it. Lets go over the individual cards real quick, as they are very simple: All of the main deck monsters can Special Summon themselves from hand while you control a Lv/Link/Rank-2 Monster, but can only do so once per turn. They each bring idividual effects, some on summon, others while on the field: On Special Summon Spright Blue will search for any "Spright" Monster, usually searching for Spright Jet. With a Lv 2 on the field it gets the whole Spright Engine going. On Special Summon Spright Jet will search for any "Spright" Spell/Trap, whatever you need at the current situation (Extender = Spright Starter, Disruption = Spright Smashers) Spright Red has the ability to negate any Monster Effect by tributing another Lv/Link/Rank-2 you control. If you tributed a Link/Rank-2 you can also optionally destroy the card. The Monster Effect can be in Hand, on Field or even the GY, making it a great disruption on your opponents Turn. Spright Carrot, similar to Red has the ability to negate any Spell/Trap Card or Effect by tributing another Lv/Link/Rank-2 you control. If you tributed a Link/Rank-2 you can also optionally destroy the card. Similar to Red the Spell/Trap effect can be in Hand, on Field or even the GY, adding to the disruption on your opponents Turn. As the name already implies, this card is a Starter but also an Extender. On activation you can Special Summon any Spright Monster from your Deck to the field, but you take Damage equal to their ATK. Keep in mind that this LP Damage can cause a Loss, if you are already low on LP and go to 0 with the Summon of the Spright Monster. Summoning Blue or Jet with Starter will trigger their effects. Keep in mind that it comes with a restriction, as you can only Special Summon Lv/Link/Rank-2 for the rest of the turn. By banishing a "Spright" Card in your GY, you can then banish a Lv/Link/Rank-2 you control and a card the opponent controls without targeting, making it a great removal tool vs untargetable threats. Any two Lv 2 Monsters (or even a Link 2) can XYZ-Summon into Gigantic Spright. On Field you can activate its effect to detach on resolution (meaning when it gets destroyed before resolution the effect WILL NOT TRIGGER) and summon any Lv 2 monster from your Deck. It comes with the Downside of only Special Summoning Lv/Link/Rank-2's for the rest of the turn for both players, meaning they can't Nibiru you anymore. One Lv2 plus any other Monster makes Spright Elf which will sooner or later get hit by the Banlist. This card is absolutely busted. It cannot be used as Link Material on the turn it is Summoned. While on the Field cards it points to can not be targeted, so these ones are protected from disruptions like Effect Veiler or Infinite Impermanence. While this alone is already a very great effect, it also has a Quick-Effect during the Main Phase to resummon any Lv 2 Monster (or additionally Link/Rank-2 when your opponent controls a Monster) from the GY to any of your Main Monster Zones. This makes the card super strong paired up with something like I:P Masquerena. This Quick-Effect helps us to resummon Rex, Freight Fur Hire, Donpa, Marksman Fur Hire and Recon, Scout Fur Hire to help trigger other Monster "Fur Hire"'s effects. Your Main goal with the Spright Engine is setting up a Folgo Play or if you get disrupted mid way you can still go for a "Standard Spright Board". See some combo examples below in the Combo section for this Engine. Having so many Lv 2's so we get the Sprights out for free gives us a huge variety of combos we can go into, the synergy is really great. So if you have them around and want to test out a new version, give this one a try. RUNICK 2x 2x 2x 3x 2x 2x 1x 1-2x 0-1x 2-3x 1-2x 0-1x The rising competitive Strategy of TCG: Runick Fur Hire, Topping OTS Placements, Regionals and even a Top 4 finish in YCS London on April 2nd 2023. Why do these two work so well with each other? * Runick is a control-based archetype centered about their Field Spell Runick Fountain, which allows their archetype’s Quick-play spells to activate from your hand during the opponents turn and decking them out by banishing their cards from the Deck face-up. Using the Runick Spells comes with the restriction of skipping your Battle Phase entirely to balance the strength of the Spell cards. The strength of Runicks is their ease of access to their main play Field Spell and start banishing your opponents cards and keep on recycling their Quick-plays. They have no use of their Normal Summon and is pretty splashable in other archetypes. Their weakness is their over reliance on Runick Fountain. Once their field spell is down, they don’t have an easy time getting it back. And they are GY reliance so if their cards don’t go to the GY, they’re done. * Fur Hire is an aggro/beatdown archetype centered around swarming the Field to then overwhelm your opponent in a single strike. They also have a limit to their battle phase that only allows Monster(s) "Fur Hire" to attack when using Rookie. The Strength of Fur Hire is their versatility and ability to flood the field with Monsters to go into big boards while having no archetype summon lock. The weakness is that they’re Normal Summon reliant and they have very big chokepoints. They are sort of like a glass cannon: They’re good at what they do if not stopped, but the common handtraps easily stops them in their tracks. Let's go over the spells and monsters of the Runick Archetype seperately. All the Quick-Play Spells come with two effects, where one is shared among all of them to Special Summon a Runick Fusion Monster from the Extra Deck in the Extra Monster Zone. All Runick Quick-Plays are also HOPT (Hard "once per Turn"), so you have to decide which of the two effects to use. Their Main Character of every Deck that uses Runick. This card allows you to use Runick Quick-Play Spells from your hand on opponents turns. While this first part is already really strong, it comes with an additional effect: Whenever a Runick Spell card has been activated, they can shuffle up to 3 Runick Spells from the GY to the bottom of the Deck to then draw the same amount of cards, making cycling through your Deck fairly easy with it. Keep in mind the cards in the GY need to be targeted, so anything that can remove the cards from the GY before they are shuffled back like D.D. Crow or Mudora the Sword Oracle/Keldo the Sacred Protector will cut down on the numbers to draw and can make you effectively waste the draw effect of Fountain. As all the other Quick-Play Spells this card can Special Summon a Runick Fusion Monster from the Extra Deck in the Extra Monster Zone. The Main Effect of Runick Tip is the ability to search for any Runick Card in your Deck to add it to the Hand, then banish 1 card of your opponents Deck face-up. As all the other Quick-Play Spells this card can Special Summon a Runick Fusion Monster from the Extra Deck in the Extra Monster Zone. The Main Effect of Runick Destruction is the ability to destroy a Spell/Trap your opponent controls, then banish 4 cards of your opponents Deck face-up. As all the other Quick-Play Spells this card can Special Summon a Runick Fusion Monster from the Extra Deck in the Extra Monster Zone. The Main Effect of Runick Flashing Fire is the ability to destroy a Special Summoned Monster your opponent controls, then banish 2 cards of your opponents Deck face-up. As all the other Quick-Play Spells this card can Special Summon a Runick Fusion Monster from the Extra Deck in the Extra Monster Zone. The Main Effect of Runick Freezing Curses is the ability to negate the effects of a Monster your opponent controls, then banish 3 cards of your opponents Deck face-up. As all the other Quick-Play Spells this card can Special Summon a Runick Fusion Monster from the Extra Deck in the Extra Monster Zone. The Main Effect of Runick Slumber lets your target any Monster on the field, it can not be destroyed by battle or card effect for a single time this turn and also cannot attack, then banish 3 cards of your opponents Deck face-up. This attack negate can stop an already declared attack in the battle phase. As all the other Quick-Play Spells this card can Special Summon a Runick Fusion Monster from the Extra Deck in the Extra Monster Zone. The Main Effect of Runick Dispelling is a bit unique, as it can only be used when your opponent added a card from their deck to the hand this turn or has drawn a card outside of their draw phase. Your opponent discards a random card in their hand, then banish 2 cards of your opponents Deck face-up. As all the other Quick-Play Spells this card can Special Summon a Runick Fusion Monster from the Extra Deck in the Extra Monster Zone. The Main Effect of Runick Smiting Storm lets you choose a Number up to the amount of cards your opponent controls, then banish that many cards of your opponents Deck face-up. As all the other Quick-Play Spells this card can Special Summon a Runick Fusion Monster from the Extra Deck in the Extra Monster Zone. The Main Effect of Runick Golden Droplet lets your opponent draw a card from their deck, then banish 4 cards of your opponents Deck face-up. This combines well with Runick Dispelling and helps decking them out faster. All of the Runick Monsters are not HOPT effects unlike their spells, meaning a new copy can activate the same effect again. When Summoned from the Extra Deck, Hugin the Runick Wings will add Runick Fountain at the cost of 1 discard from your deck to the hand. While on the field it comes with a protection effect as well. If any other card you control would be destroyed by card effect, you can banish Hugin from the field instead. If Hugin gets destroyed by battle or card effect, you can return her to the Extra Deck to resummon her with any Quick-Play Spell. Keep in mind that she cannot protect cards when she gets destroyed in the same chain as the field spell for example form something like Guardian Chimera destroying both Hugin and Fountain at the same time. All of the Runick Monsters are not HOPT effects unlike their spells, meaning a new copy can activate the same effect again. When Summoned from the Extra Deck, Geri the Runick Fangs will add Runick Fountain to your hand from the GY. While on the field it is protected from destruction effects. If Geri gets destroyed by battle, you can target 1 card on the field and destroy it. Unlike Hugin the Runick Wings Geri will not shuffle back into the Extra Deck. All of the Runick Monsters are not HOPT effects unlike their spells, meaning a new copy can activate the same effect again. When Summoned from the Extra Deck, Munin the Runick Wings will search for a Runick continuous Spell to add from your deck to the hand. There is only one Runick continuous Spell which we don't play (Runick Allure) While on the field it comes with a protection effect as well. If any Runick card or face-down card you control gets targeted by a card effect, you can banish Munin from the field to negate and destroy that card. As Long as Munin stays on the field, you will once per turn get 1000 LP during the End Phase. Munin is mostly run when targeting protection is needed, otherwise Hugin does the job better overall. Now that we covered the cards individually and you're still unsure how these two work together: * Runick Fountain draws 3 when a Runick card is activated * Folgo, Justice fur Hire draws 3 when a card your opponent controls is destroyed * Runick cards like Destruction and Flashing Fire destroy Monster/Spell/Trap, triggering both draw effects to Draw 6 every turn. Hugin is a magnet for handtraps like Ash Blossom & Joyous Spring, Infinite Impermanence or Effect Veiler, which would be lethal for a Fur Hire play. Not only will she eat up all the handtraps, you can also dodge Infinite Impermanence and Effect Veiler with the help of Rookie Fur Hire giving you access to Runick Fountain and Beat, Bladesman Fur