This is my current fluffal deck i'm using IRL, slightly updated.
It uses the Artifact engine and the Psy-frame engine with an emphasis on going first, but can easily switch to a going second variant using the side deck.
- Monsters (25)
Fluffal Dog x3: It searches any fluffal monster you need to continue your combos
Fluffal Penguin x3: Mostly used either as a special summon from toy vendor or as a fusion material to draw more, it allows you to make Bahamut Shark going first along with Dolphin, gets recycled by Toadally Awesome, and make link plays with bahamut or the special summon it gives you with it's first effect.
Fluffal Dolphin x1: It makes Bahamut Shark with Penguin, and allows Foolish Burial Goods to become a one card combo starter. Sending Toy Vendor to the GY from Deck, then normal summoning Dolphin to set Toy Vendor from the GY and send wing to the GY. His second effect rarely is used.
Fluffal Bear x2: Search Toy Vendor, our main advantage generating engine. Run at 3 because we want to have Toy Vendor as often as possible, I have cut it to 2 to reduce the card count to 40.
Fluffal Wing x1: Allows you to pop Toy Vendor by banishing itself and another fluffal from the GY, allowing you to draw 2 cards and search one from the destroyed vendor, it's only run at 1 because you rarely use it's effect more than once per duel, altho you can send Suture Rebirth to the GY and return it from the banished zone if needs be against grindy decks, that is why Suture Rebirth is in the side deck.
Fluffal Owl x1: Searches Polymerization (which is already easily searchable), it's second effect becomes live against Prohibition or any spell locking card allowing you to fusion without a spell.
Fluffal Sheep x1: Combo Extender, Special summons itself for link plays, if you search it from Dog and have Edge Imp Chain in hand, you can use it to send Dog back to hand, special Chain, make a link 2 and get chain's search effect.
Fluffal Cat x1: the other combo extender, has more uses going 2nd than first, but when going first can still allow you to put 2 fusions on board, either to make VFD or Dingirsu.
Edge Imp Sabres x1: Only at 1 because it is easily recycled by it's effect, it's used to make Tiger against backrow heavy decks, to link climb, overall a great card.
Edge Imp Chains x3: When sent to the GY from the hand or field, allows you to search a frightfur card. Most of the time used to search Frightfur Fusion for our XYZ plays, or Frightfur Patchwork to setup next turn.
Edge Imp Scythe x3: Our archetypal handtrap, can end the opponent's turn with a well placed destruction by summoning Frightfur Cruel Whale, allows us to use our artifact during the opponent's turn, and also protects our fusion monsters from destruction by banishing itself from the GY (most of the time used when Cruel Whale is the only monster on your field when you summon it)
Artifact Scythe x1: One copy, searchable by Dagda, Destroyable by Frightfur Cruel Whale with Edge Imp Scythe. Locking our opponent from the Extra Deck sometimes ends their turn here and there.
Psy-frame Gear Gamma x3: Our other handtrap, here to protect us from handtraps.
Psy-frame Driver x1: Just one copy to make Gamma live, can be summoned from the GY even when sent there by Toy Vendor.
- Spells (15)
Polymerization x3: Our fusion spell, nothing more to say.
Frightfur Fusion x1: Just one copy, easily searchable, using it to fusion summon a fusion monster by banishing from GY allows us to easily make rank 8 or 9 plays.
Frightfur Patchwork x3: Searches both Poly and an Edge Imp monster, fantastical to make even bad hand live.
Foolish Burial Goods x3: One card combo started, used to send Toy Vendor to the GY and making us search a fluffal monster or sabres, often than not you search Dolphin out of it, or Dog.
Toy Vendor x3: Most important card in the deck ? It's drawing effect can either make or break your turns, but it's search effect upon being sent to the GY is just too good.
Frightfur Repair x1: Sent to the GY with Frightfur Cruel Whale second effect. You never use the spell's first effect, but the second one allows you to extend your combos.
Instant Fusion x1: Used to bring out Winda while protecting her with Dingirsu in turn 1, often via Anaconda.
Extra deck (15)
Frightfur Cruel Whale x2: amazing card, on summon it destroys a card on both fields, non targetted, has a quick effect to send a frightfur card to the GY from either the main deck (Frightfur Repair) or the extra deck to boost the attack of a frightfur monster, you often use it's first effect to pop either scythe or toy vendor.
True King of All Calamities x1: Made from 2 Cruel Whales on first turn to stop the opponent from playing on his turn.
Frightfur Sabre-Tooth x1: Boosts all frightfur monsters' attack and on fusion, revives a frightfur fusion monster, giving us options for XYZ plays or just pushing for OTK. If fusion summoned with 3 materials, can't be destroyed by battle or effect.
