This strategy mostly revolves around helping the Melffy pals call for Melffy Mommy's help.
(The main intent of this deck is to swarm until there are 5 materials equipped to Melffy Mommy, and use spells increasing her attack)
I'm a beginner, and this is my first deck, so please do not rely on this. I'd be very grateful for any feedback or constructive criticism.
Reasons the card(s) are in this deck:
Monsters
Almost all of the effects that reference other cards involve level 2 or lower monster cards.
Thus, most of the monster cards are level 2 or lower. They are also all beasts.
Melffy Puppy/ Catty/ Pony and Fenny (x3 of each):
All great for swarming. It's good to get as many of these on the field as possible, for defence and to use as material for the Xyz monsters. These aren't easy to get rid of since when an enemy special, normal summons, or attacks one of these cards, these cards' effects allow them to be brought back to the hand, and another summoned in its place. They can also be special summoned in your end phase. I included 3 of each to increase chances of successful swarming.
Melffy Rabby (x3):
Also great for swarming, although unlike the other Melffys, Rabby doesn't have any effects. It does, however, have a high defence and will likely stick around on the field longer than the other Melffys. Again, I included 3 to increase chances of successful swarming.
Valerifawn, Mystical Beast of the Forest (x2):
Good for circulating the cards. If you have a card you don't want, and need to get another monster on the field, this is perfect for grabbing one of the lower level monsters. Since it doesn't change things dramatically, I only include 2.
Kalentosa, Mystical Beast of the Forest (x3):
A good way to take out some strong monsters. I included 3 in case something with high ATK/DEF needs to be taken out.
Uniflora, Mystical Beast of the Forest (x1):
Since all the monsters in this deck are beasts, this effect will always be an option. Don't feel the need for more than one of these.
Wrecker Panda (x1):
Another level 2 monster to keep things interesting. If you use its effect, Wrecker Panda's ATK/DEF would most likely both raise to 1,200, since most of the cards in this deck are level 2.
Bujingi Wolf (x1):
Its effect is useful, and I like to have a couple of stronger monsters in the deck, just in case. Just one of these.
Rodenut (x1):
If you can keep him on the field long enough (Bujingi Wolf's effect would help protect him from battle), this can be good for removing strong enemy monsters, similarly to Kalentosa, Mystical Beast of the Forest. Just one of this card; it's not very strong, so I find it a bit risky.
Danger Jackalope (x1):
Not sure how often people would use this card in a deck with no other Danger! cards. I like to use the effect of this when I have a lot of cards in my hand, so it's likely it'll be put in the field. Trouble is, if your opponent does pick this card from your hand and Danger!? Jackalope? is discarded, there are no other Danger! monsters in this deck to summon. You might want to switch out one of the Melffy core cards for another Danger! monster. This is how I've been playing this deck so far, but I might update this deck to have another Danger! monster.
Rescue Ferret (x1):
Allows you to bring back 3 core Melffy cards (or other level 2 or lower monsters) from the graveyard. Only one of this as a last resort.
Feel free to correct me on this, but I've included this card based on the assumption the special summoned cards can then be used as material for one of the Xyz monsters before they would be destroyed during the End Phase.
Spells
These ones are mostly about getting monsters on the field, giving them extra attack, and protecting them from being destroyed.
Melffy Hide and Seek (x3):
Protects those Melffys (and friends) and gets another beast on the field. Very handy, so 3 of these.
Melffy Tag (x3):
Just another chance to get another Melffy out of the graveyard and back in action. Once again, 3 of these. The more Melffy's on the field, the better.
Melffy Playhouse (x2):
If you're in a tight spot, this'll let you send your enemies back home. It'll also power your Xyz monster up! 2 of these should do.
Closed Forest (x1)
Chances are, there will often be a fair few monsters in the graveyard. This'll take advantage of that. The more beasts in the graveyard, the stronger the ones on the field will be. Just 1 of these for that extra boost
Rush Recklessly (x1)
While Closed Forest is a potentially small power up for a lot of cards, this is a large power up for 1 specific one. Choose your timing carefully though. Just 1 of these to leave room for other more important cards.
Obedience Schooled (x1)
Like Rescue Ferret, this allows you to bring back 3 level 2 or lower monsters. As its effects are more or less the same as Rescue Ferret, I only included 1.
Again, feel free to correct me on this, but I've included this card based on the assumption the special summoned cards can then be used as material for one of the Xyz monsters before they would be destroyed during the End Phase.
Spiritual Forest (x1)
Protects 1 beast monster from being destroyed each turn (remember, all of the monsters in this deck are beasts). Not as useful as Melffy Hide and Seek, so just 1 of these.
Forest (x1)
An additional 200 ATK/DEF for all our monsters. Just one for that extra helpful boost.
Child's Play (x1)
An additional 300 LP for each opponent's special summon? Yes please! Rack up that health! Just one to help out a bit. It'd take a long time to obtain 10,000 life points with this being the only LP based card, so the second effect isn't likely that useful, but the LP you do get is helpful enough. Just one of this card.
Extra deck/XYZ monsters
Melffy Mommy (x3):
Try and get those 5 materials on activate all 3 effects. Then increase its ATK with those spell card, and start destroying.
Joyous Melffys (x2):
Honestly, I haven't used this yet. It's the extra deck though, so why not?
Melffy of the Forest (x2):
Umm.. I don't have these cards, so haven't tried them. When I do, I'll probably update this.