FURRIES ARE GREAT GET OVER IT

by

Updated July 03, 2018

All Info Updated

Table of Contents


Authors


Intwoduckshun

Furries fur hire iz an awktype frem de minie box cwash ov wings hehe haha. Dey revolve awound special summonin lil furry fwiends hehe! Each fwiend has itz own vewy vewy spewcial gift when yew summon another lil fwiend other den himself! Dey arr (Lyke a pirwate haha!) Able to summon eachother because dey arr a team!Hehe how cute is dat! OwO. In dis reawly furry guide we will help yew understand how to pley da deck so u become a reawly reawly good furry fur hire pwayer hehe!



Deck Building


Core Cards


Wiz%2C%20Sage%20Fur%20Hire

Optimal Count: 1-3

  • Wen dis Fuwry is summoned by another Fuwry Fwend, u gain Life eqwal to the number of different Fuwries u have! She can awlso betway her Furwy Fwends by discarding them to negate Spells and Twaps! What a vishous Girl! >w<

Translation

  • When Wiz is special summoned, he grants you a modest LP bonus. Additionally, Wiz acts as his own fortress by being able to discard any Fur Hire card (not just the monsters) to negate a spell or trap once per turn during either player’s turn. Wiz is highly useful to disrupt an opponent’s big plays while also protecting your field from cards like Wall of Disruption.

Dyna%2C%20Hero%20Fur%20Hire

Optimal Count: 2-3

  • Wen dis Fuwry is summoned by another Fuwry Fwend, he can banish cards from ur opponent’s gwaveyard! Ur opponent also can’t select other Fuwry as an attack target. He attacc, he protecc, but most importantly, he stwong, and das a facc!

Translation

  • When Dyna is special summoned, he can banish cards in your opponent’s graveyard up to the number of Fur Hires on your field. This is especially useful for disrupting Spellbook of Fate, Destiny HERO - Celestial, and multiple Amazoness cards. There is even value in the mirror by removing Mayhem targets. Additionally, Dyna boasts 2500 attack and must be attacked by your opponent’s monsters before they can attack any others, thus keeping your smaller Fur Hires safe. It is also worth noting that having 2 Dynas on the field will lock your opponent out from making any attacks whatsoever, oftentimes putting them in a dire situation.

Seal%2C%20Strategist%20Fur%20Hire

Optimal Count: 0-2

  • Dis Fuwry can summon moar fwends onto da field! YAY~! Wen a Fuwry Fwend joins him, u get to put another Fwend from ur gwaveyard into ur hand.

Translation

  • Seal can also special summon a Fur Hire from the hand. When he does so, he is able to return a Fur Hire monster from your graveyard back to your hand. This helps with recovering a nuked field, giving discard fodder back to Wiz, and can even set up Switcheroo. Seal boasts the highest attack of the low level fur hires and can help push for game. However, his effect is not useful until mid to late duel.

Beat%2C%20Bladesman%20Fur%20Hire

Optimal Count: 3

  • U can Speciawl Sawmunn one Fuwry fwom ur hand, but not himself siwwy biwwy. Wen a fwiend joins him, u get moar fwends from ur deck OwO! But wemember! Onwy once per turn! UwU

Translation

  • Beat is used as this deck’s searcher and can search any Fur Hire monster in your deck aside from itself when a Fur Hire is special summoned to your field. Beat allows you to not only swarm the field, but set up your hand for the following turn should something happen to your field.

Donpa%2C%20Marksman%20Fur%20Hire

Optimal Count: 2-3

  • U can pway more fwends fwom ur hand, for even MOAR FUN OwO! Wen dis wittle fwend gets a fwend, he go BOOM! BOOM! to anyting face-up! AWW! SUU KAWAIIII!!!!!

Translation

  • Donpa possesses the same ability as Beat, allowing him to special summon a Fur Hire from your hand, with the added ability of being able to target and destroy and face-up card on the field when it does so. Use this card to destroy opponent’s cards, and even your own should the situation call fur it.

