Deck by aBoxofTim
Deck Overview
Deck Consistency
Pack Expense
Farm Expense
Deck Skill
Character Skill
Beatdown!
This turn, the ATK of all face-up monsters on your field increases by the number of monsters of Level 5 or higher on your field times 300. This skill can only be used once per turn.
Beatdown!
This turn, the ATK of all face-up monsters on your field increases by the number of monsters of Level 5 or higher on your field times 300. This skill can only be used once per turn.
Deck Build
0 8 12 0
UR SR R N
Monsters: 14
Spells: 5
Traps: 1
Monster Card
Card Rarity Quantity
Beat, Bladesman Fur Hire
ATK: 1200 DEF: 500
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.
SR 3
Wiz, Sage Fur Hire
ATK: 1600 DEF: 2800
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.
R 3
Donpa, Marksman Fur Hire
ATK: 500 DEF: 1000
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.
R 3
Dyna, Hero Fur Hire
ATK: 2500 DEF: 1400
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.
R 2
Recon, Scout Fur Hire
ATK: 1000 DEF: 500
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.
R 2
Seal, Strategist Fur Hire
ATK: 1600 DEF: 1000
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.
R 1
Spell Card
Card Rarity Quantity
Hey, Trunade!
Hey, Trunade!
Hey, Trunade!

Return all Set Spells and Traps on the field to the hand.

SR 2
Enemy Controller
Enemy Controller
Enemy Controller

Activate 1 of these effects.● Target 1 face-up monster your opponent controls; change that target's battle position.● Tribute 1 monster, then target 1 face-up monster your opponent controls; take control of that target until the End Phase.

SR 2
Mayhem Fur Hire
Target 1 monster "Fur Hire" in your GY; Special Summon it in Defense Position. You can only activate 1 "Mayhem Fur Hire" per turn.
R 1
Trap Card
Card Rarity Quantity
Treacherous Trap Hole

If you have no Trap Cards in your Graveyard: Target 2 monsters on the field; destroy those targets.

SR 1
Draw Simulator
Packs to pull to build this deck
Deck Strengths
  • One of the most explosive decks in the game, Fur Hires can build their board and break yours with only two cards. 
  • Extremely fast with all their swarming, a lot of games can end in OTKs.
  • Have access to varied destruction/negation. 
  • Beat can consistently search out any Fur Hire monster required for a situation. 
Deck Weaknesses
  • Anything that stops/slows the swarm train, such as Forbidden Chalice, Paleozoic Canadia, and Floodgate Trap Hole.
  • Vulnerable to getting OTK'd by the mirror match/Masked Heroes. 
  • Can sometimes struggle to remove Amazoness Onslaught. 
  • Rely on special summoning Fur Hire monsters, if their board is clogged, they can't special summon and trigger their effects. 
Deck Summary

The spiritual successor of Sylvans. Revolves around the holy trinity of Beat, Donpa, and Recon to swarm the field for access to a plethora of effects:

  • Searching
  • Swarming
  • Card destruction
  • Backrow negation
  • GY banishing
  • Healing

Your two bosses are Dyna and Wiz, more flexible than Guardioak or Hermitree.

Dyna:

  • Banishing disrupts Spellbook and MHero engines, prevents Amazoness revivals.
  • Forces your opponent to attack him, protecting your little Furs. 
  • 2 Dynas on the field prevent you from attacking the frontline at all.

Wiz:

  • Massive DEF stat walls bosses like Anki and enemy Dynas.
  • Negates 1 Spell/Trap per turn just by discarding a Fur Hire card.
  • Minor healing could tip the breakpoint between winning or being OTK'd by MHeroes.  

Beatdown:

The skill of choice for Fur Hires, Beatdown is a huge advantage in the mirror match, enabling your Dyna to defeat opposing Dynas and Anki. Without Beatdown, the deck is liable to clog its field and get stalled out by Anki or Wiz. Beatdown is also noteworthy to reach OTK damage thresholds with Dyna + Beat/Recon, which is exactly 4300 or 4100 damage. 

Matchup notes:

Amazoness:

  • Slightly favorable matchup in favor of Amazons. 
  • If they flip Onslaught quickly, only Donpa can remove it. If they wait on Onslaught, it's possible to negate it with Wiz or destroy it with Recon. 
  • Cosmic Cyclone/Hey Trunade! are strong to remove their backrow and allow you to make a big play.
  • Setting up Wiz early is important to stop their momentum and techs. 