Hire/Filo, Messenger Fur Hire. Runick always summons only one Monster, while Fur Hire needs at least two to get going (thanks to Donner, Dagger Fur Hire enbabling easy use if the effect to special summon gets disrupted), so any additional body we can have to make more plays benefits our own strategy. The combined disruption from Runick and Fur Hire with destruction and negates make it hard for your opponent to not get outgrinded by Runick Fur Hire, not to mention the draw 6 effect every turn. Fur Hire takes up a lot of the monster zone, while not needing the Spell/Trap zone as much. Runick takes up the Field-Spell and Spell/Trap zone, while not needing the Monster zone as much. Fur Hire usually has to rely on monster effects to out Floodgates but Runick can easily assist Fur Hire in that department while Fur Hire can easily become a wall to survive the battle phase and can rebuild their board just as easily. We benefit a whole lot with engines that can give us different Types than we run. Runick’s main monsters Hugin and Munin are both Fairy monsters which the Fur Hire has no type within their crew. While the Geri the Runick Fangs is shared with a few of the other monsters Fur Hire, he isn't normally summoned except in extreme cases. MEKK-KNIGHTS 3x 2-3x 1x 0-1x 0-1x 1x 0-1x 0-1x A "going 2nd" option for us with board breakers. Since we are reliant on our Normal Summon, having an engine that doesn't rely on this whatsoever helps at getting some disruptions out of the way before making your Fur Hire plays. If you're unfamiliar with Mekk-Knights: They need 2 cards in the same column to special summon themselves in said column. Let's go through the chosen cards here real quick: When Mekk-Knight Blue Sky is Summoned from the hand, you can add "Mekk-Knight" monsters with different names from your Deck to your hand equal to the number of opponent's cards in this column where the card was summoned. Your usual targets in order of priority are Mekk-Knight Purple Nightfall and Mekk-Knight Indigo Eclipse. Mekk-Knight Purple Nightfall can target any Mekk-Knight you control as a Quick-Effect: Banish it until the standby phase of your next turn to search your Deck for another Mekk-Knight monster except itself. This is very helpful to get to the destructive Mekk-Knights. Mekk-Knight Indigo Eclipse can via Quick-Effect change the column of any Mekk-Knight monster you control, only once per turn and only for one Monster. This effect doesn't seem too interesting besides having the option to summon more Mekk-Knights in the same column, but it also has an additional use which I'm going to explain in a bit. Mekk-Knight Yellow Star lets you destroy a Spell/Trap in the column it's in by banishing a Mekk-Knight from your GY. Mekk-Knight Red Moon lets you destroy a Monster in the column it's in by banishing a Mekk-Knight from your GY. Mekk-Knight of the Morning Star lets you search for any "Mekk-Knight" or "World Legacy" card by discarding a "Mekk-Knight" or "World Legacy" card. It also has the additional effect of giving your other "Mekk-Knights" battle protection against monsters in different columns than themselves. World Legacy Key lets you recycle the banished materials from Yellow Star or Red Moon by adding them to your hand. While this card is on the field it negates any opponent's Trap effect that activates in the same column as a "Mekk-Knight" monster you control. This is where Mekk-Knight Indigo Eclipse comes in and where his effect shines the most as you can switch the position of a Mekk-Knight monster to a column a Trap card is activated to negate it. World Legacy's Secret lets you Special Summon a Lv. 5 or higher Monster from your GY, it doesn't have to be a Mekk-Knight. It will destroy the monster once this card leaves the field. Similar to World Legacy Key, Secret will negate any opponent's monster effect that activates in the same column as a "Mekk-Knight" monster you control. Same goes here for Indigo Eclise as its Quick-Effect turns into a Monster negate. While this all sounds good on paper, you need to have your opponent "play for you" by setting 2 cards in the same column so you can Summon multiple Mekk-Knights in a turn to bait their disruptions and go in with Fur Hire for the kill. It is a viable option but currently it is not consistent enough to beat strong Turn 1 boards, even when you pair it with generic board breaker cards. MELFFY (MELFFUR HIRE) 0-3x 1x 1-2x 1-2x 1x 1x 0-1x 1x 0-1x 0-1x Fur Hire is usually a "Swarm and Beatdown" type of deck, but with Melffy it turns into a more "Control"-type state. Melffy likes to use Lv 2 Beasts a lot and guess what we have here? Recon, Scout Fur Hire and Donpa, Marksman Fur Hire are Lv 2 Beast monsters. All the normal Melffy monsters can trigger their effects reactively on your opponents Normal or Special Summon or when attacked into. During the End Phase all the Melffys will Special Summon themselves from the hand onto the field. Lets look at the few that are interesting options for us. While Melffy Wally is on the field and the condition is met you can return it to the hand and Special Summon 2 "Melffy" monsters from your Deck with different names from each other, except itself. In most cases you want to summon Melffy Catty and Melffy Puppy, opening for a Fur combo then end phase summon Wally to assist future plays. Melffy Pinny is different from the other Melffys. If a face-up Beast monster you control was returned to the hand this turn except itself, you Special Summon this card from your hand, then immediately after Synchro Summon 1 Synchro Monster using only itself and "Melffy" monsters in your hand. The 2nd effect rarely would come up for us, but during your End Phase you can target 1 Beast Xyz Monster you control and attach this card to it as material, as long as it is in the GY. Pinny enables us another negate in forms of Herald of the Arc Light or you just go into Merry Melffys. While Melffy Puppy is on the field and the condition is met you can return it to the hand and Special Summon any Lv. 2 or lower Beast monster, which also includes Recon, Scout Fur Hire and Donpa, Marksman Fur Hire to trigger other fur effects like Filo, Messenger Fur Hire, then summon another Monster "Fur Hire" from the GY and trigger Donpa's destruction effect. Puppy is easily the best normal Melffy we can have on the field to assist the usual Fur plays and easy to bring out thanks to Melffy Wally or Gigantic Spright, which is why we don't need to run 3 copies, usually 1 is enough. You can make the "Standard" setup with Folgo, Rafale/Wiz and Donpa then use Melffy Puppy's effect to Special Summon Recon from the deck and trigger Donpa to pop a card, then draw 3 as a reactive play. You can also summon Donpa/Recon to trigger other Monster "Fur Hire" effects that are on the field. While Melffy Catty is on the field and the condition is met you can return this card from the field to the hand and add any Lv. 2 or lower Beast monster from the Deck to the hand. While not as strong as Puppy or Wally because the Special Summon is just hard to beat it generates some resources in our hand. If you run more Lv 2 Beast extenders for the Melffy part this card is even better to run. Melffy Hide-and-Seek protects any Beast monster from destruction by card effect once. You can also target 3 Beast monsters in your GY with different names, shuffle them into the deck to draw 1 card. Not only does it protect the Melffy's, Donpa and Recon, but also Folgo, Justice Fur Hire since he's also a Beast-Type. This card lets you reveal 1 Beast monster in your hand (which can be Donpa and Recon next to the other Melffy cards) to add 1 "Melffy" monster with a different name from your Deck or GY to your hand then place the revealed monster on the bottom of the Deck. It also has a secondary effect at the start of your opponent's Battle Phase to reveal any number of "Melffy" monsters in your hand and keep them revealed during the Battle Phase. All Monsters your opponent controls lose ATK equal to the combined ATK and DEF of all monsters being revealed by this effect. Mostly we would use the first effect to help setting up the Melffy package at the end of your turn before going into the opponents turn. Every time a Melffy returns to the hand you can target 1 face-up monster your opponent controls and negate their effects while face-up on the field, plus they are not allowed to attack. This is a more defensive tools and is better paired up with a wider variety of played Melffy monsters. Joyous Melffys is an XYZ-Monster that needs 2+ Lv 2 Beast monsters. The first effect to detach and attack directly with all Melffy monsters is hardly used in the Melffur version, we mostly focus on the Quick-Effect during our opponent's turn. The Quick-Effect allows us to target 1 Beast XYZ monster we control, returning it to the Extra Deck to summon Lv 2 or lower Beast monsters from the GY, up to the number of materials it had. We want to use this effect to resummon Donpa and Recon and trigger your other Fur effects by Special Summoning either of them. Their Synchro monster that triggers when it is Special Summoned. You can target 1 face-up monster on the field and return it to the hand. It also has the on field effect like the Main Deck Monsters to return it to the Extra Deck on Normal or Special summon (Or targeted for an attack), then Special Summon 1 "Melffy" Xyz Monster from your Extra Deck. This one acts as a removal tool to then replace itself with any of the other XYZs for even more control tools. Here are some other Beast cards you can include together with this Engine to make the Melffys come up more often: 0-1x 0-1x 0-1x 0-1x 0-2x During your opponent's Main Phase Hop Ear Squadron allows you to target 1 face-up monster you control and Special Summon itself from your hand to then Synchro Summon 1 Synchro Monster using itself and that target. You mostly want to use this in combination with another Lv 2 to go into Herald of the Arc Light or Merry Melffys, sometimes even Baronne de Fleur with Rafale, Champion Fur Hire. It is a very reactive card that can help putting up even more disruptions during your opponents turn. You can Tribute itself then target any Level 2 monster in your GY except itself and Special Summon it. After that you can Special Summon 1 Level 2 monster from your hand with a different Attribute than the monster Special Summoned by this effect. Not only does this help in getting more access to the Melffys for disruption, this can also trigger Rex, Freight Fur Hire or Donpa, Marksman Fur Hire by itself. If Kalantosa, Mystical Beast of the Forest is Special Summoned by the effect of a Beast-Type monster like Melffy Puppy you can target 1 card on the field and destroy it. This can trigger Folgo's draw 3 on the opponents turn or just deny them their first move immediately so they cannot combo off that requires a body on the field (like Spright). At the cost of discarding a card you can target 1 Lv 2 or lower Beast monster in your GY and Special Summon it in Attack Position or Face-Down Defense Position. It is also a Tuner so you can make some Synchro plays as Fur Hire has great Level variety as we learned earlier (chart above for reference). Kerass is mainly used because it can Special Summon itself by discarding a Beast, Beast-Warrior or Winged-Beast monster. It is Lv. 2 and a Beast-Type, so it's perfect to use as a XYZ material for Joyous Melffys or can assist to make a Gigantic Spright. Using Melffy with Fur Hire complement each other well because they do not need the normal Summon unlike Fur Hire, as they can all special summon themselves on the field at the end phase. Fur can buy time with bodies for Melffy to take over with control and generate card advantage through the control tools of Melffy and draw engine from Fur Hire. Melffy likes to get multiple lv 2s on the field to get the best use out of them