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[Written] Fluffal Bee, Edge Imp Barbed Wire & Frightfur Barbed Wire Wasp


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Fluffal Bee

lv 2 EARTH

Fairy/Effect

When this card is Normal Summoned: you can Special Summon 1 "Edge Imp" monster from your deck or graveyard to your side of the field. When this card is sent to the graveyard as a Fusion Material for a "Frightfur" Fusion Monster: inflict 500 points of damage to your opponent timed by the number of Fusion Materials used to summon that Fusion Monster.

ATK/200 DEF/500

 

Edge Imp Barbed Wire

lv 3 DARK

Fiend/Effect

If this card is sent to the graveyard as a Fusion Material for a "Frightfur" monster: your opponent cannot activate card effects when you Fusion Summon Fusion Monsters and cannot target Fusion Monsters for card effects until the End-Phase this turn.

ATK/800 DEF/500

 

Frightfur Barbed Wire Wasp

lv 10 DARK

Fiend/Fusion/Effect

"Edge Imp Barbed Wire" + "Fluffal Bee" + 1 or more "Fluffal" monster (Max 3.)

Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card is Fusion Summoned: this cards ATK becomes equal to the number of Fusion Materials used to summon this card times 1000. If this card attacks a Defense Position monster, inflict doubled piercing battle damage to your opponent.

ATK/? DEF/2500

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Bee alone would be a massive improvement to things, because it's a Tour Guide that has the Archetype's name. So monsters like Frightfur Leo would potentially have more relevance.

 

For Barbed Wire, wouldn't it be easier to just let you Banish it during your turn, then your opponent cannot activate cards/effects when you Fusion Summon, and/or cannot target your Frightfur Fusions until the End Phase, or something like that?

I mean, it seems easier to do, rather then listing "This card is Spell speed 3", mainly because game rules/etc, only Counter Traps can be Speed 3, etc, etc. Just seems a little strange with the way it is now.

 

Wasp would be pretty funny with late Frightfur Fusion plays, but that's about it.

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Bee alone would be a massive improvement to things, because it's a Tour Guide that has the Archetype's name. So monsters like Frightfur Leo would potentially have more relevance.

 

For Barbed Wire, wouldn't it be easier to just let you Banish it during your turn, then your opponent cannot activate cards/effects when you Fusion Summon, and/or cannot target your Frightfur Fusions until the End Phase, or something like that?

I mean, it seems easier to do, rather then listing "This card is Spell speed 3", mainly because game rules/etc, only Counter Traps can be Speed 3, etc, etc. Just seems a little strange with the way it is now.

 

Wasp would be pretty funny with late Frightfur Fusion plays, but that's about it.

Changed the effect of Barbed Wire as you advised. Also glad you like Bee and Wasp.

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I think Wasp has a little too much requirements having you to need both Bee and Barbed Wire as material. I suppose its not as bad if you have "King of the Swamp" but its a little too much to be played frequently.

Also "Frightfur Tiger" is used to clear all of your opponents monsters (most of the time) anyways, making the piercing some what irrelevant resulting in it being just a big beater which "Frightfur Saber Tooth" is already and then recovers a monster as well.

 

I would advise giving it an easier summoning condition or giving it an additional effect.

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Seeing as I adore the Fluffal Deck, I may as well give my insight on these.

 

Okay, so Bee is...actually really, really good. Almost too good, because it Special Summons any Edge Imp from the Deck (or Graveyard) when Normal Summoned, which bumps their consistency by a lot. That is actually a really solid effect, because Fluffals constantly want to compete for the Normal Summon due to Dog and Owl, and this is a more than worthy contender for that competition.