Recon%2C%20Scout%20Fur%20Hire

Optimal Count: 1-2

  • Dis wittle Fwend can pway more fwends fwom ur hand! Wen dis wittle fwend gets a fwend, he can dwop some bombs on anyting face-down on da field! OwO

Translation

  • Recon is a carbon copy of Donpa, but with attack and defense stats reversed. Contrarily, Recon can target any set card on the field. Use Recon to deal with set monsters and pesky backrow. It’s worth noting that an opponent cannot chain to Recon’s effect and keep their card on the field. I.e., if Recon targets a set Amazoness Onslaught, it WILL be destroyed despite no longer being set.

Mayhem%20Fur%20Hire

Optimal Count: 2-3

  • Dis card lets u summon a Furwy Fwend fwom ur gwaveyard in defense posishion. Wemember, when a Fuwry is bwought bak, all of their effects will twigger! YAY! BOOM BOOM~! ()w()

Translation

  • Mayhem is a quick-play spell that special summons, from your graveyard, any of your Fur Hire monsters in defense mode. This card can be used both offensively and defensively, as it can protect you from OTKs, set up your field for another swarm, or clear your opponent’s field during their turn, as it will trigger the special summon effects of any low-level Fur Hires you already control.


Tech Cards


Enemy%20Controller
  • It is no surprise that Enemy Controller has been semi-limited as it has been the gold standard for tech cards throughout the history of Duel Links. With the power to either set up OTK’s or defend yourself from them, Enemy Controller is a staple card in any deck that can run it.


Treacherous%20Trap%20Hole
  • Since board control is such an important aspect of the game, a card that can diminish your opponent’s board so effectively is very strong. Trading 2 cards for 1 is generally favorable, especially when those two cards are monsters.


Forbidden%20Chalice
  • The main purpose of Chalice is to improve your odds in the mirror match. It can be used to stop your opponent from flooding their field, or it can be used to counter an opponent’s Beatdown buff, as Chalice gives a 400 attack boost, while Beatdown with only one level 5 or higher monster yields a 300 attack boost.


Cosmic%20Cyclone
  • While somewhat effective in the Beatdown variant, this card is even more valuable in the Switcheroo variant. Backrow removal is helpful for guaranteeing that your combos proceed interrupted. Since Wiz gains you Life Points, the payment cost is negligible.


Paleozoic%20Canadia
  • Canadia is a tech that specifically assists in the mirror match tremendously. It’s main use is to stop your opponent from swarming the field during their turn by activating it when their low level fur hire monster hits the field initially. Additionally, it may be used to bait a Wiz negation if you have a followup that turn.


Hey%2C%20Trunade!
  • Trunade has seen more play in Beatdown variations due to the enormous potential it provides to increase an OTK opportunity when you go second. It sees added advantage in sending troublesome backrow such as Canadia or Chalice to the hand before you make your push, while also holding an edge against cancer decks on the ladder.

Skills Discussion

The Fur Hire archetype can utilize many different skills to boost consistency, power, or to disrupt the opponent’s plays.The most commonly used skill on the ladder and in tournament play is Beatdown. However, you should analyse the meta going into a tournament and use the skill which you predict will be the best for an event. For example, Sealed Tombs is great in a Spellbook-heavy meta, Beatdown for the mirror match, and Switcheroo for Amazoness.


Beatdown

Beatdown allows for all monsters on your field to gain a 300 ATK boost for every level 5 or higher monster you currently control. The skill is most commonly used aggressively in an attempt to OTK the opponent. This skill is more valued in the mirror due to the need to get over Dyna’s 2500 attack with your own, and additionally to help get over Wiz’s 2800 defense. Other relevant thresholds in the meta to get over would include the 2800 ATK of Masked HERO Anki, and the 2600 ATK of Reaper of Prophecy should 30 card books push to stay.

skill Beatdown
Beat%2C%20Bladesman%20Fur%20Hire
Beat%2C%20Bladesman%20Fur%20Hire
Beat%2C%20Bladesman%20Fur%20Hire
Wiz%2C%20Sage%20Fur%20Hire
Wiz%2C%20Sage%20Fur%20Hire
Wiz%2C%20Sage%20Fur%20Hire
Dyna%2C%20Hero%20Fur%20Hire
Dyna%2C%20Hero%20Fur%20Hire
Seal%2C%20Strategist%20Fur%20Hire
Donpa%2C%20Marksman%20Fur%20Hire
Donpa%2C%20Marksman%20Fur%20Hire
Donpa%2C%20Marksman%20Fur%20Hire
Recon%2C%20Scout%20Fur%20Hire
Recon%2C%20Scout%20Fur%20Hire
Enemy%20Controller
Enemy%20Controller
Mayhem%20Fur%20Hire
Mayhem%20Fur%20Hire
Mayhem%20Fur%20Hire
Treacherous%20Trap%20Hole