as their gimmick relies on Lv 2/ Rank 2 and Synchro Lv 4. For Melffy Fur Hire to work best it's best to have the garnets in the deck, these being Donpa and Recon so the Melffys can summon them on the opponents turn. This is also why adding a Spright engine next to Melffy can work out pretty nicely. If you would add Spright next to Melffy into fur you'd run into the problem of the Monster Zones: * Fur Hire wants to have at least 3 zones * Melffy wants at least 2 zones * Spright wants at least 2 zones Managing this is extremely difficult so this takes a lot of effort to get right. If we're only talking Melffur, you also have the issue with Melffy Wally who needs to summon 2 Melffys from the Deck, so if you end up drawing them you run into a problem. Fur wants to build their board on your turn while Melffy wants to build it on the opponents turn. If you use the resources to get access to Melffy Wally you could end up sacrificing the Fur setup and the Folgo, Justice Fur Hire draw 3. Melffy naturally plays a lot of garnets and depending on ratios you might be missing stuff because the room is very tight. While Melffy Pinny enables Synchro plays you need to remember that synchro eats up bodies on field. You wanna guarantee a Hop Ear Squadron if possible, it can also go into Baronne de Fleur with Rafale, Champion Fur Hire if you're not using it for the Lv 4 Synchros. This entire engine takes a lot of practice and skill to pull off reliably, but definitely worth giving it a shot if you have all the required cards. ADVENTURE + SOULS (ADVENTFUR) 1x 1x 2x 1-2x 1x 0-3x 0-2x Ok before you freak out "why is Adventure here" when it messes with Normal Summoned monster effects which we rely on heavily, hear me out and let me explain what's up with this. You do not use Adventure for negates in most cases (only if you open up Enchantress or Rite and have a full brick hand), it acts more as an extender than a disruption. Especially having it paired up with Magicians' Souls you'll make this even stronger. If you are unfamiliar let me explain the cards real quick: You can banish Water Enchantress of the Temple from your hand or GY to search for Rite of Aramesir to get this whole engine going. If you control an "Adventure Token" you can also Special Summon this card from your hand (Spellcaster type). Wandering Gryphon Rider can Special Summon itself on the field (Winged-Beast type) when you control no monsters or an "Adventure Token". While an "Adventure Token" is on the field, you can Shuffle this card into the Deck to negate any activated card or effect. Both of these effects are Quick-Effects. Rite of Aramesir Special Summons an "Adventure Token" (Fairy type) on the field and places Fateful Adventure from your Deck in your Spell and Trap zone. It comes with the downside of not being able to activate the effects of Normal Summoned monsters on the field for this turn, which is a huge downside for us but we can play around it. Fateful Adventure has a protection effect for monsters that are equipped with an Equip Spell. If they would be destroyed by battle, they are not destroyed for one battle. It also has 2 search effects. 1. When a monster is normal or Special Summoned (by your opponent or by you) you can take 1 Equip Spell that mentions "Adventurer Token" from your Deck, and either add it to your hand or equip it to 1 "Adventurer Token" you control. You want to add it to your hand in our case. 2. You can activate this card to add 1 monster that mentions "Adventurer Token" from your Deck to your hand, then send 1 card from your hand to the GY. You always want to send the Equip Spell you searched for to the GY (Dracoback, the Rideable Dragon). Dracoback, the Rideable Dragon triggers in the GY when sent there by a card effect to equip itself onto an "Adventure Token" you control. It is a free discard which we want in most cases because we are very reliant on our hand and keeping the cards there to make plays. On field the Equip Spell can send any card your opponent controls back to the hand. This is great removal for problematic Floodgates like Skill Drain or Gozen Match. You activate Magicians' Souls to Special Summon itself by sending Wiz, Sage Fur Hire to the GY (Spellcaster type) after you activated Rite of Aramesir in most cases to trigger the search of Dracoback, the Rideable Dragon. While on field you can send up to 2 Spells/Traps from your hand or field to the GY to then draw that many cards. Sending Fateful Adventure and Dracoback, the Rideable Dragon is a free draw 2. Keep in mind that you don't need to play Souls or IoC for this Engine, but it helps out for more card advantage. We use Illusion of Chaos to search for Magicians' Souls and also as additional send target to special summon souls to the field. It helps with consistency. Keep in mind that you don't need to play Souls or IoC for this Engine, but it helps out for more card advantage. Here's a little combo explanation: Rite or Water Enchantress only: 1. Activate either Water Enchantress of the Temple to add Rite of Aramesir to your hand or use it directly if you opened it already to Summon an Adventure Token and place Fateful Adventure in your Spell/Trap Zone. 2. Normal Summon any Monster from your hand (either a Fur Hire monster or even a handtrap you don't want to keep for the next turn which is sometimes the better play depending on the rest of your hand) to trigger Fateful Adventure and search for Dracoback, the Rideable Dragon, but add it to your hand, do not equip it to the token! 3. Use the 2nd effect of Fateful Adventure to add Wandering Gryphon Rider and discard the prior searched Dracoback, the Rideable Dragon. 4. Activate Dracoback, the Rideable Dragon from your GY to equip it onto the Adventure Token and Special Summon Wandering Gryphon Rider next to the token and your normal summoned Monster. 5. Link off all 3 of them into Folgo, Justice Fur Hire and Summon any Monster "Fur Hire" from your Deck to combo off with (in most cases Beat, Bladesman Fur Hire to get your main combo going). If you have Magicians' Souls/Illusion of Chaos in your hand next to Rite/Water Enchantress you can make this play even better, let me show you how: Rite plus Souls: 1. Activate either Water Enchantress of the Temple to add Rite of Aramesir to your hand or use it directly if you opened it already to Summon an Adventure Token and place Fateful Adventure in your Spell/Trap Zone. 2. Use Magicians' Souls effect and send Wiz, Sage Fur Hire to the GY to Special Summon itself on the field and trigger Fateful Adventure and search for Dracoback, the Rideable Dragon, but add it to your hand, do not equip it to the token! 3. Use the 2nd effect of Fateful Adventure to add Wandering Gryphon Rider and discard the prior searched Dracoback, the Rideable Dragon. 4. Activate Dracoback, the Rideable Dragon from your GY to equip it onto the Adventure Token and Special Summon Wandering Gryphon Rider next to the token and Magicians' Souls. 5. Use the effect of Magicians' Souls and send Fateful Adventure as well as Dracoback, the Rideable Dragon to draw 2 cards. 6. Link off the Token, Gryphon Rider and Souls into Folgo, Justice Fur Hire and Summon any Monster "Fur Hire" from your Deck to combo off with (in most cases Beat, Bladesman Fur Hire to get your main combo going). Thanks to Souls and the additional draw 2 you have a higher chance to get a full board setup. If you run a double ratio on Fateful and Gryphon (both at 2) you can use them again for another Link climb or just to negate on the 2nd rotation. -------------------------------------------------------------------------------- FUR HIRE AS AN ENGINE -------------------------------------------------------------------------------- 3x 1x 1x 1x 1-2x 1-2x 1x Thanks to Rex, Freight Fur Hire and Donner, Dagger Fur Hire we have a Package "Fur Hire" that can be put in other decks. All that this engine requires is any monster on the the field but you do need your normal summon for it to work. The combo for this works as follows (we assume there is one monster on the field): 1. Normal Summon Rex, Freight Fur Hire to search for Rookie Fur Hire. 2. Use Rookie Fur Hire on Rex to summon Beat, Bladesman Fur Hire. 3. Use Beat and the other Monster on the field to go into Donner, Dagger Fur Hire. 4. Use Donners effect to tribute itself then Special Summon Beat and afterwards Rex. You want to do it this way so you get the search off for Beat, otherwise this will not work! 5. Use Beat, Bladesman Fur Hire's search effect to search for Rafale, Champion Fur Hire. 6. Use Beats first effect to Special Summon Rafale, Champion Fur Hire and excavate 2 cards, you get to add one of those to the hand. 7. Link all 3 (Rex, Rafale and Beat) into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. This is the entire part on your turn, now on your opponents Turn you can use Rex, Freight Fur Hire in the GY to Special Summon Rafale, Champion Fur Hire from the GY to trigger Donpa, Marksman Fur Hire and destroy a face-up card, while Rafale excavates a 2nd time for another card. After destroying a card with Donpa, you will trigger Folgo, Justice Fur Hire's effect to draw 3 cards, giving you a +5 from this engine in total. You can make this Engine more consistent by adding more cards or make the engine a little bigger with the following cards: 1x 1x 1x 3x The other Fur cards are explained at the beginning of the Guide and I'm not going over them again. Fossil Dig gives you more access to Rex meaning more access to this engine. So this Engine at the base amount should be 7 Main Deck and 2 Extra Deck cards, recommended to extend to 10 main deck cards by adding the 3x Fossil Dig's to get more access to it. -------------------------------------------------------------------------------- COMBO GUIDE -------------------------------------------------------------------------------- After covering the Deckbuilding let's talk about combos. We do need multiple monster(s) "Fur Hire" in hand to really get our plays going so most of these combos will stay generic as only specific monsters are needed while the others just have to be different names. * End Board goals * Pure 2 Card Combos with Beat + other Fur * Pure 2 Card Combos with Rex + other Fur * Spright Fur Combos * P.U.N.K. Fur Combos * Cards we want to get in play for our end boards: For the End Board of any played variant your main goal should always be either an already established board to trigger Folgo, Justice Fur Hire's draw 3 effect with the help of Donpa, Marksman Fur Hire. Rex, Freight Fur Hire and Donner, Dagger Fur Hire really help getting access to this in archetype in a variety of ways that you will find in the other tabs. You do not have to end on Folgo for this to work. You can also set up a Board to make Folgo, Justice Fur Hire on your opponents turn with the help of I:P Masquerena. We have 2 great starter cards we need paired up with any other Fur to make plays, those two being Rex, Freight Fur Hire and Beat, Bladesman Fur Hire. If you do not have access to either of them, keep in mind that Rookie Fur Hire can help you get to them as well, while also using Fossil Dig and/or Reinforcement of the Army to get more copies of our best starters in the deck and with that easier access to our plays. Keep in mind that Rex is the only Lv 4 or lower that cannot Special Summon another Monster "Fur Hire" from hand, so play with this in mind when doing your combos. All of these combos I'm about to show you assume that you're "Going First". Going 2nd you have to face an already set up board. Keep the destruction effects from Donpa, Marksman Fur Hire and Recon, Scout Fur Hire in mind to deal with a few of their cards preemptively. Use some generic board breakers in your deck to make it easier to play through their set up fields like Evenly Matched or Dark Ruler No More, sometimes even a Kaiju can help as well. From my own experience a striker package helps with cleaning up the field as well with Sky Striker Maneuver - Afterburners! and Sky Striker Mecha - Widow Anchor. After going through these combo examples you can already tell how important Beat, Bladesman Fur Hire and Rex, Freight Fur Hire are for any combo we want to do, so getting access to either of them as early and as often as possible is very important. Even though Rex, Freight Fur Hire is by far our best low level Monster, having access to both will provide the best consistency and the greatest variety to make a good Endboard. Let's go over the possible plays you can do with the Starting hands that consists of Beat plus any possible other Fur Monster. I will go for the specific fur monsters first and round it up with the generic finishes. The only real brick is opening 2 Beat's in your hand with no other Fur, otherwise having access to 1 always nets you a reasonable end board. One of the best starting hands you could have with the Deck. The combo for this goes as follows: 1. Normal Summon Beat, Bladesman Fur Hire and use its effect to Special Summon Rex, Freight Fur Hire. 2. Use both effects to search for Rookie Fur Hire and Rafale, Champion Fur Hire. (Note: You can Chainblock 1 search here, but not both. So depending on the hand you want to keep that in mind) 3. Use Rookie Fur Hire on Beat, Bladesman Fur Hire to Summon Seal, Strategist Fur Hire from the Deck. 4. Use Seal, Strategist Fur Hire's effect to Special Summon Rafale, Champion Fur Hire, Chain-Link 1 Rafale for an Excavate and add 1 plus Seal to grab back Beat, Bladesman Fur Hire from the GY. 5. Link Seal, Rafale and Rex into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. 