 

The second part of Bee's effect is...I don't like it. It's too good. It burns for 500 x the number of Fusion Materials. The problem is that you didn't specify "when sent to the Graveyard as Fusion Material", the way that Cat and Rabbit do. That means it'll activate when used with Frightfur Fusion, and considering that Wolf and Tiger don't have Material limits, this amount of burn can really add up. Furthermore, it isn't restricted to once per turn. Fluffals already have a huge damage output, making a Fusion with Bee akin to Gagaga Cowboy - a game finisher, except more lethal because you'll do a MINIMUM of 1000, and probably an average of 1500 per Bee. Add multiple copies of Bee in the same Fusion Summon, or recycling it with Fusion Recovery, and you'll have a swarm of Fusion Monsters and your opponent burned for almost half their starting LP.

 

These aren't terrible factors on their own, but Bee's NS effect is just so good that having both is ridiculous, since Bee can grab Chain, and Chain searches Frightfur cards when sent to the Graveyard. Opening Bee + Poly gives you so many options and potential for stupid OTKs.

 

Okay, let's see. Edge Imp Barbed Wire...is actually pretty meh. It doesn't DO anything on its own. It has to be in the Graveyard already, although I can admit that its Grave effect is very good, but it's not godly. Fluffals Fusion Summon so much and most of them have some sort of amazing effect that already justifies the investment or forces a response. Tiger usually nukes most defensive lines, so Barbed Wire feels superfluous. Even Edge Imp Saw MIGHT be used because of its NS effect (however rarely), and Frightfur Leo is good enough to consider running Saw.

 

And now the Fusion...

 

I'm trying very hard to ignore the fact you randomly made it Level 10. I vaguely recall someone noticing a pattern with the Frightfur Levels, where they're like...3 levels above the "related" Fluffal (Bear is Level 3, Frightfur Bear Level 6, Lion Level 4, Frightfur Leo level 7, Sheep level 2, Frightfur Sheep Level 5, and the boss Frightfurs are 2 above their related Frightfur, with Bear being 6, Chimera 8, Tiger 6, Sabre 8). So if it followed that pattern, Wasp should be Level 5.

 

But that's me nitpicking and disliking the trend of "boss" cards being Level 10 just cause.

 

Okay, so Wasp needs Barbed Wire and Bee, and at least 1 other Fluffal and a max of 3, making it a 3-5 Mat Fusion. It gains 1000 ATK for each Material used, so it's a 3-5K monster. And it deals double piercing damage.

 

It's...amusing, I guess? It's GOOD, but not in the right ways. It feels kind of like overkill, because the Deck wielding it already has such a huge damage output that it doesn't NEED this sort of monster. It doesn't need a 3k or higher monster that deals double piercing because it has Tiger, which nukes cards, and Wolf, which multi-attacks, and those two use the exact same Fusion Materials (Sabres + any number of Fluffals, all of which are extremely searchable).

 

But Edge Imp Barbed Wire is just sort of mediocre, and Bee is phenomenal to the point where Wasp is even MORE superfluous. Bee can synergize perfectly well with the rest of the Fluffal support, and turns their already formidable arsenal into something even more deadly and consistent. Barbed Wire wouldn't be run at more than 1, has no synergy with the rest of the support, and its only purpose is to make Wasp, which is unnecessary.

 

Don't get me wrong, I would probably still run a Wasp in the Extra as an option (just like Fluffals usually run 1 Chimera and/or Bear despite them being poor investments most of the time) and 3 Bee in the Main. But I wouldn't use Barbed Wire, and I'd instead use King of the Swamp to replace Barbed Wire as the Fusion Material.

 

tl;dr - Bee is ridiculously good, Barbed Wire is meh, the Fusion is overkill.

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Seeing as I adore the Fluffal Deck, I may as well give my insight on these.

 

Okay, so Bee is...actually really, really good. Almost too good, because it Special Summons any Edge Imp from the Deck (or Graveyard) when Normal Summoned, which bumps their consistency by a lot. That is actually a really solid effect, because Fluffals constantly want to compete for the Normal Summon due to Dog and Owl, and this is a more than worthy contender for that competition.