Switcheroo

Switcheroo is a consistency skill. This skill sees the most value in Fur Hire builds that run Cosmic Cyclone, as it requires losing 1K LP to activate. Switcheroo can be used to send high level or low level Fur Hires back in an attempt to pull the card you need to win an otherwise futile duel. While it may not boast the raw power of Beatdown or the disruption of Sealed Tombs, Switcheroo wins duels in its own right by giving you the winning card when you need it most.

skill Switcheroo
Beat%2C%20Bladesman%20Fur%20Hire
Beat%2C%20Bladesman%20Fur%20Hire
Beat%2C%20Bladesman%20Fur%20Hire
Wiz%2C%20Sage%20Fur%20Hire
Wiz%2C%20Sage%20Fur%20Hire
Dyna%2C%20Hero%20Fur%20Hire
Dyna%2C%20Hero%20Fur%20Hire
Seal%2C%20Strategist%20Fur%20Hire
Seal%2C%20Strategist%20Fur%20Hire
Donpa%2C%20Marksman%20Fur%20Hire
Donpa%2C%20Marksman%20Fur%20Hire
Recon%2C%20Scout%20Fur%20Hire
Recon%2C%20Scout%20Fur%20Hire
Cosmic%20Cyclone
Cosmic%20Cyclone
Enemy%20Controller
Mayhem%20Fur%20Hire
Mayhem%20Fur%20Hire
Treacherous%20Trap%20Hole
Treacherous%20Trap%20Hole



Sealed Tombs

Sealed Tombs is a skill specifically used as a meta relevant call. Although limited to just once a duel, Tombs allows you to prevent both players from banishing cards from either graveyard, as well as preventing monsters to be special summoned from the graveyard. This skill currently has meta relevance against Spellbooks, due to locking out their ability to use Spellbook of Fate during the turn you use the skill. It can also lock them out of using Spellbook of Life. This is highly useful to turn the tides against them in the matchup. Additionally, it locks Destiny Heroes from using Destiny HERO - Celestial’s draw power or Destiny HERO - Malicious’ special summon, as well as Vision HERO Vyon’s ability to banish a monster for Polymerization. We also see use against Amazoness in the form of locking out Amazoness Willpower, Amazoness Onslaught’s special summon upon hitting the grave, and Amazoness Baby Tiger’s recycling effect. In the mirror, Sealed Tombs keeps your opponent from activating Mayhem and disrupting your turn. Against Aliens, it will stop “A” Cell Recombination Device from adding a card to their hand, and from recovery through Powerful Rebirth. Lastly, it is worth noting that the skill will prevent the special summoning effect of all Paleozoic monsters should they become more relevant.

skill Sealed Tombs
Beat%2C%20Bladesman%20Fur%20Hire
Beat%2C%20Bladesman%20Fur%20Hire
Beat%2C%20Bladesman%20Fur%20Hire
Wiz%2C%20Sage%20Fur%20Hire
Wiz%2C%20Sage%20Fur%20Hire
Dyna%2C%20Hero%20Fur%20Hire
Dyna%2C%20Hero%20Fur%20Hire
Donpa%2C%20Marksman%20Fur%20Hire
Donpa%2C%20Marksman%20Fur%20Hire
Donpa%2C%20Marksman%20Fur%20Hire
Recon%2C%20Scout%20Fur%20Hire
Recon%2C%20Scout%20Fur%20Hire
Recon%2C%20Scout%20Fur%20Hire
Enemy%20Controller
Enemy%20Controller
Mayhem%20Fur%20Hire
Mayhem%20Fur%20Hire
Wall%20of%20Disruption
Wall%20of%20Disruption
Wall%20of%20Disruption



Combos and Common Plays


ECon Take-Effect Negation Timing

In the mirror, you want to negate your opponent’s low level Fur Hire effects to stop their swarming power. This means using cards like Forbidden Chalice and Paleozoic Canadia, or even E-Con taking their monster the second they hit the field rather than later. Additionally, Enemy Controller takes can be used during your own turn to use the effect of your opponent’s fur hire.