6. Use Donpa, Marksman Fur Hire to Special Summon Beat, Bladesman Fur Hire from the hand. You end on Folgo, Justice Fur Hire, Beat, Bladesman Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Rafale, Champion Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +5 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use triple Chain Link (1. Rafale for another Excavate, 2. Beat searching a Fur, 3. Donpa destroying the summoned Monster). You get to add two cards and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed and you have a Negate on the field because you searched for another Fur with Beat. -------------------------------------------------------------------------------- There is also a different way to make this play into a slightly different endboard that locks your opponent out of using effects with the help of Knightmare Gryphon. We have the same starting hand with the same two cards and only need to use more Extra Deck 1. Normal Summon Beat, Bladesman Fur Hire and use its effect to Special Summon Rex, Freight Fur Hire. 2. Use both effects to search for Rookie Fur Hire and Seal, Strategist Fur Hire. 3. Use Rookie Fur Hire on Rex, Freight Fur Hire to Summon Filo, Messenger Fur Hire. 4. Use Filo, Messenger Fur Hire to Special Summon Seal, Strategist Fur Hire (Do not trigger Filo here) 5. Link Beat and Seal into Donner, Dagger Fur Hire and Link Filo into Linkuriboh. 6. Use Donner, Dagger Fur Hire to tribute Linkuriboh and resummon Filo, Messenger Fur Hire then Seal, Strategist Fur Hire. 7. Use Filo, Messenger Fur Hire to summon Beat, Bladesman Fur Hire back to the field and trigger Seal, Strategist Fur Hire to add back Rex, Freight Fur Hire. 8. Use Seal, Strategist Fur Hire to resummon Rex, Freight Fur Hire to the field. 9. Link Beat, Filo and Rex into Folgo, Justice Fur Hire (The Zone is important: below the Extra Monster Zone you summoned Donner in) and summon Donpa, Marksman Fur Hire to the field, to a Zone that is on the opposite side to the Extra Monster Zone you're using. 10. Link Donner, Dagger Fur Hire and Seal, Strategist Fur Hire into Spright Elf (in the Extra Monster Zone Donner was in, above Folgo). 11. Use Spright Elf to Resummon Rex, Freight Fur Hire and use Rex with Donpa to go into Gigantic Spright. 12. Use Gigantic Spright to summon another copy of Rex, Freight Fur Hire (If you play Spright Version you could go for Spright Blue and extend a bit further, for simplicity we stay here with Pure). 13. Link Gigantic Spright and the newly Summoned Rex into I:P Masquerena into the outer Zone where Spright Elf points to, leaving the middle Zone open. 14. Use Rex, Freight Fur Hire to Resummon Donner, Dagger Fur Hire into the middle Main Monster Zone. Now on your opponents turn, you can do the following play: Once you get priority, you can do the following combo 1. Use I:P Masquerena with Donner, Dagger Fur Hire to Link Summon Knightmare Gryphon into the middle Main Monster Zone where Donner was. 2. Use Spright Elf to resummon Donpa, Marksman Fur Hire next to Knightmare Gryphon to the Zone it points to (the other side should point to Folgo). 3. Use Rex, Freight Fur Hire to resummon Donner, Dagger Fur Hire to trigger Donpa, Marksman Fur Hire and destroy a face-up card, afterwards drawing 3 with Folgo, Justice Fur Hire. Not only does this combo enable you a Draw 3 with a good followup, it also locks your Opponent out of Monster effects thanks to Knightmare Gryphon's requirement of Monsters needed to be Linked to activate. -------------------------------------------------------------------------------- This hand can give you the exact same board as the combo prior with just one additional step. 1. Normal Summon Beat, Bladesman Fur Hire and use its effect to Special Summon Seal, Strategist Fur Hire. 2. Use Beat, Bladesman Fur Hire to search for Rex, Freight Fur Hire. 3. Use Seal, Strategist Fur Hire's effect to Summon Rex, Freight Fur Hire and search for Rookie Fur Hire from your deck. 4. Use Rookie Fur Hire on Beat to Special Summon Donpa, Marksman Fur Hire, activate Seal to grab back Beat, Bladesman Fur Hire from the GY. 5. Use Donpa, Marksman Fur Hire to resummon Beat, Bladesman Fur Hire to the field. 6. Link Seal, Strategist Fur Hire, Beat and Rex into Folgo, Justice Fur Hire and Special Summon Rafale, Champion Fur Hire from the Deck, getting a card from the excavate. 7. Link Rafale and Donpa into Donner, Dagger Fur Hire and use its effect to tribute itself and resummon Beat, Bladesman Fur Hire and Donpa, Marksman Fur Hire. You end on Folgo, Justice Fur Hire, Beat, Bladesman Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Rafale, Champion Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +5 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use triple Chain Link (1. Rafale for another Excavate, 2. Beat searching a Fur, 3. Donpa destroying the summoned Monster). You get to add two cards and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed and you have a Negate on the field because you searched for another Fur with Beat. -------------------------------------------------------------------------------- another one of the best starting hands. 1. Normal Summon Beat, Bladesman Fur Hire and use its effect to Special Summon Filo, Messenger Fur Hire. 2. Use Beat, Bladesman Fur Hire to search for Rex, Freight Fur Hire. 3. Use Filos effect to Summon Rex, Freight Fur Hire and search for Rookie Fur Hire from your deck. 4. Use Rookie Fur Hire on Beat, Bladesman Fur Hire to Special Summon Seal, Strategist Fur Hire 5. Link Rex and Filo into Donner, Dagger Fur Hire and trigger Seal, Strategist Fur Hire to grab back Beat, Bladesman Fur Hire from the GY. 6. Use Donner, Dagger Fur Hire to tribute itself and resummon Rex, Freight Fur Hire and Filo, Messenger Fur Hire. 7. Use the effect of Seal, Strategist Fur Hire to Special Summon Beat, Bladesman Fur Hire back to the field. 8. Use Beat, Rex and Seal to Link Summon Folgo, Justice Fur Hire and Trigger itself as Chain-Link 1 to Summon Rafale, Champion Fur Hire from the Deck and Filo, Messenger Fur Hire as Chain-Link 2 to resummon Seal, Strategist Fur Hire from the GY. 9. Link Rafale and Filo into I:P Masquerena. We end on a slightly different endboard with no direct destruction that Donpa, Marksman Fur Hire usually provides. We Skip the Draw from Folgo entirely in this combo but on play of your opponent you Resummon Rafale, Champion Fur Hire with Rex, Freight Fur Hire, excavate a card and add back a Fur from the GY with the help of Seal, Strategist Fur Hire, then use I:P Masquerena with Seal, Strategist Fur Hire to go into Knightmare Unicorn and spin back a card on the field. -------------------------------------------------------------------------------- 1. Normal Summon Beat, Bladesman Fur Hire and use its effect to Special Summon Donpa, Marksman Fur Hire. 2. Use Beat, Bladesman Fur Hire to search for Rex, Freight Fur Hire. 3. Use Donpas effect to Summon Rex, Freight Fur Hire and search for Mayhem Fur Hire from your deck. 4. Link Beat, Donpa and Rex into Folgo, Justice Fur Hire and Special Summon Rafale, Champion Fur Hire from your deck. 5. Use Rafale, Champion Fur Hire to excavate and chain Mayhem Fur Hire as Chain Link 2, resummon any fur to increase the excavate by 1 card. 6. Link Rafale and the resummoned Fur into Donner, Dagger Fur Hire. 7. Use Donner, Dagger Fur Hire to tribute itself and resummon Beat, Bladesman Fur Hire and Donpa, Marksman Fur Hire. You end on Folgo, Justice Fur Hire, Beat, Bladesman Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Rafale, Champion Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +5 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use triple Chain Link (1. Rafale for another Excavate, 2. Beat searching a Fur, 3 Donpa destroying the summoned Monster). You get to add two cards and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed and you have a Negate on the field because you searched for another Fur with Beat. -------------------------------------------------------------------------------- This combo can be with any other Level 4 or lower Fur that has not been mentioned yet, in this Example I will use Bravo, but it can also be Helmer, Helmsman Fur Hire or Recon, Scout Fur Hire 1. Normal Summon Beat, Bladesman Fur Hire and use its effect to Special Summon Bravo, Fighter Fur Hire. 2. Use Beat, Bladesman Fur Hire to search for Rex, Freight Fur Hire. 3. Use Donpas effect to Summon Rex, Freight Fur Hire and search for Rookie Fur Hire from your deck. Note: With Bravo, Fighter Fur Hire you can chain block this search, but usually it should've already happened on Beat if they had disruption. 4. Use Rookie Fur Hire on Beat, Bladesman Fur Hire to Special Summon Seal, Strategist Fur Hire 5. Link Rex and Filo into Donner, Dagger Fur Hire and trigger Seal, Strategist Fur Hire to grab back Bravo, Fighter Fur Hire from the GY. 6. Use Seal, Strategist Fur Hire to Special Summon Bravo, Fighter Fur Hire back to the field. 7. Use Donner, Dagger Fur Hire to tribute itself and resummon Rex, Freight Fur Hire and Beat, Bladesman Fur Hire. 8. Link Seal, Bravo and Rex into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. You end on Folgo, Justice Fur Hire, Beat, Bladesman Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Donner, Dagger Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +4 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use double Chain Link (1. Beat searching a Fur, 2. Donpa destroying the summoned Monster). You get to add one card and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed. This is a bit weaker as the others since we don't have a draw this time around. You want to resummon Donner, Dagger Fur Hire as she will enable the best plays in the following turn by tributing herself and giving us two bodies to work with while trigger the effects of one. If you searched for Rafale you can summon it right after to have a negate and a big excavate. -------------------------------------------------------------------------------- Opening the Lv5+ Monsters isn't great, but you can still work with it, lets go over an example. 