 

The second part of Bee's effect is...I don't like it. It's too good. It burns for 500 x the number of Fusion Materials. The problem is that you didn't specify "when sent to the Graveyard as Fusion Material", the way that Cat and Rabbit do. That means it'll activate when used with Frightfur Fusion, and considering that Wolf and Tiger don't have Material limits, this amount of burn can really add up. Furthermore, it isn't restricted to once per turn. Fluffals already have a huge damage output, making a Fusion with Bee akin to Gagaga Cowboy - a game finisher, except more lethal because you'll do a MINIMUM of 1000, and probably an average of 1500 per Bee. Add multiple copies of Bee in the same Fusion Summon, or recycling it with Fusion Recovery, and you'll have a swarm of Fusion Monsters and your opponent burned for almost half their starting LP.

 

These aren't terrible factors on their own, but Bee's NS effect is just so good that having both is ridiculous, since Bee can grab Chain, and Chain searches Frightfur cards when sent to the Graveyard. Opening Bee + Poly gives you so many options and potential for stupid OTKs.

 

Okay, let's see. Edge Imp Barbed Wire...is actually pretty meh. It doesn't DO anything on its own. It has to be in the Graveyard already, although I can admit that its Grave effect is very good, but it's not godly. Fluffals Fusion Summon so much and most of them have some sort of amazing effect that already justifies the investment or forces a response. Tiger usually nukes most defensive lines, so Barbed Wire feels superfluous. Even Edge Imp Saw MIGHT be used because of its NS effect (however rarely), and Frightfur Leo is good enough to consider running Saw.

 

And now the Fusion...

 

I'm trying very hard to ignore the fact you randomly made it Level 10. I vaguely recall someone noticing a pattern with the Frightfur Levels, where they're like...3 levels above the "related" Fluffal (Bear is Level 3, Frightfur Bear Level 6, Lion Level 4, Frightfur Leo level 7, Sheep level 2, Frightfur Sheep Level 5, and the boss Frightfurs are 2 above their related Frightfur, with Bear being 6, Chimera 8, Tiger 6, Sabre 8). So if it followed that pattern, Wasp should be Level 5.

 

But that's me nitpicking and disliking the trend of "boss" cards being Level 10 just cause.

 

Okay, so Wasp needs Barbed Wire and Bee, and at least 1 other Fluffal and a max of 3, making it a 3-5 Mat Fusion. It gains 1000 ATK for each Material used, so it's a 3-5K monster. And it deals double piercing damage.

 

It's...amusing, I guess? It's GOOD, but not in the right ways. It feels kind of like overkill, because the Deck wielding it already has such a huge damage output that it doesn't NEED this sort of monster. It doesn't need a 3k or higher monster that deals double piercing because it has Tiger, which nukes cards, and Wolf, which multi-attacks, and those two use the exact same Fusion Materials (Sabres + any number of Fluffals, all of which are extremely searchable).

 

But Edge Imp Barbed Wire is just sort of mediocre, and Bee is phenomenal to the point where Wasp is even MORE superfluous. Bee can synergize perfectly well with the rest of the Fluffal support, and turns their already formidable arsenal into something even more deadly and consistent. Barbed Wire wouldn't be run at more than 1, has no synergy with the rest of the support, and its only purpose is to make Wasp, which is unnecessary.

 

Don't get me wrong, I would probably still run a Wasp in the Extra as an option (just like Fluffals usually run 1 Chimera and/or Bear despite them being poor investments most of the time) and 3 Bee in the Main. But I wouldn't use Barbed Wire, and I'd instead use King of the Swamp to replace Barbed Wire as the Fusion Material.

 

tl;dr - Bee is ridiculously good, Barbed Wire is meh, the Fusion is overkill.

Looking at your comment I fixed bee's burn so its when its sent to the graveyard and changed Barbed Wire so you discard instead of banishing it.

