This is a really fun (and surprisingly competent in my opinion) control deck I've cooked up after playing a Melffy/Beast control deck for a bit in the N/R tryout. The main idea is to solve the lack of an in-archetype normal summon for Melffy with the Primite engine, with Melffy Rabby being the card which bridges the two archetypes. It's a very grindy deck, which focuses on outresourcing the opponent over multiple turns (kinda like Paleozoic).
There is a video attached with some replays that better showcase how this deck works in action (I recommend you check it out!), but I'll give you an explanation right here as well.
If you don't know anything about Melffy, they are mostly Lvl 2 EARTH Beast monsters, with 0-400 ATK/DEF. These little creatures come out to play in the End Phase, where you Special Summon them from the hand. Then, when your opponent summons their big scary monsters, they hide, going back to your hand, and granting you some kind of advantage in the process:
- Melffy Wally is generally the best to start with, summoning 2 other Melffys from the deck.
- Melffy Puppy summons a Lvl 2 or lower Beast monster from the deck, which can be Wally (if you need more names), another Melffy, or any other tech card you might want to include. Most likely, you'll be summoning Kalantosa, Mystical Beast of the Forest a lot.
- Melffy Catty adds any Beast monster from your deck to your hand. It can be Melffy Pinny or Hop Ear Squadron for Synchro plays, Melffy Rabby to turn on Primite Drillbeam, or even Alpha, the Master of Beasts if you need a big beatstick/board breaker.
- Melffy Pony adds a Lvl 2 or lower Beast monster from the GY, being extremely important for the grind game.
- Melffy Fenny summons any Beast monster from the hand. It might not seem that much, but many times you already searched or added back from GY everything you want and need a way to summon them from the hand (especially Kalantosa, Mystical Beast of the Forest), this solves that while also being another Melffy name.
Melffy Pinny works differently. It's a WATER Beast Tuner monster, which instead of going back to the hand, actually comes out to the field and then Synchro Summons using the Melffy monsters in your hand, giving you access to powerful Synchros, such as the in-archetype Merry Melffys, as well as Herald of the Arc Light, Silvera, Wolf Tamer of the White Forest or lines with Desert Locusts and Accel Synchro Stardust Dragon that can make a (temporarily unnafected) Baronne de Fleur. Hop Ear Squadron can also help with Synchro Summoning, but takes a monster from the field instead, and only works during the opponent's main phase, so it's a bit more limited (still very useful to have though).
Melffy also have 2 Xyz Monsters, both very useful:
- Melffy of the Forest searches any Melffy card, and is a monster negate, albeit a slow one. You could play some Rank 2 engine to make this on the first turn, like Deep Sea Diva (or Nimble Beaver, which would be better if it was unlimited already...), but I didn't want more normal summons.
- Joyous Melffys can make Melffys attack directly (including itself, so may be useful for ZEUS if you're not locked) and can revive Lvl 2 or lower Beast monsters from the GY during your opponent's turn, being extremely important to setup using Rescue Cat / Obedience Schooled since the monsters used will come back with their effects online.
Rescue Cat is a good normal summon (finally I can make use of my royal copy lol), you can summon 2 Melffy monsters from the deck and then make Spright Elf, which can summon them both back (one during your turn, another during your opponent's turn) with their effects online and also protected from targeting (Imperm can be a problem sometimes...).
Obedience Schooled is another great starter (doesn't use your Normal Summon, which means you can use it on the Primite), which summons 3 Lvl 2 or lower Beasts from the deck, but locks you into only Special Summoning Beast monsters for the rest of the turn, so you'll probably go for Joyous Melffys instead, which can summon them all back (with their effects of course) during your opponent's turn. Melffy of the Forest is also an option, but it's weaker in my opinion, since cards like Ash, Veiler and Imperm can ruin your day, while Joyous Melffys is a bit harder to interact with - since it is a quick effect, if your opponent targets it you can dodge and summon everything back, and if they don't you wait until they put a card on the field to play around Imperm.
Then we have Melffy Rabby, a vanilla. Normally not played in Melffy, but with the release of the Primite cards it opens up a different way to play this deck, which I don't see many people talk about online. We have an archetype with no Normal Summon (requiring us to use more generic options like Rescue Cat) but with an easily accessible Normal monster - this screams "Primite!" to me. We can use Primite Dragon Ether Beryl as our normal summon (even after using Obedience Schooled) to get access to Primite Drillbeam, which is an extremely powerful card that keeps coming back every turn, as long as you have access to Ether Beryl. There are also some other synergies, like Primite Lordly Lode summoning Melffy Rabby (both to turn on Primite Drillbeam and making Ether Beryl a 1-card Spright Elf to give target protection to your other Melffys), or Ether Beryl being a Lvl 4 monster that can combine with Hop Ear Squadron for some Synchro plays.
The side deck includes some cards that you could consider:
- Satellite Warrior is something you want to include in your Extra Deck, it is extremely good to make in the Accel Synchro Stardust Dragon lines, I just didn't have any more UR points. Play it if you can.
- Evenly Matched isn't bad in this deck for going 2nd, since this is a slow deck you can afford to lose a battle phase if that means you can get control of the game. Unfortunately, it alone doesn't work very well, since most decks can put up at least 1 omni-negate (you'd need Evenly plus a way to bait omni-negates, or multiple copies of Evenly). Maybe it would work better if you pair it with other board breakers, such as Forbidden Droplet, but I ended up switching it for Nibiru, the Primal Being (Nibiru's utility is also questionable at times, but since your Melffys go back to the hand, even going 1st you can tribute only your opponent's board).
- Deep Sea Diva could be a Rank 2 engine to make Melffy of the Forest and get a Melffy name, such as Melffy Wally. If playing pure this would be the way to go, but I am playing Primite Dragon Ether Beryl and Rescue Cat and I don't want too many Normal Summons.
- A 2nd copy of Alpha, the Master of Beasts wouldn't be terrible, it's a decent card and it was useful during my climb, but it is bad to draw going 1st.
- White Steed of the Floral Knights could have some applications, such as making Spright Elf with it + any Melffy name that you normal summon, or going directly into Accel Synchro Stardust Dragon with Hop Ear Squadron, while also being battle protection in the GY. I've never tried it though, maybe there's even more that I'm not seeing.
- Royal Rhino with Deceitful Dice is just a funny tech I've played in the N/R tryout. It is summonable by Melffy Puppy, it's not the best of course but you could play it if you want a laugh or two.
I was able to climb from Diamond V to Master V with this list, and I feel like I would've been able to climb higher if I played more (I also want to try out other decks though). If you're still reading, you're probably interested in this concept, so I hope I can hear your thoughts about it! Also, if you try it out, let me know how it went, I'd love to see someone reach Master I with it :)