1. Normal Summon Beat, Bladesman Fur Hire and use its effect to Special Summon Rafale, Champion Fur Hire. 2. Use Beat, Bladesman Fur Hire to search for Rex, Freight Fur Hire as Chain-Link 1 and Rafale, Champion Fur Hire to excavate a card as Chain-Link 2, securing the add of Rex from an Ash Blossom. 3. Link Beat and Rafale into Donner, Dagger Fur Hire 4. Use Donner, Dagger Fur Hire to tribute herself and Summon Rex, Freight Fur Hire from your hand and Rafale, Champion Fur Hire from your GY. 5. Search for Mayhem Fur Hire on Summon of Rex. 6. Use Mayhem Fur Hire to resummon Beat, Bladesman Fur Hire. 7. Link all 3 into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. You end on Folgo, Justice Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Rafale, Champion Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +4 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use double Chain Link (1. Rafale for another Excavate, 2. Donpa destroying the summoned Monster). You get to add one card and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed. If you drew or excavated a Monster "Fur Hire", you also have a Monster Negate ready. -------------------------------------------------------------------------------- Here's an example with the other most run Lv 5+ Monster (also more comparable to Dyna, Hero Fur Hire/Sagitta, Maverick Fur Hire as how to play out the Combo) 1. Normal Summon Beat, Bladesman Fur Hire and use its effect to Special Summon Wiz, Sage Fur Hire. 2. Use Beat, Bladesman Fur Hire to search for Rex, Freight Fur Hire as Chain-Link 1 and Wiz, Sage Fur Hire to gain 500 LP as Chain-Link 2, securing the add of Rex from an Ash Blossom. 3. Link Beat and Wiz into Donner, Dagger Fur Hire 4. Use Donner, Dagger Fur Hire to tribute herself and Summon Rex, Freight Fur Hire from your hand and Wiz, Sage Fur Hire from your GY. 5. Search for Mayhem Fur Hire on Summon of Rex. 6. Use Mayhem Fur Hire to resummon Beat, Bladesman Fur Hire. 7. Link all 3 into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. You end on Folgo, Justice Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Wiz, Sage Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +3 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use double Chain Link (1. Donpa destroying the summoned Monster, 2. Wiz to gain 1.000 LP). You get to draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed. If you drew a Monster "Fur Hire", you also have a Spell/Trap Negate ready. Rex has great qualities in opening plays, as itself searching for Rookie Fur Hire is easy access to Beat, Bladesman Fur Hire so Rex has a high priority in Deckbuilding. It is also the only Monster "Fur Hire" where opening 2 of it is not a brick. Let's go over the plays with Rex and another Fur besides Beat, as we covered that one in the other Combo tab. Similar to the combo in the Beat section, this one can be with any other Level 4 or lower Fur that will not be separately mentioned and can also be done with any other Fur. in this Example I will use Bravo, but it can also be Helmer, Helmsman Fur Hire or Recon, Scout Fur Hire. 1. Normal Summon Bravo, Fighter Fur Hire and use its effect to Special Summon Rex, Freight Fur Hire. 2. Use Rex, Freight Fur Hire's On Summon effect and search for Rookie Fur Hire from your deck. Note: With Bravo, Fighter Fur Hire you can chain block this search. 3. Use Rookie Fur Hire on Rex, Freight Fur Hire to Special Summon Beat, Bladesman Fur Hire. 4. Link Beat and Bravo into Donner, Dagger Fur Hire. 5. Use Donner, Dagger Fur Hire to tribute itself and resummon Beat, Bladesman Fur Hire first and Rex, Freight Fur Hire after. 6. This will trigger Beat, Bladesman Fur Hire to search for Rafale, Champion Fur Hire, use its on summon to excavate a card. 7. Link Beat, Rafale and Rex into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. You end on Folgo, Justice Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Rafale, Champion Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +4 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use double Chain Link (1. Rafale for another Excavate, 2. Donpa destroying the summoned Monster). You get to add one card and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed. If you drew or excavated a Monster "Fur Hire", you also have a Monster Negate ready. -------------------------------------------------------------------------------- 1. Normal Summon Donpa, Marksman Fur Hire and use its effect to Special Summon Rex, Freight Fur Hire. 2. Use Rex, Freight Fur Hire's effect and search for Rookie Fur Hire from your Deck. 3. Use Rookie Fur Hire on Rex to Summon Beat, Bladesman Fur Hire from the Deck. 4. Link Beat and Donpa into Donner, Dagger Fur Hire, tributing herself to resummon Beat first then Donpa afterwards (can also be Rex). 5. Use Beat, Bladesman Fur Hire to search for Rafale, Champion Fur Hire. 6. Special Summon Rafale, Champion Fur Hire by using Beat's effect and excavate a card. 7. Link Beat, Donpa and Rafale into Folgo, Justice Fur Hire and Special Summon Filo, Messenger Fur Hire from the Deck. You end on Folgo, Justice Fur Hire and Filo, Messenger Fur Hire with a GY setup to resummon Rafale, Champion Fur Hire and Donpa, Marksman Fur Hire with the help of Rex, Freight Fur Hire and Filo, Messenger Fur Hire. This will net us a +4 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to resummon Donpa, Marksman Fur Hire, which will trigger Filo, Messenger Fur Hire to resummon Rafale, Champion Fur Hire and will then excavate plus pop a face-up card. You get to add one card with Rafale and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed and you potentially have a Negate on the field if you excavated or drew another Monster "Fur Hire". -------------------------------------------------------------------------------- 1. Normal Summon Filo, Messenger Fur Hire and use its effect to Special Summon Rex, Freight Fur Hire. 2. Use Rex, Freight Fur Hire's effect and search for Rookie Fur Hire from your Deck. 3. Use Rookie Fur Hire on Rex to Summon Beat, Bladesman Fur Hire from the Deck. 4. Link Beat and Filo into Donner, Dagger Fur Hire, tributing herself to resummon Beat first then Filo afterwards (can also be Rex). 5. Use Beat, Bladesman Fur Hire to search for Rafale, Champion Fur Hire. 6. Special Summon Rafale, Champion Fur Hire by using Beat's effect and excavate a card. 7. Link Beat, Filo and Rafale into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. You end on Folgo, Justice Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Rafale, Champion Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +4 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use double Chain Link (1. Rafale for another Excavate, 2. Donpa destroying the summoned Monster). You get to add one card and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed. If you drew or excavated a Monster "Fur Hire", you also have a Monster Negate ready. -------------------------------------------------------------------------------- Similar to Beat, if you open the Lv 5+ with Rex is not the optimal way, but we can work with it, here's an example: 1. Normal Summon Rex, Freight Fur Hire and use its effect to search for Rookie Fur Hire. 2. Use Rookie Fur Hire on Rex, Freight Fur Hire to Special Summon Beat, Bladesman Fur Hire from the Deck. 3. Use Beat, Bladesman Fur Hire to Special Summon Rafale, Champion Fur Hire. 4. Use Beat, Bladesman Fur Hire to search for Seal, Strategist Fur Hire as Chain-Link 1 and Rafale, Champion Fur Hire to excavate a card as Chain-Link 2. 5. Link Beat and Rafale into Donner, Dagger Fur Hire. 6. Use Donner, Dagger Fur Hire to tribute herself and Special Summon Seal, Strategist Fur Hire from your hand and Rafale, Champion Fur Hire from your GY. 7. add back Beat, Bladesman Fur Hire with Seal when Rafale gets summoned by Donner. 8. Link all 3 into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. You end on Folgo, Justice Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Rafale, Champion Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +4 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use double Chain Link (1. Rafale for another Excavate, 2. Donpa destroying the summoned Monster). You get to add one card and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed. If you drew or excavated a Monster "Fur Hire", you also have a Monster Negate ready. Keep in mind this can also work with Wiz, Sage Fur Hire, Dyna, Hero Fur Hire and Sagitta, Maverick Fur Hire. -------------------------------------------------------------------------------- The double Rex opener can still end up in a decent board and it's the only Monster "Fur Hire" that can acutally do this 1. Normal Summon Rex, Freight Fur Hire and search for Rookie Fur Hire. 2. Use Rookie Fur Hire on Rex, Freight Fur Hire to Special Summon Beat, Bladesman Fur Hire from the Deck. 3. Use Beat, Bladesman Fur Hire to Special Summon Rex, Freight Fur Hire and search for Seal, Strategist Fur Hire. (Filo, Messenger Fur Hire would work too but it's better to use Seal here as you will lose 1 Rex in the process by going for Filo) 4. Link Beat and Rex into Donner, Dagger Fur Hire, then tributing herself to Special Summon Seal, Strategist Fur Hire from your hand and Rex, Freight Fur Hire from your GY. 5. Use Seal, Strategist Fur Hire to Special Summon Beat, Bladesman Fur Hire back to the field. 6. Link all 3 into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. You end on Folgo, Justice Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Rex, Freight Fur Hire with the help of itself, since we have 2 copies in the GY. This will net us a +3 on the opponents turn with a good followup. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire, resummon Rex, Freight Fur Hire and trigger Donpa, Marksman Fur Hire to destroy the summoned Monster while also searching for Mayhem Fur Hire for followup. You get to draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed. -------------------------------------------------------------------------------- Probably with Rex one of the best starters next to Beat, Seal has the upper hand to the other Furs. 1. Normal Summon Seal, Strategist Fur Hire and use its effect to Special Summon Rex, Freight Fur Hire and search for Rookie Fur Hire from your deck. 2. Use Rookie Fur Hire on Rex, Freight Fur Hire to Special Summon Beat, Bladesman Fur Hire and add back Rex, Freight Fur Hire from the GY. 3. Use Beat, Bladesman Fur Hire to Special Summon Rex, Freight Fur Hire and search for Rafale, Champion Fur Hire. 4. Link Seal, Beat and Rex into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. 5. Use Donpa, Marksman Fur Hire to Special Summon Rafale, Champion Fur Hire from the Deck, adding a card from the excavate. 6. Link Rafale and Donpa into Donner, Dagger Fur Hire and use its effect to tribute itself and resummon Beat, Bladesman Fur Hire and Donpa, Marksman Fur Hire. You end on Folgo, Justice Fur Hire, Beat, Bladesman Fur Hire and Donpa, Marksman Fur Hire with a GY setup to resummon Rafale, Champion Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +5 on the opponents turn. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use triple Chain Link (1. Rafale for another Excavate, 2. Beat searching a Fur, 3. Donpa destroying the summoned Monster). You get to add two cards and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed and you have a Negate on the field because you searched for another Fur with Beat. Since Rex is Lv 2 and Sprights love themselves any Lv 2, we have some great synergy on our hands. Lets go over some nice 2 card combos you can do with a Spright Fur Hire Deck. One of the most commonly used hands for the spright fur version to play. Here's a rundown of a possible combo with these two: 1. Normal Summon Rex, Freight Fur Hire and search for Rookie Fur Hire. 2. Special Summon Spright Blue and search for Spright Jet. 3. Special Summon Spright Jet and search for Spright Starter. 