We're not getting Frightfur Patchwork.

I won't dwell on it too much, but for context reasons, Frightfur Patchwork has become somewhat of a running joke in the Yu-Gi-Oh! community. It's a deceptively powerful spell that singlehandedly fixes a lot of the consistency issues plaguing Fluffals , but it seems like the TCG will never see it released. There've been plenty of opportunities to give it to us, not the least of which was the recent Duelist Pack: Dimensional Guardians, which advertised Frightfur cards as one of its key selling points but sadly only included Frightfur Daredevil and Frightfur Reborn.

While that definitely puts a damper on things for aspiring Fluffal players, I think that there are a few recent metagame shifts and changrs to the Forbidden & Limited List that could hugely beneficial to the theme.

First and foremost, not having to play against the Lunalight Black Sheep combo helps every single deck that isn't Zoodiacs. While that strategy's still the number one deck-to-beat, it's a lot more manageable now.


Second, while Dimensional Barrier is still a problem for Fluffals, you can add Master Peace, the True Dracoslaying King to the existing Fluffal strategy as an alternative play when you can't Fusion Summon. If that was all it did it'd be great, but Master Peace is obviously a lot better than that. A lot of decks struggle to beat Master Peace, and it combos with a lot of cards you're probably already be playing. Not only that, but Dragonic Diagram's another awesome card that can help accelerate your plays, even if you can't always summon Master Peace in the same turn.

Old Dog, New Tricks
There are two popular ways to summon Master Peace. The first is using True Draco Heritage to give yourself an extra Tribute Summon. That's helpful because it means you don't have to reserve your one Normal Summon per turn for Master Peace, and it also means you can bring it out after you've already run through your regular plays…and baited out all of your opponent's backrow.

The second common way to summon Master Peace is to use True King's Return on your opponent's turn, kind of like how Monarch players used Escalation of the Monarchs last year. Sometimes that option's better than Heritage because you can tribute Return and not only give Master Peace protection from traps, but also pop a monster on the field. That's a bit slower than Heritage, but it gives you a bit more defense.

The kicker is that aside from the True Draco cards, Fluffals already have several good ways to bring out Master Peace. Toy Vendor's the first thing to come to mind; you can tribute it to grab a Fluffal monster from your deck. Dragonic Diagram's nice for setting up your topdecks by destroying Edge Imp Sabres, and that ensures you'll hit a Fluffal monster to Special Summon with your Vendor. That leaves your Normal Summon up for grabs too, letting you summon Master Peace without requiring a True Draco spell or trap.

Perhaps more importantly, you can also tribute Gem-Knight Seraphinite and the Brilliant Fusion you used to Summon it to bring out Master Peace. I've already written at length about why I feel Brilliant Fusion is the correct way to go in Fluffals, but I struggled to find a good use for Gem-Knight Seraphinite once it was on the table. It usually just sits there and chump blocks an attack, so turning it into a Master Peace instead is incredible. It's a very natural combination because Seraphinite gives you another Normal Summon, though if you happen to have True Draco Heritage and Brilliant Fusion together you won't need to worry about that anyways.

Let's take a look at what I've come up with.

DECKID=107676I've always been a sucker for decks that draw a lot of cards. Volcanics will always have a special place in my heart for being the first deck I played that could draw me eight cards in one turn, even though I eventually realized it wasn't enough to win matches consistently since the cards drawn didn't really do anything.

But that's not the case with Fluffals. This deck relies heavily on Fusion Summoning, and that means you can always make use of the cards in your hand. That's amplified by cards like Frightfur Wolf and Frightfur Sabre-Tooth, which allow you to use extra cards as additionial Fusion Materials, so you'll really get maximum mileage out of the monsters you draw.

And will you be drawing a lot with Fluffals? Oh yes. Fluffal Wing is the main instigator, giving you two free draws if you have a Toy Vendor on the field and a Fluffal in the graveyard, and then you get a search off of the Toy Vendor as well. That's absurd, and it's the bread and butter of all your big combos. There's also Fluffal Penguin, which does a little Graceful Charity impression whenever you use it for a Fusion Summon. Drawing four cards in one turn is nothing to scoff at, and it's better than usual in this build because those draws all dig you deeper to your True Draco cards.

The Zoodiac matchup is obviously important, so I'll echo a bit of what I've talked about in the past: the standard opening of Frightfur Sheep and Frightfur Sabre-Tooth is surprisingly annoying to deal with. Frightfur Sheep packs an effect much like Number S39: Utopia the Lightning, so your opponent can't beat it with Zoodiac Whiptail. If Sheep's destroyed, you can revive it with 2800 ATK. The best way to get rid of it is to pop it with Zoodiac Drident, and then getting it above 2800 ATK to run the Sheep over a second time.

That play's already really vulnerable to a lot of disruptive cards, but Master Peace makes it nearly impossible. Pretty much every playable hand with Dragonic Diagram and Toy Vendor, Brilliant Fusion, or Fluffal Bear can get you to that setup with no problem. Maybe that opening board doesn't seem ridiculous coming off the Lunalight combo format, but like Fluffals themselves, it's a lot more threatening than you might think.

The real balancing act building Fluffals has always been managing your ratios. Almost every Fluffal monster effect has a hard once per turn restriction, so drawing multiple copies of too many cards can be rough. That problem, combined with the sheer amount of deck thinning here, led me to shy away from the 40 card deck minimum, going up to 46. I don't think I'd play any more than that, but I feel very comfortable at that number. A few extra cards also grant you a lower chance of drawing Gem-Knight Garnet, though knowing my luck I'll probably still open with it in about half of my games.

I know there aren't any more Regional Qualifiers before the North American WCQ, but I wanted to talk about this deck now because there are still many tournaments going on in preparation for the biggest event of the summer. There will also be Last Chance Qualifiers and mini Regionals at the WCQ, so you could earn an early invite to next year's event if you wanted to. The cards in the upcoming Battles of Legend: Light's Revenge haven't been revealed yet, but I'll be ecstatic if Frightfur Patchwork's in there.

Regardless, this deck's one of my top rogue picks for the summer, and that may even continue into Link Summoning!

-Doug Zeeff

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