The strategy of Fur Hires is to swarm the field with monsters of their archetype. While these monsters are relatively lacking in raw stats, they make up for it with a variety of effects.
At the beginning of the Duel, add "Decode Talker" and "Firewall Dragon" to your Extra Deck. Can be used when your Life Points is at 1000 or below, add 1 random "Code Talker" monster to your Extra Deck from Data Storm. This Skill can only be used once per Duel.
Playmaker and Ai
Beat, Bladesman Fur Hire
|EARTH Warrior ★3|
ATK 1200 / DEF 500
|Clash of Wings [SR]|
|During your Main Phase: You can Special Summon 1 monster"Fur Hire" from your hand, except "Beat, Bladesman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can add 1 monster "Fur Hire" from your Deck to your hand, except "Beat, Bladesman Fur Hire". You can only use each effect of "Beat, Bladesman Fur Hire" once per turn.|
Beat is the main core searcher of the deck and it allows you to search for any of the Fure Hire monsters.
Oftentimes, it's better to search for Dyna since it can provide some decent protection for your monsters. But if you get first turn, consider searching for Wiz instead. Being able to negate a spell/trap can really help disrupt your opponent's plays, but you do need another fur hire card to discard.
Otherwise, search for either Donpa or Recon if you think you are going against decks that are monster / backrow heavy.
Donpa, Marksman Fur Hire
|WIND Beast ★2|
ATK 500 / DEF 1000
|Clash of Wings [R]|
|During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Donpa, Marksman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 face-up card on the field; destroy it. You can only use each effect of "Donpa, Marksman Fur Hire" once per turn.|
Its ability to destroy any face-up card on the field makes it quite versatile. Donpa can be used to destroy your opponent's monster, continuous spell/trap, field spell, or even your own monster to clear up some space.
There will be situations where Donpa is the only monster in your hand that you can special summon to activate your other fur hire monsters. Even if you don't have any face-up card to destroy, it's still better to summon Donpa on the field so you can make plays with Mayhem fur hire. Plus, it also serves as a threat to your opponent and can force them to target it instead of your other monsters.
Recon, Scout Fur Hire
|WIND Beast ★2|
ATK 1000 / DEF 500
|Clash of Wings [R]|
|During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Recon, Scout Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 Set card on the field; destroy it. You can only use each effect of "Recon, Scout Fur Hire" once per turn.|
While he may not always be necessary, it's definitely worth putting him in the deck so you can avoid dangerous traps like Drowning Mirror Force, or force your opponents to activate their backrow early.
Seal, Strategist Fur Hire
|DARK Beast-Warrior ★4|
ATK 1600 / DEF 1000
|Clash of Wings [R]|
|During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Seal, Strategist Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 monster "Fur Hire" in your GY; add it to your hand. You can only use each effect of "Seal, Strategist Fur Hire" once per turn.|
Seal provides more value if you only have a few copies of the core decks. Having only 1 copy of Seal is good enough if you have 2/3 beats to search for it, especially since Mayhem Fur Hire essentially acts as a monster recovery as well.
Seal's recovery effect can help take back your resources when you use Wiz to negate your opponent's spell/trap.
Dyna, Hero Fur Hire
|EARTH Beast-Warrior ★6|
ATK 2500 / DEF 1400
|Clash of Wings [R]|
|If this card is Special Summoned: You can banish cards from your opponent's GY, up to the number of monsters "Fur Hire" you control with different names. You can only use this effect of "Dyna, Hero Fur Hire" once per turn. Monsters your opponent controls cannot target monsters "Fur Hire" for attacks, except this one.|
Dyna’s effect used to be fairly marginal, something that, if you were not careful, could have just ended up enabling your opponent’s second Treacherous Trap Hole, but being able to remove cards from your opponent’s Graveyard right now is extremely valuable. You can Special Summon Dyna via Seal, Beat, Donpa or Recon, or via Mayhem Fur Hire and banish up to 3 cards from your opponent’s Graveyard.
Its effect that prevents your opponent from attacking your other Fur Hire monsters can be a pretty decent first turn monster to summon as well.
Since Dyna isn't limited in any way, being able to summon 2 on the field essentially means that your opponent can't attack ANY of your monsters at all. This can end up resulting in an auto win for you if your opponent doesn't have any form of monster removal effect. If your opponent uses their resources to do that, you can kind of recycle it again by using Seal or Mayhem Fur Hire.