4. Link both Jet and Blue into Spright Elf. 5. Use Rookie Fur Hire on Rex to summon Beat, Bladesman Fur Hire. 6. Use Spright Elf to Resummon Rex, Freight Fur Hire and activate Beat, Bladesman Fur Hire's search effect to search for Filo, Messenger Fur Hire. 7. Special Summon Filo, Messenger Fur Hire with the effect from Beat, Bladesman Fur Hire. 8. Link Summon Donner, Dagger Fur Hire by using Beat and Rex as materials and trigger Filo, Messenger Fur Hire's effect to resummon Rex, Freight Fur Hire. 9. Link Summon Linkuriboh by using Filo as material. 10. Use Donner, Dagger Fur Hire's effect, tributing Linkuriboh and resummoning Filo and beat. 11. Link Summon into Folgo, Justice Fur Hire by using Donner, Beat and Filo, Special Summon another Rex, Freight Fur Hire. 12. XYZ-Summon Gigantic Spright using both Rex's and Special Summon Donpa, Marksman Fur Hire from the Deck. 13. Link Summon Gigantic and Donpa into I:P Masquerena. 14. Use one of the Rex, Freight Fur Hire in your GY to get Rookie Fur Hire back to hand from the GY. 15. Set Rookie Fur Hire and use Spright Starter to Special Summon Spright Carrot (or Spright Red). You end your turn on Spright Elf, who points to Folgo, Justice Fur Hire and I:P Masquerena with a Spright Carrot/Spright Red on the field and a set Rookie Fur Hire, plus you have good GY Setup with another Rex, Freight Fur Hire and Donpa, Marksman Fur Hire. In the Main Phase of your opponent you can then do the following play: 1. When your opponent summons a monster, you can use Spright Elf to resummon Donpa, Marksman Fur Hire. 2. Use Rex, Freight Fur Hire's effect right after to resummon Beat, Bladesman Fur Hire and trigger Donpa, Marksman Fur Hire to destroy the monster your opponent summoned. 3. You will trigger Folgo, Justice Fur Hire to draw 3 cards. 4. Use Rookie Fur Hire on Beat, Bladesman Fur Hire to Special Summon the 3rd Rex, Freight Fur Hire from the deck and search for Mayhem Fur Hire. This still leaves you with a negate from Spright Carrot/Spright Red and an I:P Masquerena play which could even go into a 4-Material Apollousa, Bow of the Goddess. -------------------------------------------------------------------------------- This opener in a full Spright Variant can go far, we already had a similar combo to this in the "Pure" combo section. 1. Normal Summon Beat, Bladesman Fur Hire and use its effect to Special Summon Rex, Freight Fur Hire. 2. Use both effects to search for Rookie Fur Hire and Rafale, Champion Fur Hire. 3. Use Rookie Fur Hire on Beat to Special Summon Donpa, Marksman Fur Hire. 4. Use Donpa, Marksman Fur Hire to Special Summon Rafale, Champion Fur Hire, excavating a card. 5. Link Donpa and Rex into Donner, Dagger Fur Hire, tributing herself to resummon Donpa, Marksman Fur Hire and Rex, Freight Fur Hire. (You do this to get Donner into the GY and resummon with Rex later, this isn't pointless to do even though it looks like it) 6. XYZ-Summon Gigantic Spright using Donpa and Rex, using its effect to Special Summon Spright Blue which searches for Spright Jet. 7. Special Summon Spright Jet searching for Spright Starter. 8. Use Spright Starter to Special Summon Spright Red (or Spright Carrot). 9. Link Summon Gigantic and Jet into Spright Elf. 10. Use Spright Elf to resummon Donpa, Marksman Fur Hire to the field. 11. Use Donpa, Marksman Fur Hire and Rafale, Champion Fur Hire to link into I:P Masquerena. You end your field with Spright Elf, I:P Masquerena, Spright Red and Spright Blue. You have good GY Setup with Rex, Freight Fur Hire, Donpa, Marksman Fur Hire and Rafale, Champion Fur Hire. On your opponents turn when they start to make a play you can do the following on the Summon of a monster or activation of a continuous Spell Card/Field Spell: (Use "Toggle On" for this and start a new Chain Link after every Step!) 1. Use Spright Elf to resummon Donpa, Marksman Fur Hire. 2. Use Rex, Freight Fur Hire to resummon Rafale, Champion Fur Hire. 3. Trigger Rafale, Champion Fur Hire to excavate a card, then Donpa, Marksman Fur Hire targeting the card they summoned/activated and Chain I:P Masquerena as Chain-Link 3, using Donpa, Marksman Fur Hire, Spright Blue and I:P Masquerena to Link Summon Folgo, Justice Fur Hire. 4. On Resolution of the Chain Folgo, Justice Fur Hire will activate twice to draw and to Special Summon a Monster "Fur Hire" from the Deck which will be Rex, Freight Fur Hire. Note: I am not sure how exactly this chain of Folgo, Justice Fur Hire will work in Master Duel and if you can choose the order of activation, since this is written before the cards are out. If you can choose the order, put the Draw on Chain-Link 1 and the Special Summon from Deck on Chain-Link 2 so you ensure the Draw 3. 5. Rex, Freight Fur Hire will search for Mayhem Fur Hire on Summon. This still leaves you with Spright Red as negate and Rafale, Champion Fur Hire as negate as we searched for a Card "Fur Hire" we can discard to negate. -------------------------------------------------------------------------------- Not the best starting hand but if you open with Donpa and blue you can make this play (can also be Recon, Scout Fur Hire). 1. Normal Summon Donpa, Marksman Fur Hire. 2. Special Summon Spright Blue searching for Spright Jet. 3. Special Summon Spright Jet searching for Spright Starter. 4. XYZ Summon Gigantic Spright using Donpa and Blue. 5. Activate Gigantic Spright, detaching Donpa to Special Summon Recon, Scout Fur Hire. 6. Link Summon Spright Elf using Gigantic and Jet, then use Spright Elf to Resummon Donpa, Marksman Fur Hire. 7. Use Spright Starter to Special Summon Spright Red (or Spright Carrot works as well) 8. Link Summon I:P Masquerena using Recon and Red/Carrot. On field is now Spright Elf pointing to a I:P Masquerena with Donpa, Marksman Fur Hire. Keep in mind you can even do this full combo with any Lv 2 you have in hand, like Maxx "C", just Summon Donpa with Gigantic instead of Recon. * On your Opponents Turn you can now use I:P Masquerena as Chain Link 1, Resummon any Lv 2 as CL2 (the effect will not resolve so it doesn't matter which one you choose) to Link Summon Folgo, Justice Fur Hire with I:P Masquerena. * Use Folgo, Justice Fur Hire as CL1 to Special Summon Rafale, Champion Fur Hire and use Donpa, Marksman Fur Hire to destroy a face-up card your opponent Controls. * This will trigger Folgo, Justice Fur Hire as CL1 to Draw 3 cards and Rafale, Champion Fur Hire to excavate 2 and add any card among them to your hand, going plus 4 while destroying a card your opponent controls, most likely getting another Monster Negate this way. Keep in mind with this full play you still had 3 cards in hand, so there's variety on what you can do with these additional cards. If you open with Beat plus ANY Monster Fur Hire or just Rex plus Blue you have a good chance at getting an even better board state out. -------------------------------------------------------------------------------- With only starter we can do a standard Spright play with a bit of a setup "Fur Hire" for a potential followup top deck that could help getting back into the game making a play with Donner, Dagger Fur Hire. 1. Use Spright Starter to Special Summon Spright Blue searching for Spright Jet. 2. Special Summon Spright Jet searching for another Spright Starter. 3. XYZ-Summon into Gigantic Spright using Jet and Blue. 4. Use Gigantic Spright to Special Summon Rex, Freight Fur Hire from the Deck, searching for Mayhem Fur Hire. 5. Link Rex and Gigantic into Spright Elf. 6. Resummon Spright Blue with Spright Elf. 7. Use Mayhem Fur Hire to summon Rex, Freight Fur Hire. 8. Link Rex and Blue into I:P Masquerena. 9. Set Spright Starter. -------------------------------------------------------------------------------- Keep in mind you can do any of the normal Combo "Fur Hire" and add the Spright stuff in between if you open a normal Fur opener next to a Spright Blue in the hand. Having more bodies to work with in a Deck like Fur Hire is really valuable and being able to make Spright Elf before summoning Folgo, Justice Fur Hire to make sure his effect cannot be hit by cards like Effect Veiler/Infinite Impermanence is huge, as it is our biggest choke point. Most combos with P.U.N.K. and Fur Hire need multiple cards as resources to discard and make further plays. It is very situational but you can basically use "basic combos" from both versions and combine them together. Here's a slightly altered version of a combo that uses one additional card for 2 additional disruptions on your opponents turn. 1. Normal Summon Beat, Bladesman Fur Hire and use its effect to Special Summon Rex, Freight Fur Hire. 2. Use both effects to search for Rookie Fur Hire and Rafale, Champion Fur Hire. (Note: You can Chainblock 1 search here, but not both. So depending on the hand you want to keep that in mind) 3. Use Rookie Fur Hire on Beat, Bladesman Fur Hire to Summon Seal, Strategist Fur Hire from the Deck. 4. Use Seal, Strategist Fur Hire's effect to Special Summon Rafale, Champion Fur Hire, Chain-Link 1 Rafale for an Excavate and add 1 plus Seal to grab back Beat, Bladesman Fur Hire from the GY. 5. Use Emergency Teleport to Special Summon Noh-P.U.N.K. Ze Amin from the Deck. 6. Use Noh-P.U.N.K. Ze Amin to search for Noh-P.U.N.K. Foxy Tune. 7. Synchro Summon with Noh-P.U.N.K. Ze Amin and Rex, Freight Fur Hire into Naturia Beast. 8. Use Noh-P.U.N.K. Foxy Tune discarding Beat, Bladesman Fur Hire to Special Summon Joruri-P.U.N.K. Madame Spider. 9. Use Joruri-P.U.N.K. Madame Spider to search for Joruri-P.U.N.K. Dangerous Gabu. 10. Link Seal, Rafale and Madame Spider into Folgo, Justice Fur Hire and Special Summon Donpa, Marksman Fur Hire from the Deck. 11. Set the searched Gabu. You end on Folgo, Justice Fur Hire, Naturia Beast, Joruri-P.U.N.K. Dangerous Gabu and Donpa, Marksman Fur Hire with a GY setup to resummon Rafale, Champion Fur Hire with the help of Rex, Freight Fur Hire. This will net us a +4 on the opponents turn while also having infinite Spell card negates plus a monster negate. When the Opponent summons a Monster, you can chain Rex, Freight Fur Hire to then use triple Chain Link (1. Rafale for another Excavate, 2. Beat searching a Fur, 3. Donpa destroying the summoned Monster). You get to add two cards and then draw 3 cards from Folgo, Justice Fur Hire because a card got destroyed and you have a Negate on the field because you searched for another Fur with Beat. If you play a bigger P.U.N.K. Engine you could also try to get Ukiyoe-P.U.N.K. Sharakusai on the board to then use it with Rafale, Champion Fur Hire and go into Ukiyoe-P.U.N.K. Amazing Dragon and return up to 3 cards your opponent controls. This Deck has a lot of ways to go into various plays but it is always dependant on how big your engine portion is. -------------------------------------------------------------------------------- There is a closer "2 card combo" you can do but it requires a bit more luck and is currently unplayable in a Tearlaments dominant format because we want to utilize The Zombie Vampire. I will note this combo here but at the time of this Guide update the current Meta does not allow to play it like this. We need one discard in this combo, which will be displayed as Beaver Warrior. 1. Normal Summon Noh-P.U.N.K. Ze Amin and use its effect to search for Noh-P.U.N.K. Foxy Tune. 2. Use Noh-P.U.N.K. Foxy Tune discarding Beaver Warrior to Special Summon Noh-P.U.N.K. Deer Note. 3. Synchro Summon both Ze Amin and Deer Note into Chaos Ruler, the Chaotic Magical Dragon and Mill 5, potentially adding any Light/Dark and use Noh-P.U.N.K. Deer Note to resummon Noh-P.U.N.K. Foxy Tune. 4. XYZ-Summon Chaos Ruler and Foxy Tune into The Zombie Vampire and mill another 4 and pray to mill any Monster "Fur Hire" and Special Summon it with the effect of The Zombie Vampire, we will use a non optimal example with Donpa, Marksman Fur Hire (Any other Monster "Fur Hire" can give you more value with a Mill 9, so this would be the "worst case"). 