Fur Hire

Master V from on March 31st, 2024
cp-ur 900 + cp-sr 330
41 cards

Notes & Combos

Introduction

This is my favorite deck and Runick Variant. If you love long chains and constantly going back and forth with your opponent and don't care for the battle phase, this is the deck for you. This deck can put up powerful and consistent boards while generating game winning hand advantage. Drawing 6 cards is very satisfying and almost guarantees you will have an answer to anything your opponent does.

The ideal endboard is: Elf, I:P, Folgo, Donpa, Red, Carrot, foutain

How Does it Work?

This deck is all about 2 card combos and deck thinning. The goal is to dump both engines on the field and set up grave to have maximum interaction with your opponent while guaranteeing you will draw into runicks or handtraps

2 level 2 monsters are full Spright combo

Rex + any monster is full fur hire combo

Strengths

This deck can play through hand traps quite easily. ash can only do so much when we can combo with any level 2 monsters. Nibiru can also be played through and frequently gives us advantage since we have a target, turn 1, to proc folgo's draw 3 effect. The nib token can be linked off and the combo can be continued without much issue. The sprights are great extenders/protectors, Elf is still legal. The shinning star is, of course, the Fur Hire engine. Resolving Fountain and Folgo snowball the game out of the opponents control. Their 6 card hand can only do so much against a full board and a hand full of runicks.

Weaknesses

As per usual, this deck is weaker going second. Maxx C is a turn ender. You will not win the Maxx C challenge on the first turn. Droll can be difficult to play through but still doable with mannequin cat and gigantic spright. Shifter prevents us from going all out since we need our gy for the fur hire combo and losing runick spells isn't worth it. Since we're running so much engine and we have to play the maxx c mini game, this deck has almost no room for non-engine. I'd like to run called by but I've found more value from TTT, this is also why I'm running more runicks instead of handtraps because extenders are extremely powerful for this deck. I'd rather sit on my hand going second and break a board while recycling cards instead of starting my turn with 5,4, maybe 3 cards in hand leaving your vulnerable to interaction.

Basic Combos

These are just guidelines, not hard rules.

docs.google.com /document/d/1_uOIHMo0B94DLsjUtIQsh4ZRNlyw12t_QFz_KUeDvKs/edit?usp=sharing

delete the space between .com /document

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Replays

Replays

https://youtube.com/playlist?list=PLPxZIJ_L2ay3i_t4H0CYIE4xSzI__EZWo&si=ovaKojnwU4ihiWpp