Dyna Lockout

As I touched on in the core section, 2 Dynas can lock your opponent out of attacking, and allow you to stall. This is done easily by special summoning 1 Dyna from your hand, Beat searching a 2nd copy, then tributing Beat for Dyna. Mayhem is the easiest way to achieve this if you could not keep a Beat on board last turn. Use this tactic to stall if you know your opponent will not be able to destroy Dyna by card effect, and that this will be able to deck them out.


Turn 1 Wiz

Most meta decks cannot easily get over Wiz in defense mode with sheer force. Thus, you can use Wiz defensively to stall and set up plays by putting her on the field turn 1 with a low-level Fur Hire effect monster. Prioritize Wiz against decks that rely mostly or entirely on backrow, such as Amazoness, Spellbooks, and Heroes. When paired with Wall of Disruption, Wiz becomes a fortress.


When to Swarm and When Not to

A typical turn 2 play may be to summon a low-level Fur Hire, special summon another low-level Fur Hire, then special summon a high-level Fur Hire – all while utilizing their secondary effects. However, when looking for the OTK, do the math AHEAD of time, especially if you run the Beatdown variant. On turn 1, swarming is acceptable unless you face the mirror. Committing all of your resources to the board will simply get them destroyed on your opponent’s turn. Play defensively turn 1 and try to hold onto resources to make a big turn 3 play if possible.


Battle Phase Mayhem

During the start of your opponent’s battle phase, if you have an open monster zone (or if during the battle phase they create one), if you have a series of the smaller Fur Hires on the field, you can use Mayhem to trigger their effects and disrupt your opponent’s field. This is a great way to utilize Donpa and Recon effects to damage their field before your turn begins, as well as pull off a Beat search to help you recover on your next turn.


Matchup Guide

This section will briefly discuss each matchup on the tier list as defined by Duel Links Meta and the Top Player Council. We provide you with tips to help win diverse matchups, including what you may want to tech or side, as well as your main win condition.


Mirror Match

  • Matchup Odds: 50/50
    Do not google image search furry memes.

The Fur Hire mirror match is quite simple and partially reliant on the coin flip and your skill choice. However, there are some tricks you should know for the mirror match to improve your odds of winning. If you expect to see a lot of mirror matches you should be using Beatdown to help hit important attack thresholds. Assuming both players are using the Beatdown skill, the player going second is heavily favoured due to the ease of clearing a board and the deck’s OTK potential.

Matchup Tips

  • If you go first in the mirror match it is important to not burn through your resources. Instead, play very conservatively to avoid not being able to recover against an OTK play. Something as simple as setting a Seal or Recon is a smart opening play. If you are going first with Beat and Dyna that is often a good play, especially when paired with Mayhem. If using Beat on turn one, set up a Donpa play to make a comeback.

  • Going second you can more often than not clear the opponents’ board and potentially OTK. However, think one turn ahead as it is likely that the opponent can return the favour in their turn if you do not OTK them.

  • If the opponent is not using Beatdown, stalling out the game for deck out with Wiz is a legitimate strategy. This, however, is not viable if they do use Beatdown. Be careful of searching with Beat if you commit to this strategy.

  • You can tribute summon Wiz to create space on your board to use Donpa or Beat effects. Using Wiz as part of the tribute cost is often a good idea. Do not be afraid to occasionally Donpa your own monsters to free up monster card zones.

  • Enemy Controller is very strong in the mirror match to set up OTK plays, and use your opponent’s effects. For example, you can activate the effect of Beat, then tribute it for the cost of E-Con to steal an opposing Donpa. Donpa will then trigger, destroying a monster. You can then even use your opponent’s Donpa to special summon another Fur Hire or tribute it to summon Dyna or Wiz.