5. From here on you use Donpa, Marksman Fur Hire's effect and Special Summon Rex, Freight Fur Hire searching for Rookie Fur Hire. Now dependant on the mills you can keep going from here with the "Standard Pure" combo fur does. Keep in mind you can use The Zombie Vampire as Link Material for Donner, Dagger Fur Hire which can give you another body on the field to play with. With a bigger P.U.N.K. Engine and using Gagaku-P.U.N.K. Wa Gon and the Field P.U.N.K. JAM Extreme Session you can go on quite a variety of plays here, but this is the base line. With Donpa, Marksman Fur Hire and Rex, Freight Fur Hire you can even go into Number 29: Mannequin Cat and use any of their cards to Special Summon the respective Type/Attribute and increase your combo even more. -------------------------------------------------------------------------------- Depending on your mix and additional combo starters that can give you your normal Folgo Setup without too much trouble and you still have a copy of Emergency Teleport, you could also set up a Rank 8 like Number 38: Hope Harbinger Dragon Titanic Galaxy with a searched handtrap (Ghost Ogre & Snow Rabbit) Emergency Teleport 1. Use Emergency Teleport to Special Summon Noh-P.U.N.K. Ze Amin and use its effect to search for Noh-P.U.N.K. Foxy Tune. 2. Use Noh-P.U.N.K. Foxy Tune, discarding itself and another card to Special Summon Ukiyoe-P.U.N.K. Sharakusai. 3. Use Ukiyoe-P.U.N.K. Sharakusai to Fusion Summon Ze Amin and Sharakusai into Ukiyoe-P.U.N.K. Rising Carp. 4. Use Ukiyoe-P.U.N.K. Rising Carp's on Field effect, tributing itself to summon Noh-P.U.N.K. Deer Note and another Noh-P.U.N.K. Ze Amin from the Deck. (If you play more Lv 3's you can summon them here like Wa Gon for Field Spell or Madame Spider for Trap card - I'd recommend to include the trap to have an additional disruption on top) 5. Synchro Summon both Deer Note and Ze Amin into P.U.N.K. JAM Dragon Drive, activating its effect to search for Ghost Ogre & Snow Rabbit, then use Deer Note to special Summon Noh-P.U.N.K. Foxy Tune back to the field. 6. XYZ-Summon JAM Dragon and Foxy Tune into Number 38: Hope Harbinger Dragon Titanic Galaxy. -------------------------------------------------------------------------------- If you run a bigger LIGHT/DARK Attribute Package, Noh-P.U.N.K. Ze Amin can also make a 1 Card (+1 discard) Folgo, but it needs to make sure you have a light and dark in the GY/Hand. Let me give you the example: 1. Use Noh-P.U.N.K. Ogre Dance to search for Noh-P.U.N.K. Ze Amin. 2. Normal Summon Noh-P.U.N.K. Ze Amin and use its effect to search for Noh-P.U.N.K. Foxy Tune. 3. Use Noh-P.U.N.K. Foxy Tune, discarding itself and another card to Special Summon Ukiyoe-P.U.N.K. Sharakusai. 4. Use Ukiyoe-P.U.N.K. Sharakusai to Fusion Summon Ze Amin and Sharakusai into Ukiyoe-P.U.N.K. Rising Carp. 5. Use Ukiyoe-P.U.N.K. Rising Carp's on Field effect, tributing itself to summon Noh-P.U.N.K. Deer Note and another Noh-P.U.N.K. Ze Amin from the Deck. (If you play more Lv 3's you can summon them here like Wa Gon for Field Spell or Madame Spider for Trap card) 6. Synchro Summon both Deer Note and Ze Amin into Chaos Ruler, the Chaotic Magical Dragon, using its effect to Mill 5 (a Light/Dark hit is not necessary here so we will ignore this but grab anything you can get) and use Deer Note to resummon Rising Carp. 7. With Rising Carp and Chaos Ruler XYZ Summon The Zombie Vampire. 8. Use it's effect to detach Chaos Ruler and Mill 4, summon ANY of the milled monsters. 9. Use Chaos Ruler, the Chaotic Magical Dragon in the GY, banishing Ogre Dance (DARK) and Foxy Tune (LIGHT) to resummon it to the field. 10. Link all 3 into Folgo, Justice Fur Hire. Although you can go into Folgo this way, you don't have the usual GY setup that comes with it when you make this combo in the in-archetype way. -------------------------------------------------------------------------------- DECKLISTS -------------------------------------------------------------------------------- After talking about the main combo lines and what to keep in mind, let's show off some decklists to give you an idea of how your version of a Deck "Fur Hire" can look like. For the "Main Core" you can consider the following cards as a sort of guideline (Side Deck as other Options to include or increased numbers): 210+90 2 UR Craft Required 17 cards Side Deck Build in Deck Builder Download PREREQUISITES * A registered Konami ID linked to your master duel game * Must login to Yu-Gi-Oh! Cards DB using the same Konami ID * If the Yu-Gi-Oh! DB website asks to login with Game Card ID just click "I don't have a game card ID" and fill some basic information to proceed EXPORT GUIDE - Via the MDM extension (Recommended): Download on Firefox, or Chromium Browsers For Chromium browsers (Chrome/Edge/Opera/Brave...etc) just click "Add to chrome" on the store page and it'll work on most if not all chromium browsers. After using the extension, go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it Unable to detect extension Don't show this again - Manually Click here to copy the export code 1. Go to Yu-Gi-Oh! Cards DB and click My Deck => Add a Deck 2. Once the deck page loads click Edit then do one of the following based on the platform your device is running: * (PC Only): Press F12 to open the browser console => Paste the export code there => Hit Enter * OR (Other platforms/PC): In the address bar of the current tab remove the URL and type "javascript:" without the quotations then paste the export code and hit Enter 3. Save the deck 4. Go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it CLICK HERE FOR A MORE DETAILED GUIDE The Deck has a sweet spot between 40 to 45 cards, so running over 40 doesn't hurt the Deck at all. Keep in mind that all of these Decklists can be altered, they are meant as templates if you really don't know where to start or where to go with a certain list. If you want to play Sagitta, Maverick Fur Hire in your lists you're more than free to do so. PURE HIRE A pure version can look like this: 840+210 15 UR Craft Required4 UR SD/Bundle/PVE 40 cards Build in Deck Builder Download PREREQUISITES * A registered Konami ID linked to your master duel game * Must login to Yu-Gi-Oh! Cards DB using the same Konami ID * If the Yu-Gi-Oh! DB website asks to login with Game Card ID just click "I don't have a game card ID" and fill some basic information to proceed EXPORT GUIDE - Via the MDM extension (Recommended): Download on Firefox, or Chromium Browsers For Chromium browsers (Chrome/Edge/Opera/Brave...etc) just click "Add to chrome" on the store page and it'll work on most if not all chromium browsers. After using the extension, go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it Unable to detect extension Don't show this again - Manually Click here to copy the export code 1. Go to Yu-Gi-Oh! Cards DB and click My Deck => Add a Deck 2. Once the deck page loads click Edit then do one of the following based on the platform your device is running: * (PC Only): Press F12 to open the browser console => Paste the export code there => Hit Enter * OR (Other platforms/PC): In the address bar of the current tab remove the URL and type "javascript:" without the quotations then paste the export code and hit Enter 3. Save the deck 4. Go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it CLICK HERE FOR A MORE DETAILED GUIDE Keep in mind you can include more In-Archetype cards and increase the numbers on cards like Seal, Strategist Fur Hire, Filo, Messenger Fur Hire, Rafale, Champion Fur Hire or Bravo, Fighter Fur Hire. You can also include Dyna, Hero Fur Hire if you prefer. RUNICK SPRIGHT FUR HIRE A list that is altered to the Top 4 Decklist from YCS London in April 2023 from Dinh-Kha Bui fitting for MD Format. This Deck is very tight in terms of space, but there is still some alternative/additional cards you can run (listed in Side Deck) 810+420 19 UR Craft Required1 UR SD/Bundle/PVE 40 cards Side Deck Build in Deck Builder Download PREREQUISITES * A registered Konami ID linked to your master duel game * Must login to Yu-Gi-Oh! Cards DB using the same Konami ID * If the Yu-Gi-Oh! DB website asks to login with Game Card ID just click "I don't have a game card ID" and fill some basic information to proceed EXPORT GUIDE - Via the MDM extension (Recommended): Download on Firefox, or Chromium Browsers For Chromium browsers (Chrome/Edge/Opera/Brave...etc) just click "Add to chrome" on the store page and it'll work on most if not all chromium browsers. After using the extension, go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it Unable to detect extension Don't show this again - Manually Click here to copy the export code 1. Go to Yu-Gi-Oh! Cards DB and click My Deck => Add a Deck 2. Once the deck page loads click Edit then do one of the following based on the platform your device is running: * (PC Only): Press F12 to open the browser console => Paste the export code there => Hit Enter * OR (Other platforms/PC): In the address bar of the current tab remove the URL and type "javascript:" without the quotations then paste the export code and hit Enter 3. Save the deck 4. Go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it CLICK HERE FOR A MORE DETAILED GUIDE RUNICK FUR HIRE Similar to the mixed List with Spright, we just cut most of those out and fill them otherwise: 870+330 19 UR Craft Required1 UR SD/Bundle/PVE 40 cards Build in Deck Builder Download PREREQUISITES * A registered Konami ID linked to your master duel game * Must login to Yu-Gi-Oh! Cards DB using the same Konami ID * If the Yu-Gi-Oh! DB website asks to login with Game Card ID just click "I don't have a game card ID" and fill some basic information to proceed EXPORT GUIDE - Via the MDM extension (Recommended): Download on Firefox, or Chromium Browsers For Chromium browsers (Chrome/Edge/Opera/Brave...etc) just click "Add to chrome" on the store page and it'll work on most if not all chromium browsers. After using the extension, go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it Unable to detect extension Don't show this again - Manually Click here to copy the export code 1. Go to Yu-Gi-Oh! Cards DB and click My Deck => Add a Deck 2. Once the deck page loads click Edit then do one of the following based on the platform your device is running: * (PC Only): Press F12 to open the browser console => Paste the export code there => Hit Enter * OR (Other platforms/PC): In the address bar of the current tab remove the URL and type "javascript:" without the quotations then paste the export code and hit Enter 3. Save the deck 4. Go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it CLICK HERE FOR A MORE DETAILED GUIDE SPRIGHT FUR HIRE Similar to the mixed List with Runick, we cut them out and fill them otherwise: 900+240 20 UR Craft Required3 UR SD/Bundle/PVE 40 cards Build in Deck Builder Download PREREQUISITES * A registered Konami ID linked to your master duel game * Must login to Yu-Gi-Oh! Cards DB using the same Konami ID * If the Yu-Gi-Oh! DB website asks to login with Game Card ID just click "I don't have a game card ID" and fill some basic information to proceed EXPORT GUIDE - Via the MDM extension (Recommended): Download on Firefox, or Chromium Browsers For Chromium browsers (Chrome/Edge/Opera/Brave...etc) just click "Add to chrome" on the store page and it'll work on most if not all chromium browsers. After using the extension, go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it Unable to detect extension Don't show this again - Manually Click here to copy the export code 1. Go to Yu-Gi-Oh! Cards DB and click My Deck => Add a Deck 2. Once the deck page loads click Edit then do one of the following based on the platform your device is running: * (PC Only): Press F12 to open the browser console => Paste the