Wiz, Sage Fur Hire
|WATER Spellcaster ★7|
ATK 1600 / DEF 2800
|Clash of Wings [R]|
|If this card is Special Summoned: You can gain 500 LP for each monster "Fur Hire" you control with a different name, except "Wiz, Sage Fur Hire". When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can discard 1 card "Fur Hire"; negate the activation. You can only use each effect of "Wiz, Sage Fur Hire" once per turn.|
Wiz is a decent first turn monster to special summon. It has a beefy defense, and the negate effect helps disrupt your opponent's potential plays. Wiz can also let you attack more safely into your opponent that has backrows since you can negate once per turn.
Bravo, Fighter Fur Hire
|FIRE Reptile ★4|
ATK 1900 / DEF
|Infernity Destruction [N]|
|During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Bravo, Fighter Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can have all monsters "Fur Hire" currently on the field gain 500 ATK/DEF until the end of this turn. You can only use each effect of "Bravo, Fighter Fur Hire" once per turn.|
Bravo's effect gives all your Fur Hire monsters a decent ATK boost. But even with this boost, only Dyna and Bravo can be considered good beaters. So instead of for beatdown, this effect is usually better used for pushing damage.
This card is a great defensive tool. It can special summon one Fur Hire monster from your graveyard in defense position. This can stop you from taking damage or force your opponent to change attack targets. It will also trigger your Fur Hire monster's effects when you special summon a monster off of it. This enables you to use Donpa and Recon's destruction effects on your opponent's turn.
Code Talker Link Monsters have different effects:
|DARK Cyberse |
ATK 2300 / DEF 3
|Storm Access (Skill) [UR]|
Link Revolution [UR]
|2+ Effect Monsters|
Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.
|FIRE Cyberse |
ATK 2300 / DEF 3
|Playmaker and Ai at Lvl 23 [UR]|
Once per turn: You can target 1 face-up monster on the field; negate that target's effects until the end of this turn. Once per turn, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can Tribute 1 monster this card points to; this card's ATK becomes double its original ATK during that damage calculation only.
Ningirsu the World Chalice Warrior
|EARTH Warrior |
ATK 2500 / DEF 3
|Link Revolution [UR]|
|2+ Link Monsters|
If this card is Link Summoned: Draw cards equal to the number of "World Chalice" monsters this card points to. You can only use this effect of "Ningirsu the World Chalice Warrior" once per turn. Once per turn: You can send 1 card from each player's field to the GYs. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
A Link 3 World Chalice Monster (probably Boss Monster sometimes) allows you to draw cards equal to how many World Chalice monsters Ningirsu is pointing to (In this case is 1 if you control Ib) when he is summoned which is good to regain your resources after a combo that costs a lot of your hand. Besides that, Ningirsu has another awesome effect, non-targeting non-destruction removal which is good to counter against Monster that cannot be targeted or destroyed.
Ib the World Chalice Priestess
|WATER Spellcaster |
ATK 1800 / DEF 2
|Link Revolution [R]|
|2 monsters with different Types and Attributes|
This linked card cannot be destroyed by battle or card effects. Your opponent cannot target this linked card with card effects. If a monster(s) this card points to would be destroyed by a card effect, you can send this card to the GY instead. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
A Link 2 World Chalice Monster with Battle, Card Effect Destruct and Target effect Protection while this card is linked with other Link Monsters. You can also send Ib the World Chalice Priestess to the Grave to protect your other Monsters that this card point to from Destruction too.
Monster Protection from Battle and Card Effect Destruction by destroying 1 of your monsters' Proxy Dragon points instead. You can pair this card with Binary Sorcerer to activate Binary Sorcerer's co-linked effect.
|DARK Cyberse |
ATK 1600 / DEF 2
|Link Revolution [SR]|
|2 Effect Monsters|
You can discard 1 card, then target 1 face-up card your opponent controls; your opponent can discard 1 card with the same original type (Monster/Spell/Trap) as that face-up card to negate this effect, otherwise destroy that face-up card. You can only use this effect of "Brute Enforcer" once per turn.
Brute Enforcer is a potential removals with Good Arrow Point. Although its Removal Effect can be negated by your opponent with discard 1 same original type as the targeted cards, you can still makes your opponent's resources reduces due to this effect.
