Gameplay of the deck :
https://www.youtube.com/watch?v=xQIX98wKhG8
I made a build of Fur Hire that is designed to overcome their main weakness, as they are completely stopped by a hand trap on the normal summon or first special summon. The idea is to use the Danger engine to draw more cards and have more chance to search key cards when rapidly having several monsters of different types to summon Folgo, Justice Fur Hire anc concretise your board. The little Shaddoll engine is usefull to consistantly have a free monster when starting second and send monsters from your deck to the graveyard so you can suppress 1 backrow card, draw 1 card or set up the graveyard to abuse Mayhem Fur Hire's capacity of restart loops, or just contribute to lock the opponent turn to better OTK if starting first.
So basically the main goal is the same but you can make more defensive boards if starting first and handle more easily the opponent's board if starting second.
We run a classic Fur Hire package with specific ratios made to consistantly have different types and names of monsters spam the board and add the danger and shaddol engines. The level 4 or less Fur Hires have a common effect : you can trigger it's first effect to special summon a Fur Hire with different name from your hand and when another Fur Hire monster is special summoned while it's on the board you can trigger a once per turn second effect. That's why Danger engine has a double utility, you can draw cards and generate extenders while recycling your hand and turbo summon Folgo even under hand traps. The higher Fur Hires can't special summon their comrades but directly trigger a generally good effect when special summoned. So the little Fur Hire monsters can tuto, boost all Fur Hire monsters, loot your hand (draw and discard), reborn, destroy face up or set cards, or even recycle cards so you can ensure solid boards with any starting position. The higher Fur Hires can banish cards from the graveyard, trigger a Pot Of Duality-like effect without restriction or make you gain LP, knowing that Wiz and Rafale have negate effects to strike spell/traps and monster's effects respectively.
The Danger engine is quite classical, we don't run too much to ensure the deck's consistancy but enough to currently have them in fair number in starting hands. They almost all share types with Fur Hire but don't generate excessive ratios. We play only one Tsuchinoko to run 2 Mothman because it add the insect type to the deck to better summon Folgo, and Tsuchinoko is the only one Danger monster of the deck that don't act like a cycling card if it discards itself. Finally the draw added effect following their special summon is an excellent way to access needed cards and potentially debrick a hand.
The minimal Shaddoll engine can complete a going first board with one of the 3 control effect fusion Shaddoll monsters (generally Winda to totally lock a turn in combination with Rafale and/or Wiz and potentially monsters like Abyss Dweller and OTK the next turn). When going second, as you will often face extra deck summoned monsters, Shaddoll Fusion will consist on a free monster with the ability of sending the 2 shaddoll monsters to the graveyard directly from the deck and destroy a backrow card + draw 1 to easily summon Folgo, potentially gain access to key monsters and ensure boards by handling annoying cards. Generally Shaddoll Fusion is a good first move if starting second to potentially bait a hand trap or a negate effect on the field.
To support these cards we play 2 Pot Of Desire to have a free draw 2 cards in a deck that just can get rid of even monsters like Rafale thanks to it's capacity of summoning control monsters or going for OTKs with Borrelsword and other beatsticks. Mayhem Fur Hire allows you to better recover from a disruptive destruction effect and fully abuse the Dangers first effect to enhance or restart loops. Reinforcement Of The Army tuto Beat, Bladesman Fur Hire tha have a tuto effect himself and add a lot of spam potential to your hand. Called By The Grave protects you from hand traps and can simply slow down the opponent by striking a key effect in the graveyard if not used during the first turn, and Ash Blossom soften the boards by locking tuto and cycling effects when going second.
Here we can enjoy Nibiru, The Primal Being that is a deadly weapon against a lot of spaming decks like Guardragons versions and add the rock type to your monsters. Touching this card when going second means a lot of consistant OTKs against a fair number of non-control decks and allows the deck to handle some of it's hardest match ups. We don't play 3 main deck due to this card's bricky tendency but have a third in side to struggle against Guardragons and Pendulums
The extra deck is a little more specialized due to the particular engines we run main deck. Folgo, Justice Fur Hire is an excellent card that can't be used as link material and requires 3 monsters of different types to summon, but these restrictions won't be a problem for this deck. When he is summoned you can summon a Fur Hire with a different type of it's material from the deck and when an opponent's card is destroyed by any way you can draw 1 card, or even 3 when having at least 3 Fur Hire monsters (including himself) to reform a complete hand and go for extra link and xyz summons. To trigger this effect more easily we run a classic Knightmare package that can directly destroy 1 opponent's card and even potentially discard a Danger monster, and the xyz 7 Mecha Phantom Beast Dracossac that creates 2 tokens and is a free "destroy 1 card". Borreload is usefull to bypass the most resilient monsters and Borrelsword generates solid OTKs. Finally tha linkpackage runs Apollousa to inflict the opponent of a multi negate that will pressure a lot of combo decks and some beatdown strategies.
The Shaddoll'smain purpose is to add a monster type to your board and trigger effects from the deck when going second but can be used to lock the opponent or handle specific match ups. While Construct is fully designed to the going second games, Winda limitate the special summons at 1 (the most used of the package when starting first), Shekhinaga strikes monter's effets and Grysta prevents one special summon to heavily pressure extralink decks.
Lastly Number 38 is a solution against combo decks that need a key spell card and Abyss Dweller locks graveyards to heavily restrain decks like Salamangreat, Guardragons and the newcomer Marinecess, and prevent annoying secondary effects of True Draco's backrow.
The side deck
The side is dedicated to struggle against backrow focused decks that can be a real nightmare for Fur Hire even with the Danger engine if these cards are floodgates or monster removals, and handle going first Guardragons and similar gameplay decks.
A third Nibiru can be sided for the Guardragon match ups and some Pendulum or Orcust boards that could potentially be deadly if our hand lack starters, and Evenly Matched will be more usefull against huge backrows when going second.
Twin Twisters can discard a Danger to trigger for free and break annoying backrow cards like Skill Drain/The Monarchs Erupt, floodgates in general and some powerfull field spells. Red Reboot will break Subteror decks and harm boards of Salamangreat, Altergeist or True Draco.
Super polymerization can stop decks with moderate spam potential and some loops, adding a monster to perform your loops later. Starving Venom is also a good card against Cyber Dragons by using their fusion monsters to pressure their board with a beatstick that will suppress all their monsters if destroyed by Cyber Dragon Infinity's effect.
Lastly Pankratops is a free monster when playing second that add dinosaur type for Folgo and can pressure boards with it's rapid effect to better protect your loop.