export code there => Hit Enter * OR (Other platforms/PC): In the address bar of the current tab remove the URL and type "javascript:" without the quotations then paste the export code and hit Enter 3. Save the deck 4. Go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it CLICK HERE FOR A MORE DETAILED GUIDE P.U.N.K. FUR HIRE Here's a P.U.N.K. List with a big engine: 870+360 15 UR Craft Required2 UR SD/Bundle/PVE 40 cards Build in Deck Builder Download PREREQUISITES * A registered Konami ID linked to your master duel game * Must login to Yu-Gi-Oh! Cards DB using the same Konami ID * If the Yu-Gi-Oh! DB website asks to login with Game Card ID just click "I don't have a game card ID" and fill some basic information to proceed EXPORT GUIDE - Via the MDM extension (Recommended): Download on Firefox, or Chromium Browsers For Chromium browsers (Chrome/Edge/Opera/Brave...etc) just click "Add to chrome" on the store page and it'll work on most if not all chromium browsers. After using the extension, go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it Unable to detect extension Don't show this again - Manually Click here to copy the export code 1. Go to Yu-Gi-Oh! Cards DB and click My Deck => Add a Deck 2. Once the deck page loads click Edit then do one of the following based on the platform your device is running: * (PC Only): Press F12 to open the browser console => Paste the export code there => Hit Enter * OR (Other platforms/PC): In the address bar of the current tab remove the URL and type "javascript:" without the quotations then paste the export code and hit Enter 3. Save the deck 4. Go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it CLICK HERE FOR A MORE DETAILED GUIDE ENGINE FUR HIRE Even though we're not as dependant on these anymore, you can still run a list focused on a few engines: 810+240 13 UR Craft Required7 UR SD/Bundle/PVE 42 cards Build in Deck Builder Download PREREQUISITES * A registered Konami ID linked to your master duel game * Must login to Yu-Gi-Oh! Cards DB using the same Konami ID * If the Yu-Gi-Oh! DB website asks to login with Game Card ID just click "I don't have a game card ID" and fill some basic information to proceed EXPORT GUIDE - Via the MDM extension (Recommended): Download on Firefox, or Chromium Browsers For Chromium browsers (Chrome/Edge/Opera/Brave...etc) just click "Add to chrome" on the store page and it'll work on most if not all chromium browsers. After using the extension, go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it Unable to detect extension Don't show this again - Manually Click here to copy the export code 1. Go to Yu-Gi-Oh! Cards DB and click My Deck => Add a Deck 2. Once the deck page loads click Edit then do one of the following based on the platform your device is running: * (PC Only): Press F12 to open the browser console => Paste the export code there => Hit Enter * OR (Other platforms/PC): In the address bar of the current tab remove the URL and type "javascript:" without the quotations then paste the export code and hit Enter 3. Save the deck 4. Go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it CLICK HERE FOR A MORE DETAILED GUIDE MELFFUR HIRE This Decklist has been tested prior by Smug , so thank you very much for providing this list 720+240 19 UR Craft Required2 UR SD/Bundle/PVE 40 cards Build in Deck Builder Download PREREQUISITES * A registered Konami ID linked to your master duel game * Must login to Yu-Gi-Oh! Cards DB using the same Konami ID * If the Yu-Gi-Oh! DB website asks to login with Game Card ID just click "I don't have a game card ID" and fill some basic information to proceed EXPORT GUIDE - Via the MDM extension (Recommended): Download on Firefox, or Chromium Browsers For Chromium browsers (Chrome/Edge/Opera/Brave...etc) just click "Add to chrome" on the store page and it'll work on most if not all chromium browsers. After using the extension, go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it Unable to detect extension Don't show this again - Manually Click here to copy the export code 1. Go to Yu-Gi-Oh! Cards DB and click My Deck => Add a Deck 2. Once the deck page loads click Edit then do one of the following based on the platform your device is running: * (PC Only): Press F12 to open the browser console => Paste the export code there => Hit Enter * OR (Other platforms/PC): In the address bar of the current tab remove the URL and type "javascript:" without the quotations then paste the export code and hit Enter 3. Save the deck 4. Go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it CLICK HERE FOR A MORE DETAILED GUIDE You can even increase this list to 45 cards with something like Fossil Dig or Melffy Wally ADVENTFUR HIRE A version with the Adventure Engine can look like this: 900+210 13 UR Craft Required5 UR SD/Bundle/PVE 42 cards Build in Deck Builder Download PREREQUISITES * A registered Konami ID linked to your master duel game * Must login to Yu-Gi-Oh! Cards DB using the same Konami ID * If the Yu-Gi-Oh! DB website asks to login with Game Card ID just click "I don't have a game card ID" and fill some basic information to proceed EXPORT GUIDE - Via the MDM extension (Recommended): Download on Firefox, or Chromium Browsers For Chromium browsers (Chrome/Edge/Opera/Brave...etc) just click "Add to chrome" on the store page and it'll work on most if not all chromium browsers. After using the extension, go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it Unable to detect extension Don't show this again - Manually Click here to copy the export code 1. Go to Yu-Gi-Oh! Cards DB and click My Deck => Add a Deck 2. Once the deck page loads click Edit then do one of the following based on the platform your device is running: * (PC Only): Press F12 to open the browser console => Paste the export code there => Hit Enter * OR (Other platforms/PC): In the address bar of the current tab remove the URL and type "javascript:" without the quotations then paste the export code and hit Enter 3. Save the deck 4. Go to the Master Duel game => Main menu => Deck option => The Card database option at the top right corner => locate the deck you exported and copy it CLICK HERE FOR A MORE DETAILED GUIDE There are even more versions you can build, so try to find the version that fits your playstyle the most. You can also check the MasterDuelMeta-Discord and the #Fur-Hire Channel where you can find other Decklists as well which are kept up to date to the banlist and Metagame. -------------------------------------------------------------------------------- FINAL THOUGHTS -------------------------------------------------------------------------------- Fur Hire is a very resource intensive deck and needs the right hands or extenders to really get going, but if you do get off that draw 3 every turn it's just so satisfying and rewarding to play. Give the Deck a shot if you have the necessary cards! If you're still here with me, thank you so much for reading through all of this, I really appreciate it. It took me a lot of time and effort to put together all this information and it is a lot longer than I first anticipated. Please let me know if you find any errors or have any additional ideas I haven't covered. For any unanswered questions even after all of this, feel free to join the #fur-hire channel on the MasterDuelMeta-Discord Server and say hello, you can find me there as well (also if you read this, tell me how long this took to read from start to finish in one go, I'm really curious). I will try to keep this guide up to date with any notable changes from the game or card releases. Special thanks to my partner for proofreading and fixing minor and major errors! Until the next guide and have fun with "Fur Hire"! -------------------------------------------------------------------------------- Login to let us know what you think!56 reactions Nice! 16 Funny 2 Love 12 Woah 25 Angry 1 Sad 0 Comments (23) Sort by Best Login to join the discussion! [-] Setrix Dragon a year ago The most detailed guide I've ever seen. You really dedicated a lot of time to write, analize the combos, varieties of options , and show different deck lists. I'm really thankful you did this because Fur Hire is one of my favorites archetypes and this will definitely help me when the Darkwing Blast support comes to the game. Thank you so much <3 17 ↑ [-] Deruka a year ago Thank you for your kind words! It was a lot of work to get this done and it took me a long time, a bit longer than I wanted to, but I'm happy to have it as detailed as it is! 9 ↑↓ [-] Beard a year ago DL ptsd intensifies 8 ↑ [-] Lindetwin a year ago I love seeing oppressive DL decks finding a place in rogue here and actually being a fun deck instead 2 ↑ [-] Easily_Unique a year ago The most in-depth guide is here. Congrats Deruka and all the fur hire and future hire players for having a great guide out now 7 ↑ [-] Deruka a year ago Thank you buddy, I appreciate it! <3 4 ↑ [-] Haven a year ago Deruka made it again! The best guide maker surpassed himself with this one, congrats!! 3 ↑ [-] Deruka a year ago thank you so much <3 1 ↑ [-] Alexander Big a year ago I'm surprised the title isn't Introduction Fur Hire 3 ↑ [-] Parm a year ago The most detailed and well written guide I've seen on this site is for Fur Hire. Can't even make the "weird, why is there a Duel Links guide on mdm" joke cause this is too good 3 ↑ [-] Deruka a year ago Thank you so much, I'm really happy to hear that [-] Smug a year ago UwU 2 ↑ [-] tsewten a year ago U are awesome, Love Fur Hire 2 ↑ [-] forgo a year ago UwU 2 ↑ [-] JerzeyBoi201 a year ago Been wanting to run these for a while. I wreally wanna see the build with the Danger engine. Please post the deck list for that. 1 ↑ [-] Deruka a year ago I can include one of this in a future update. I'll have to make one soon anyway since this banlist announcement, they couldn't have done that like 2 days sooner so I could work around this, oh well. If you want one beforehand you can come over to the #fur-hire channel on the discord and I can show you a list over there [-] iTrevorAllen a year ago It wasnt shared here so I figured I would share my Diamond 1 Fur Hire list from 2 seasons back: https://www.masterduelmeta.com/top-decks/diamond-i/june-2022/fur-hire/itrevorallen/UzXXH Replace celestial with Disk Commander and its legal again. I have a very short description of how I used the deck to reach diamond 1 in the link. [-] Deruka a year ago I saw your list and I was very happy to see someone reach D1 with Fur Hire, I shared my thoughts on your list in the MDM Discord and I would have done some slight changes to it but most of it exactly the same. Looking at it again I can't believe I forgot Borreload as a Link option up there, definitely a worthy one to include aswell 1 ↑ [-] Carudas a year ago Helmer sometimes can help you get a name in grave for Seal and Mayhem. Also: Helmer + Wiz = Union Carrier (Mist Valley Thunderbird on Simorgh/D. Buster D. Sword on Folgo for Attack Boost and Extra Deck Lock) Wiz and Magician's Souls is also some big brain ****, turning Tenki into a +2 lmao. (Rex) Cargo and (Dona) Dagger gonna be so good. [-] Lunar Wing 7 months ago sprite and punk update when? [-] Deruka 7 months ago I'm currently working on it, adding some more stuff aswell. It takes a while since I'm doing this alone and also have to arrange work and my own free time to it. Recently had my work put in the Dark Magician Guide, so it takes a bit but the Update will come soon [-] Uexo 6 months ago Do you think Punk is the best engine to make Folgo rn ? [-] SpicyGecko a year ago fur affinity must be proud 2 ↑↓ 8734225011Join the community TOP PLAYER COMMUNITY * Largest, most active Yu-Gi-Oh! community * 100+ Deck-type channels * New Player help & more! © 2018-2023 Duel Links Meta LLCTerms of ServiceContactServer Status * Cards * DeckTypes * Articles * Users *