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Ironically, that doesn't help Barbed Wire. It actually was BETTER as a Graveyard effect, because you're probably designing it with the intention of it being used as Fusion Material for Wasp, and the obvious combo was NS Bee, grab Barbed, Fuse with 1-3 Fluffals in hand for Wasp.

 

Since you changed it to being a discard from hand effect, that kills the validity of the above combo, and Fluffals actually love their discard fodder for Vendor, so having the Graveyard effect did give it merit as a discard fodder.

 

The problem with Barbed Wire is that it has no standalone merits. Look at the other Edge Imps as example.

 

- Edge Imp Sabres is a required Fusion Material for Bear, Wolf, and Tiger. It's explicitly searchable by Dog and Vendor, and is blatantly supported by almost all the early Fluffal support. They did move away from Sabres with later support, but the point is that it's very heavily supported by the archetype, and fuels 3 of the Fusions, even though Bear is meh.

 

But that's not all it does. It also has a "stack a card to revive from Grave" effect, which lets you do some combos with Vendor or just to use as a Fusion Material again/later. This gives it a ton of merits for the Deck in addition to being a key component to the play style.

 

- Edge Imp Saw is a required Material for Leo, which is solid, and its effect is that if you NS it, you ditch a Fluffal, draw 2, and stack a card on top or bottom of the Deck. Saw is viewed as bad, though, because you don't plus off its effect (the anime effect was ditch Fluffal, draw 2), even though it can combo with Vendor, and because it requires a Normal Summon, which is a heavily coveted spot due to Dog and Owl (but those get extra mileage because they activate when Summoned from hand, not specifically a NS). Saw is only redeemed in the slightest because the effect isn't completely worthless, and Leo is that good. Even if Saw isn't run, King of the Swamp works fine.

 

- Edge Imp Chain is amazing. If it attacks, you grab another copy of itself. And if it goes to the Graveyard, it searches any Frightfur card. In addition, Chain Sheep is one of the best Fusions in the Deck. Since it searches when sent to the Graveyard from hand or Field, it activates when killed by battle/effect, when discarded by Vendor, or when fused.

 

- Stupid Edge Imp treats itself as a Frightfur. That's it. Considered almost comically terrible. To the point where I don't even use its real name, I just call it "Stupid Edge Imp".

 

- Edge Imp Tomahawk lets you discard an Edge Imp to burn for 800, and can mill an Imp from the Deck to copy its name. This is considered mediocre and slow, but it HAS merits as a standalone card. It can ditch Chain from the hand for the burn, or mill Sabres so that it can use its revival effect, plus it can offer flexibility as Fusion Material.

 

But my point is that each of those Edge Imps in some way support the Fluffal theme on their own, and not just as a random combo piece. They're all cards that do something as a Monster, in addition to being Fusion Material or Fusion enablers.

 

By comparison, Barbed Wire...either wants to be in the Graveyard for the sake of being in the Graveyard (first iteration) or wants to be discarded by its own effect, but NOT one of the discard outlets the Deck runs.

 

Also, a mediocre Edge Imp can be redeemed by the Fusion being amazing, such as Saw being a tech due to Leo being awesome, and Sabres being necessary because Wolf and Tiger are amazing.

 

But Wasp isn't on that level of amazing. It's trickier to Summon, requiring a specific Edge Imp and a specific Fluffal (one of the reasons Bear is meh is because BOTH of its Materials are specific Materials, and Fluffal Bear is usually discarded to search Vendor, rather than used as Material, and all other Frightfurs require only 1), plus further investment. Definitely situations where it'd be Summoned, but it's not a must-have basic option like Tiger, Wolf, and Sheep.

 

Maybe you could have its effect activate when sent to the Graveyard. That way, while it won't immediately apply when fused (if your opponent uses Torrential or similar, it'll still go through), it will provide protection for the rest of the turn, and it'll have a use if discarded or milled by Vendor. It still won't be amazing, but it'll be better.