  • If your monster is hit by a Forbidden Chalice, tributing it for the effect of E-Con will allow that monster effect to activate since Chalice does not negate if its target is no longer face-up on the field. Do note that you must activate the effect before it is targeted with Chalice, or the effect will not resolve, even if the monster is cleared with E-Con.

  • Seal is great in the mirror match to out-resource the opponent and to get essentially free negations with Wiz.

Win Condition:
OTK going second. Going first, preventing the OTK, and then establishing a board. If the opponent is not running Beatdown, try to deck them out with Wiz.

Techs and side deck cards for this matchup:
Treacherous Trap Hole, Enemy Controller, Paleozoic Canadia, Wall of Disruption, Monster Gate, Fire Formation - Goyukku


Amazoness

  • Matchup Odds: 40/60
    Females reject furry boys.

Amazoness is a tough matchup for Fur Hire because our deck needs to remove Amazoness Onslaught immediately. Without a way to do this Amazoness can quickly swarm the field and banish our monsters. Smart Amazoness players will activate their Onslaught upon the summon of the first Fur Fire monster (if it is not Donpa) to stop Wiz negating its activation and Recon destruction. This means the Fur Hire player needs to destroy Onslaught with Donpa after triggering its special summon effect. Secondly, after Amazoness has lost its Onslaughts, you will need to be wary of Amazoness Swords Woman crashing into defence position Wiz and attack position Dyna. Finally, Amazoness is a versatile deck and can adapt to Fur Hires fairly well. Because of this, Amazoness is an unfavourable matchup.

Common Skills:
Parasite Infestation, My Monster Cards

Matchup Tips

  • You can attack freely into Amazoness Onslaught once per turn by negating its banish effect using Wiz. However, this opens you up to other disruptive effects, such as Treacherous Trap Hole and Paleozoic Canadia. If you go first, it is a good idea to set up Wiz so that you can negate the initial activation of Onslaught so that it is sent to the graveyard.

  • It is important to monitor your Life Points in this matchup; Amazoness Swords Woman can deal a lot of damage by crashing into a defence position Wiz. This is especially important if are currently using Cosmic Cyclone.

  • The Amazoness deck relies on battle to remove monsters from the field. Because of this, summoning two copies of Dyna can lock the deck out.

  • Dyna can banish copies of Swords Woman and Amazoness Baby Tiger in the graveyard; the first being Amazoness’ main win condition after Onslaught has been removed. Do this before destroying Onslaught with Donpa if there is a copy in the graveyard.

  • Seal and Wiz both have 1600 attack, which is enough to beat over Swords Woman without taking massive damage after Onslaught has been dealt with. After both copies of Onslaught have been dealt with, you can leave Wiz in attack position, even if unprotected by Dyna since only Amazoness Paladin and Amazoness Queen can beat over it.

  • It is important to set up a Donpa play to deal with Amazoness Queen or Amazoness Onslaught. Ensure you do not lock up your monster card zones. Destroying your own monsters to use Mayhem Fur Hire is a legitimate strategy here since a lot of your monsters will be banished by Onslaught otherwise.

  • Since you will be using resources to negate Onslaught, make sure you play around cards like Wall of Disruption and Treacherous Trap Hole.

Win Condition:
Destroy both Onslaughts; play this matchup aggressively afterwards.

Techs and side deck cards for this matchup:
Cosmic Cyclone, Warrior Elimination, Straight Flush, Treacherous Trap Hole, Super Rush Headlong, Jinzo


Spellbooks

  • Matchup Odds: 60/40
    Wiz wins Spellcaster of the Year Award 2018.

Spellbooks is currently a tier two deck, and is beginning to lose popularity because of an unfavourable Fur Hire and Hero matchup, as well as a loss of a favourable matchup through the Sylvan nerf. Additionally, any deck with bad matchup to Books can use the new Sealed Tombs skill to significantly improve it. Spellbooks control the game by activating Spellbook of Fate as often as possible. However, Wiz can negate fate every turn. Do note that if they have enough resources to activate another Fate, they will be able to even after the first was negated. Spellbooks struggle to beat over a defence position Wiz since they need to maintain 4 cards in hand alongside Silent Magician to do so. Wiz can be protected by Dyna and backrow making it very difficult for Books to deal with her. With the Sealed Tombs skill, Spellbooks is a near auto-win matchup. However, without the skill, Spellbooks can dominate the Fur Hire matchup if they go first through continuous Fate banishes. Overall, Fur Hire is favoured in this matchup.

