Alright! This is one more list in a series of decks I'm making to push the Krawler archetype to its limit and push myself creatively! In this series, I try to mix one or more archetypes or engines with the Krawler archetype, sometimes leaning more on the Krawlers and sometimes only including a minimal package. If you find this list enjoyable or informative, please check out the other Krawler lists that I have uploaded! I like to start by talking a bit about the general strategy behind the archetypes, spend a little time on the individual cards in the deck and the ratios of those cards, and finally talk about the possible combos and Small World bridges, which we usually play because I want to highlight Soma!
So, Krawlers and Melffys; what do they do separately and how do they work together? Well, Krawlers have a great ability to extend plays and get Lv2 mons on the field, as of the new Soma support. This can be used to make Xyz mons like Utopic Draco Future using the Ghostrick line, and searching Ghostrick Scare along the way, or to facilitate any number of link play. Melffys used to play a slow game, similar to Krawlers before Soma, mostly focused around Puppy summoning Kalantosa to pop a card. With the release of Melffy Wally and Melffy Pinny, however, Melffys now have a lot of combo potential! Wally can summon 2 Mellfys from the deck with different names, letting us set up multiple effects on the opponent's turn, and get Catty, who can search Pinny. Pinny is the real powerhouse; as long as you have returned a Beast monster to the hand (which you will be doing frequently), you can special summon them from your hand, then perform a Synchro summon using Pinny and any number of Melffys in your hand! Also, this is a quick effect, and as such can be activated on the opponent's turn! As you can imagine, this lets us access quite a few sources of interruption on the opponent's turn. Krawlers can certainly help with interruption, but where the real synergy in this list lies is a card named Guard Dog. Guard Dog is a flip monster who, when flipped up, prevents the opponent from special summoning for the rest of the turn. Normally, using Guard Dog in a Krawler list is very hit-or-miss, as we have no way of searching it, and the card is much more at home in Prediction Princesses, as they can both summon it from deck to the field, and flip it up. What we have in this list that we would not have in just pure Melffy or pure Krawler is the ability to use Rescue Cat to search Guard Dog, flip it down with Soma, then make UDF and set the Ghostrick Scare we searched as part of that combo to flip up Guard Dog on our opponent's turn! This, combined with the Melffy interruption and the UDF negation/stealing, lets us stop our opponent in their tracks and usually OTK on our next turn!
Because we want to see Soma and Rescue cat as often as possible, we are running both at 3, as well as running a small core of Krawlers to support Soma (Receptor, Glial, and Spine). We're on 2 Guard Dog, as they are searchable off of Rescue Cat, and a brick unless we also draw Soma or Scare. The Ghostrick Scare and Shot are here to facilitate the climb from Socuteboss to Angel, to Utopic Draco Future, and the Scare lets us flip up our monsters on the opponent's turn. Most pure Melffy lists run Obedience Schooled, as it is a great way to start your plays and it lets you make Halq, going into Hot Red Dragon Archfiend King Calamity on your opponent's turn, but our floodgate is Guard Dog, and we don't want the redundancy. 2 Kalantosas are just enough (we want to make sure we don't draw them, but if we do draw one we want another in deck), and we are also on 1 Hop Ear Squadron and 1 Valerifawn to help with our Synchro lines by summoning and Synching on the opponent's turn and reborning a monster, respectively. The Melffys are 1 Pony (recursion), 3 Puppy (summons Kalantosa from deck), 2 Pinny (searchable off Catty), 2 Catty (searchable off Wally), and 3 Wally (the main starter). To recycle cards, we are on 1 Hide-and-Seek, and to search our Wally we are on 2 Staring Contest. The 3 Alpha, Master of Beasts are here as a good going-second tool, as well as a backup plan if our opponent breaks our board. They can bounce the opponent's monsters and are big enough to contest quite a few threats. We play 2 Magical Hounds for our Small World (at 3) bridge, they can help us to find Soma/Rescue Cat, but sometimes we also get to use their effect to bounce an opponent's Spell/Trap! This could be used to remove a floodgate like Mystic Mine, or remove a Field Spell like Pelereino that could destroy our cards. In the Extra Deck we are on 1 each Joyous Melffys (summon back 2 Melffys to start our plays) and Melffy of the Forest (search Wally). We are on the UDF package, and the rest are all Synchros. Chengying and Satellite Warrior are our 10s (swap in Baronne for Chengying if you can afford to), Draco Berserker and the Stardusts are our 8s, Desert Locusts lets us climb into the rest of our list, and Merry Melffys is a great backup plan. Allvain is a good backup plan if our Rescue Cat gets negated, and it can start our Synchro lines.
Our most optimal open is Rescue Cat, Soma, and Wally in hand. We normal Rescue Cat, then send them to the GY to special summon Guard Dog and Wally from deck. Soma flips-down Guard Dog to special itself from hand, then summon Receptor and Spine/Glial from the deck face-down. Use Soma and Wally to make Socuteboss, go into Angel, detatch Socuteboss to search Shot. Use Shot to reborn Socuteboss, then make your second Angel and detatch to search Scare. Overlay both Angels for Utopic Future, then Utopic Draco future, in the Extra Monster Zone. During your End Step, use the Wally in hand to summon itself to the field. During the opponent's turn, either in their Draw/Standby phase if you fear removal, or their Main Phase if you don't, flip up Guard Dog and Receptor with Scare (you could wait until the opponent summons a monster first, if you want to pop it with Spine [Spine can also pop itself to make room for your Synchro summons]). When the opponent does summon a monster, return Wally to hand to summon Catty and Puppy from deck. If the opponent negated or is able to play through the Guard Dog (Floowandereeze), use Catty to search Pinny and Puppy to summon Kalantosa to pop a card the opponent controls. Use Pinny to summon itself, then either make Merry Melffys, or start our Synchro plays with Desert Locusts, which will rip a card out of the opponent's hand, then let you Synchro summon again. Use the Desert Locusts and the Kalantosa on field to make Draco Berserker or Accel Synchro Stardust Dragon. If you make Accel, then tag out for Stardust Dragon, summoning back Pinny from GY. Use Pinny and Stardust to make Satellite/Chengying/Baronne, depending on what the situation calls for. Alright, I know this is just one combo, but you can perform many of the summons described in it using only Soma, or Rescue cat (search 2 Melffys, make Joyous, summon back Melffys on the opponents turn), and even just a Wally in hand can lead to quite a lot of interraction.
Small World Bridges:
Starter -> Bridge -> Goal
Any Earth (almost the whole deck) -> Magical Hound -> Any Earth
Lv2 Krawler / Guard Dog / Alpha -> Hop Eared Squadron -> Lv2 Krawler / Guard Dog / Alpha
Thank you so much for taking the time to read this! I hope it has been enjoyable, and perhaps you will view these archetypes in a new light! If you have any suggestions, changes, or critiques, I would be very interrested to hear your thoughts in the comments below! Stay safe, and have a great day!