Frightfur Kraken x1: Once upon a time it was our best fusion, now slightly outclassed by Cruel Whale, his non destruction effect is still tremenduous, and going second can easily lead to OTKs with his double attack. Using him to summon Sabre-Tooth allows us to reuse his card removal effect a second time, followed up by either an OTK or an XYZ 8 play. Him plus Sabretooth gives you just 8000 attack.
Frightfur Daredevil x1: Newly addded Beatstick, I've found myself using him more and more for the burn damage to push for the win. Can still be replaced with a third Cruel Whale or any other frightfur fusion if you don't like him, i've grown quite fond of him however.
Dingirsu, the Orcust of the Evening Star x1: Made from Kraken and Sabre-tooth, gives us a 3rd non destruction removal (but untargeted unlike kraken's) when going second, and when going first, protects Winda from Instant Fusion's destruction effect.
Frightfur Wolf x1: Often used via Frightfur Fusion by banishing our whole GY to have a 2k beater attacking a crazy lots of times.
Frightfur Tiger x1: On summon, destroys cards up to the number of materials used in it's summon, used to clear backrows.
Bahamut Shark x1: Made from Penguin and Dolphin, allows us to summon Toadally Awesome as a way to stop Nibiru during our turn, or just annoy the opponent on his.
Toadally Awesome x1: See above.
Cross-Sheep x1: Most often used for the fusion effect to extend our plays, he is the primary card enabling us to summon Bahamut Shark and Toadally.
Predaplant Verte Anaconda x1: Used when going first tu pitch Instant Fusion to make El Shaddoll Winda as a floodgate.
El Shaddoll Winda x1: Still a good floodgate nowadays when backed up by Dingirsu.
Artifact Dagda x1: Part of the Artifact engine to put out Scythe ready to be popped out by Cruel Whale on the opponent's turn.
On turn 1, your goal usually is to put out a mix of whichever you can put between VFD, Toadally Awesome, and Dingirsu/Winda.
In order to get VFD, you usually need 1 Fluffal monster, 1 Edge imp monster (most often chain), and a Polymerization with a Frightfur Fusion (which can be searched if using Chain as material). Use Polymerization with the monsters to summon the first whale, then search/use Frightfur Fusion and summon a second Whale by banishing the mats for the first fusion from the GY and overlay both whales to make VFD after using their effect to send Frightfur Patchwork to the GY from the deck to extend your potential plays.
If you summon Dagda and have Edge Imp Scythe in hand with another fluffal (penguin if possible), you can still lock the opponent from using the Extra deck by summoning Cruel Whale during the enemy turn. His destruction effect becomes CL 1, on that, use it's second effect as CL 2 to send Frightfur Repair to the GY, and use Dagda as CL 3 to set Artifact Scythe from the deck, so the opponent can't Cosmic Cyclone it as it will be set and destroyed in the same chain.
To summon Dingirsu, you'd need either 2 Polymerization or 1 Polymerization and Fluffal Cat, an Edge Imp Monster (and 2 fluffals if not using cat) in order polymerize a Kraken, then use Kraken to polymerize Sabretooth with another monster which will then revive Kraken, and overlay both for Dingirsu (which nets you 3 non destruction removal if you do it going second by using kraken's effect after each time you summon him and with Dingirsu). If you have the required extender, you can then summon Predaplant Verte Anaconda and use it to copy Instant Fusion for a Winda as a floodgate, which will NOT be destroyed at the end phase thanks to Dingirsu, then during the opponent's turn, Winda can also survive an attack thanks again to Dingirsu (let it die at the end of the opponent's end phase to not gimp yourself tho)
Going second, you probably can scoop, but Kraken and Sabre-tooth will be the backbone of your plays. Most of the side deck is geared towards going second in a bo3.
Droll and Lock Bird is probably the best Handtrap in the meta against the top tier decks, able to single handedly force them to end their turns.
Lancea can be searched with the Dagda/Cruel Whale Combo if needed be to also stop them from playing their full combo.
Nibiru the Rock Jhonson is Nibiru, always useful.
Forbidden Droplet is the board breaking spell by excellence, i'd also run Lightning Storm but I don't have them (yet).
Harpie's Feather Duster for backrow heavy decks alongside Tiger.
Frightfur Reborn is against those stall decks, in order to get a second use of Fluffal Wing by banishing the spell from the GY to return Wings to the GY.
The last 3 fusions are here because I had nothing to replace them with yet.
The deck can definitely steal some wins here and there, and if you enjoy combo decks i'm sure you'll enjoy this deck too, you can most of the time play through one handtrap (depends which one of course), the Toy Vendor engine makes the deck quite good at cycling through the deck and the games usually are quick. Also Fluffals are cute.