Common Skills:
Draw Sense: WATER, Draw Sense: EARTH, Switcheroo

Matchup Tips

  • Summoning Wiz is often enough to win this matchup. Focus on negating Spellbook of Fate. The Spellbook deck needs to set up Fate and also draw Treacherous Trap Hole to gain a foothold in this matchup.

  • If your opponent has 5 or more Spellbook spells in their graveyard, they can activate Fate a second time after the first one’s activation and effect was negated. Always keep track of the number of Spellbook spells in your opponent’s graveyard, and try to banish as many as you can with Dyna.

  • I like to banish Spellbook of Power so that the opponent cannot copy it with Spellbook of the Master; this play is a reliable method for the Books player to clear off wiz with a boosted Silent Magician or Reaper of Prophecy.

  • Destroying your own monster with Donpa is a legitimate play if you have Mayhem in hand. This frees up your monster card zone. You can then use Mayhem when your opponent summons a Spellcaster to trigger Donpa and destroy it before it can be tributed for Silent Magician.

  • If Spellbooks resurge and become a dominant meta deck, then using Sealed Tombs will improve the matchup to be a near auto-win outside of drawing a brick hand (odds improve to 95/5).

Win Condition:
Summon Wiz and Fate; protect her at all costs.

Techs and side deck cards for this matchup:
Third copy of Wiz, Sage Fur Hire, Paleozoic Canadia, Zombie World, DNA Surgery, Last Day of Witch, Hey, Trunade!, Mirror Wall, Cosmic Cyclone


Masked Heroes

  • Matchup Odds: 50/50
    A Hero always wins in the end.

Masked Heroes is a deck that can end games very quickly against Fur Hire, but the longer the game goes on, the better the odds your odds of victory. Masked Heroes strongest play is to force Wiz negation with Polymerization or Mask Change, and then use either Poly or Mask change after that; setting up for a board clear using Masked HERO Anki or Vision HERO Trinity. The Masked Mero deck often uses Forbidden Chalice which can disrupt your set-up and follow with an OTK; this makes them a threat going first and second. Heroes lose the grind game against Fur Hire due to Dyna banishing Destiny HERO - Celestials while maintaining a strong board presence.

Common Skills:
Switcheroo, Destiny Calling, Beatdown, Mind Scan, Titan Showdown

Matchup Tips

  • Try to set up Wiz in defence position. Masked HERO Anki cannot beat over Wiz and will be forced to attack directly or into your smaller monsters. Seal is the best monster to use to summon Wiz because his attack ties with the Destiny Hero monsters, and forces a Mask Change play to prevent destruction, which you can easily negate.

  • While it may seem like a good idea to trigger Sealed Tombs only when they have a Destiny HERO - Celestial in the graveyard, I like to use it on my first turn if going first. This prevents Vision HERO Vyon from searching Polymerization, and also prevents Destiny HERO - Malicious’ effect from activating. You can also remove Celestial with Dyna on your turn after it has been sent.

  • Removing Celestial from the graveyard using Dyna is a huge play, and allows you win the grind game. It is best to save Dyna for this purpose rather than summoning him for protection, since he loses to Anki anyways.

  • Beatdown allows you to beat over Anki with two of Dyna or one Dyna and a Wiz out.

  • Beatdown also lets Dyna get over defence position Destiny HERO - Dangerous.

  • If facing the Titan Showdown variant, do not activate Wiz’s effect to gain life points since this makes it easier for the opponent to trigger it, and harder for you to trigger it.

Win Condition:
Survive their initial push for game, banish Destiny HERO - Celestials in their graveyard. Negate Polymerization if you suspect they have fuel for Vision HERO Trinity and you have no defenses for it. Otherwise, negate Mask Change.

Techs and side deck cards for this matchup:
Super Rush Headlong, Enemy Controller, Mirror Wall, The Regulation of Tribe, Warrior Elimination


Aliens

  • Matchup Odds: 60/40
    Can’t handle Earth’s atmosphere.