A Link 2 Monster with Compulsory Evacuation Device's effect while Security Dragon is co-linked which is great combo disruptive tech to your opponent.
|EARTH Cyberse |
ATK 1600 / DEF 2
|Stage of Trickstar [SR]|
|2 monsters, except Tokens|
This card gains these effects based on the number of monsters co-linked to this card.
● 1+: When a monster co-linked to this card battles your opponent's monster and inflicts battle damage to them: You can gain that much LP.
● 2: Once per turn (Quick Effect): You can target 2 face-up monsters you control; until the end of this turn, halve the ATK of 1 monster, and if you do, add that lost ATK to the other monster.
Pretty Good Effect when Binary Sorceress is co-linked with other Link Monsters (such as Proxy Dragon, Ib, Ningirsu, Powercode Talker):
Having only 3 Monster Zones has always been a great limitation for this deck, but now, thanks to this Skill, you can return a “Fur Hire” monster to your hand and open up space for another Special Summon. You can also use See You Later! to return a monster to your hand to discard in order to activate Wiz’s effect, or to set up a play for your next turn.
Destiny HERO - Plasma
|DARK Warrior ★8|
ATK 1900 / DEF 600
|Aster Phoenix Lvl 45 [UR]|
Duelist Challenges [UR]
Aster Phoenix Starter Deck [UR]
|Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by Tributing 3 monsters you control, and cannot be Special Summoned by other ways. Negate the effects of all face-up monsters your opponent controls. Once per turn: You can target 1 monster your opponent controls; equip that target to this card, and this card gains ATK equal to half the ATK of that equipped monster (you can only equip 1 monster at a time to this card with this effect).|
Plasma can be teched into almost any deck with the ability to fully swarm the Monster Zone. His effect is generic yet powerful, combined with his absorption effect provides your deck with a powerful boss monster. The passive mass monster effect negation is extremely good especially in the current meta, able to shut down Desperado Barrel Dragon and prevent Ritual Beasts from disassembling to dodge effects.
Arcana Force EX - The Dark Ruler
|DARK Fairy ★10|
ATK 4000 / DEF 4000
|Arena of Sanctuary [SR]|
|Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 monsters you control to the Graveyard, and cannot be Special Summoned by other ways. When this card is Special Summoned: Toss a coin and gain the appropriate effect.|
● Heads: This card can make a second attack during each Battle Phase, but if it does so using this effect, change it to Defense Position at the end of the Battle Phase. Its battle position cannot be changed until the end of your next turn.
● Tails: If this card is destroyed, destroy all cards on the field.
Fur Hire monsters mostly activate their effect when you Special Summon another Fur Hire. Mid-game you can run into the problem of your Monster Zone clogging, which prevents Fur Hires from activating their effects. Ballista Squad frees up a Monster Zone; and with the amount of swarming ability in this deck, it won't even dent your field presence.
Single-target banishing removal. Beat and Seal should be able to keep your hand count up enough not to worry about Karma Cut's discard cost.
Wall of Disruption debuffs all your opponent's attack position monsters when one of them declares an attack. This debuff is significant enough for even Fur Hires to beat them.
|Valiant Souls [UR]|
|Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.|
Paleozoic Canadia can be used to negate some effects by flipping your opponent's monsters face-down. You can protect your monters by changing your opponent's battle position when they attack. And lastly, Paleozoic Canadia can be another body on your field when a Trap card is activated while Paleozoic Canadia is in your graveyard.
Number C39: Utopia Ray
|LIGHT Warrior ★4|
ATK 2500 / DEF 2000
|Infinite Ray [UR]|
|3 Level 4 LIGHT monsters|
You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.
Gives the deck an OTK potential if you survive low LP. Summon two level 4 monsters so you can Xyz into Utopia so you can rank up into this.
Mainly to rank up into Utopia Ray when you're at 1000 LP or lower.
|WATER Sea Serpent ★4|
ATK 1700 / DEF 1400
|Photons of Galaxy [UR]|
Selection Box Vol.03 Mini [UR]
|2 Level 4 monsters|
While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn.
Won't be able to become 2200 ATK since the only original WATER is Wiz, but this is still useful to stop your opponent's plays that rely on effects that happen in the graveyard.
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