Masked Hero:

  • Both decks are highly aggressive OTK decks, so whoever goes first is at a disadvantage. 
  • Setting up Wiz can stop key Mask Change/Polymerization, but depending on the hand Wiz might not be enough. 
  • They can dodge Donpa destruction by chaining Mask Change, so try to use Donpa on their bosses. 
  • If you can survive their OTK, they don't run many defensive cards, so it's easy to counter OTK on your turn. 

Mirror:

  • Much like Masked Heroes, the mirror is in favor of the player that goes second. 
  • If you're going first, do not overextend. You cannot protect yourself from Fur Hires breaking your board, so the best play is to make sure you cannot get OTK'd and can counterattack on your turn. 
  • If you're going second, try to break their board and go for an OTK. 
  • Enemy Controller is useful in this matchup to steal opposing Fur Hire monsters and activate their effects. 
  • Beatdown is key to defeating opposing Dyna or Wiz, if your opponent doesn't run Beatdown, it's possible to stall them out with Wiz. 
Core Cards
Card Explanation

Beat is a "little" Fur Hire, who all share the same effects. His unique effect is searching a monster, which is a huge boost to their consistency and enables combos with Recon/Donpa. The standard play with Beat and Recon/Donpa ends up with your opponent losing one card, you gaining one card, and with 3 monsters on your side of the field. It's the bread and butter play for Fur Hire and can easily OTK if your opponent has a weak board or if you have Hey Trunade!. 

3 copies are required. 

Donpa is the second best little Fur Hire, which can pop any face-up card. Donpa is normally the only card in the deck that can remove face-up bosses, which makes Donpa extremely important to run at 3 for versatile removal. Note that his effect works on your opponent's turn, so Mayhem can become disruption. 

Run 2-3 copies, 3 highly recommended.

Recon destroys any set card, which makes him less ideal than Donpa, but still necessary to deal with backrow. Note that if your opponent chains the card that you're targeting with Recon, it is still destroyed. 

Run 2-3 copies, 2 for this meta. 

Arguably the worst little Fur Hire, Seal brings solid stats and graveyard recursion to the table. He's not ideal early game, but 1600 ATK is nothing to sneeze at, and recovering free resources from the grave is solid mid-late game. 

Run 0-2 copies. 

Dyna is  "big" Fur Hire, which has an effect that activates when he's special summoned and a passive one. His special summon effect banishes one card from your opponent's grave per Fur Hire monster on the field, which is surprisingly useful against a variety of decks. You can remove: Celestial, Amazoness monsters, Spellbook spell cards, Red-Eyes monsters, and opposing Fur Hires. The passive effect is good too, your opponent is forced to attack him, which protects your little guys and can create an attack lock with 2 Dynas. 

2-3 copies are recommended. 

The other big monster in Fur Hire, she's a great combination of protection and recovery. She recovers life points when special summoned and can negate any spell/trap for a discard, both extremely relevant effects against the meta. The recovery puts you out of range of OTKs from the mirror match or Masked Heroes, while the S/T negation is amazing against every deck that's not the mirror match. It can negate: Spellbooks, Onslaught, Mask Change/Polymerization, or random backrow. 

2-3 copies are recommended. 

Mayhem's special summoning is incredibly useful, but is hamstrung because there's no easy way to send Fur Hires to the grave early. The biggest utility is using Mayhem to special summon on your opponent's turn or revive a big Fur Hire, which can be a huge tempo swing mid-late game. 

Run 1-2 copies. 

Replacement/Tech Cards
Card Explanation
Hey, Trunade!

Since the deck is so good at OTKing, Hey Trunade is recommended to enable easy OTKs. Simply Trunade their backrow away, destroy their one monster, and OTK as you please. It's not as good against Amazons, but in general it's worth it to wipe backrow heavy decks that would otherwise grind down Fur Hires. 

0-2 copies are recommended.

Canadia means that you cannot activate Treacherous Trap Hole, but it is fantastic in the mirror match. If you expect to face the mirror frequently, Canadia is mildly better than TTH in the mirror. 

Replace TTH with Canadia if you really hate the mirror match. 

A possible tech choice in the trap slot, Regulation of Tribe is notable for locking down mono-archetype decks such as Masked Heroes, Amazoness, and Spellbooks. The cost isn't always a downside either, since the tribute will make room for you to special summon more Fur Hire monsters. 

0-1 copy can be run. 

Another possible one of, Monster Gate is a bit unpredictable, but can pay dividends. At minimum, it can transform a Fur Hire monster into another one, potentially giving you another special summon effect or a big beatstick. It also gets around common counters such as Paleozoic Canadia or Forbidden Chalice, allowing you another chance at swarming. 

0-1 copy can be run.