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Ironically, that doesn't help Barbed Wire. It actually was BETTER as a Graveyard effect, because you're probably designing it with the intention of it being used as Fusion Material for Wasp, and the obvious combo was NS Bee, grab Barbed, Fuse with 1-3 Fluffals in hand for Wasp.

 

Since you changed it to being a discard from hand effect, that kills the validity of the above combo, and Fluffals actually love their discard fodder for Vendor, so having the Graveyard effect did give it merit as a discard fodder.

 

The problem with Barbed Wire is that it has no standalone merits. Look at the other Edge Imps as example.

 

- Edge Imp Sabres is a required Fusion Material for Bear, Wolf, and Tiger. It's explicitly searchable by Dog and Vendor, and is blatantly supported by almost all the early Fluffal support. They did move away from Sabres with later support, but the point is that it's very heavily supported by the archetype, and fuels 3 of the Fusions, even though Bear is meh.

 

But that's not all it does. It also has a "stack a card to revive from Grave" effect, which lets you do some combos with Vendor or just to use as a Fusion Material again/later. This gives it a ton of merits for the Deck in addition to being a key component to the play style.

 

- Edge Imp Saw is a required Material for Leo, which is solid, and its effect is that if you NS it, you ditch a Fluffal, draw 2, and stack a card on top or bottom of the Deck. Saw is viewed as bad, though, because you don't plus off its effect (the anime effect was ditch Fluffal, draw 2), even though it can combo with Vendor, and because it requires a Normal Summon, which is a heavily coveted spot due to Dog and Owl (but those get extra mileage because they activate when Summoned from hand, not specifically a NS). Saw is only redeemed in the slightest because the effect isn't completely worthless, and Leo is that good. Even if Saw isn't run, King of the Swamp works fine.

 

- Edge Imp Chain is amazing. If it attacks, you grab another copy of itself. And if it goes to the Graveyard, it searches any Frightfur card. In addition, Chain Sheep is one of the best Fusions in the Deck. Since it searches when sent to the Graveyard from hand or Field, it activates when killed by battle/effect, when discarded by Vendor, or when fused.

 

- Stupid Edge Imp treats itself as a Frightfur. That's it. Considered almost comically terrible. To the point where I don't even use its real name, I just call it "Stupid Edge Imp".

 

- Edge Imp Tomahawk lets you discard an Edge Imp to burn for 800, and can mill an Imp from the Deck to copy its name. This is considered mediocre and slow, but it HAS merits as a standalone card. It can ditch Chain from the hand for the burn, or mill Sabres so that it can use its revival effect, plus it can offer flexibility as Fusion Material.

 

But my point is that each of those Edge Imps in some way support the Fluffal theme on their own, and not just as a random combo piece. They're all cards that do something as a Monster, in addition to being Fusion Material or Fusion enablers.

 

By comparison, Barbed Wire...either wants to be in the Graveyard for the sake of being in the Graveyard (first iteration) or wants to be discarded by its own effect, but NOT one of the discard outlets the Deck runs.

 

Also, a mediocre Edge Imp can be redeemed by the Fusion being amazing, such as Saw being a tech due to Leo being awesome, and Sabres being necessary because Wolf and Tiger are amazing.

 

But Wasp isn't on that level of amazing. It's trickier to Summon, requiring a specific Edge Imp and a specific Fluffal (one of the reasons Bear is meh is because BOTH of its Materials are specific Materials, and Fluffal Bear is usually discarded to search Vendor, rather than used as Material, and all other Frightfurs require only 1), plus further investment. Definitely situations where it'd be Summoned, but it's not a must-have basic option like Tiger, Wolf, and Sheep.

 

Maybe you could have its effect activate when sent to the Graveyard. That way, while it won't immediately apply when fused (if your opponent uses Torrential or similar, it'll still go through), it will provide protection for the rest of the turn, and it'll have a use if discarded or milled by Vendor. It still won't be amazing, but it'll be better.

Made edit as you advised making it activate when its used as a Fusion Material.

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