Aliens have seen a resurgence in popularity recently and have a lot of tools to deal with the Fur Fire deck if they tech for it. If you play this matchup incorrectly, you can easily lose the game because A-Counters drastically weaken your monsters. The key to winning this matchup is to play a slow grind game, negating key cards such as “A” Cell Recombination Device, and banishing Aliens and Recombinations from the graveyard with Dyna. You need to be careful of attacking into Alien Warriors, since this will be the main way in which the Alien player will summon Alien Overlord and start spreading counters. Overextending in this matchup is how you lose.

Common Skills:
Mind Scan, Balance, Sealed Tombs

Matchup Tips

  • Play very conservatively; summon Wiz in defence and negate “A” Cell Recombination Device when it is activated. It is important to not attack into cards like Wall of Disruption, since you may be forced to negate it, allowing a Recombination to be played.

  • Do minimal deck searching so that winning through deck out is a realistic line of play.

  • Try to set up a Donpa + Mayhem play to hit a tribute summoned or special summoned Alien Overlord when it hits the field. Donpa plays are also a good way to deal with Alien Warriors to stop the spread of counters. This means you should try to keep a field zone free if possible.

  • If they bait a negation from Wiz using a card such as Paleozoic Canadia and destroy Wiz, you can resummon it via Mayhem Fur Hire.

  • Aliens use multiple copies of Powerful Rebirth, so prioritize banishing Warriors with Dyna when possible.

  • Sealed Tombs can stop Recombination from adding an Alien to the hand.

  • Clearing A-Counters on your side of the field should be one of your priorities. This can be achieved through Donpa.

Win Condition:
Slow-paced control, negate “A” Cell Recombination Device, destroy Alien Warriors outside of battle, banish Warriors and Recombinations from grave.

Techs and side deck cards for this matchup:
Hey, Trunade!, Wall of Disruption, Mayhem Fur Hire, Xing Zhen Hu, Cosmic Cyclone, Treacherous Trap Hole


Geargias

  • Matchup Odds: 55/45
    Furry Flip Flop.

Geargias is a deck which has seen an increase in popularity, as its main counters in Spellbooks and Sylvans have been reduced in viability, and thus overall representation. Geargia can cause a lot of problems for the Fur Hires if they go first with a devastating Ties of the Brethren play, or if they open with a reasonable suite of backrow cards. However, if Fur Hire goes first and summons Wiz, Geargias can quickly fall apart since it cannot resolve a Ties play without first forcing a Wiz negation.

Common Skills:
Balance, Sealed Tombs

Matchup Tips

  • If going first, summon Wiz whenever possible. Going first with Beat + Wiz will allow you to win the matchup by out-resourcing the opponent and negating their key plays.

  • Beatdown is much better in this matchup since it allows Wiz and Seal to attack over or trade with most of their attack-position monsters.

  • Play this match up aggressively in an attempt to remove their monsters from the field.

  • Setting up a Donpa + Mayhem play if you cannot summon Wiz is another out to Ties of the Brethren, and could be a game winning play.

  • Donpa + Mayhem play is good in the mid-late game to stop Geargia’s effects from triggering.

Win Condition:
Go first and disrupt the Ties of the Brethren play, going second remove Geargianchor with Donpa/Recon or through battle.

Techs and side deck cards for this matchup:
Treacherous Trap Hole, Hey, Trunade!, Paleozoic Canadia, Forbidden Chalice, Jinzo



Spweshul Thwanks :3

Much wove to evewyone who helped! UwU

  • The Furry Collective:
    • Aankara: General Discussion
    • Bacon: Core Cards, Combos
    • Brenduke: Matchup Section
    • Celestial: Introduction
    • Dulling: Furrified Text, Proofreading
    • Hextor: General Discussion
    • Negative1: Tech Cards, Formatting
    • Nix: General Discussion
    • Snyffus: General Discussion
    • winner133: General Discussion
  • To Dkayed, for the amazing Discord and Community
  • To AngeryBOYE, NotLikeBOYE, and WaveBOYRE for being the best BOYEs around
  • To our sanity, for not failing us this time

~ Until next time, The Furry Collective


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