Melffy's have the ability to set up consistently powerful but underwhelming endboards making it perfect for the 4 player format. Not to mention its capacity to interact with every single turn that is played, slowly shifting the power back to yourself when your turn comes around. At the same time as this however, this deck list has the incrediable capacity to just end simple, play slow and wait on traps, you can summon a melffy catty, set 3 and hold some cards like maxx c or swift scarecrow, allowing you to take your time developing into something more powerful as everyone tears eachother to shredds. In doing this however you do run the risk of getting OTK'd, as without the right opening hand, you will not be able to just hold onto your cards. This is why I have chosen rescue cat as my DM, Rescue cat has the amazing ability to get you litterally anything you need. Most games I found myself fully commiting to the first turn play, having to wall up with a melffy wally and a few defensive cards. Summoning kerass and ojama pink from deck off Cat to make Melffy of the Forest, searching out wally who will summon pony and puppy. Pony would bring back Kerass for turn 2 and puppy would summon any melffy needed for the situation. It is a versitile consistently annoying midrange deck with some funny little options like: the one polly for a 2 card off rescue cat Koalo-Koala, pinpoint landing providing draw power, grave of the super ancient organism stumping most decks and Nat beast turn one with a full hand of melffy's and a red reboot.
As for end goals of the deck, there is very few possibilities. You either punch in with big extra-deck bodies, or sit on looping melffies and Ronin Racoon until everyone kills eachother.