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Aug 1

Essence Form and Fusing


Edited: Aug 1

In the future, will there be cards to influence turning yourself to essence form or forcing a fuse? I ask because there are some Fuzzies that benefit from those options and it can be difficult, especially in a 1v1 to make it happen. Even if multiple options:

Potion to turn into essence form

Spell to force a fuse

Trap that does both (turns attacker to essence form and forces a fuse with them if the attack turned you to essence form).

One time use Allies would be another good option.

Hey JJ!

Great question:

I think there is definitely a possibility. Especially regarding the mechanics going into the new expansion in Jaunuary (Fuzzy Fuse Friends Fight).

At the moment this mode will play 2-4 players. It will be more focused on 1v1 vs the base game version of FMF which is more focused on three or more players with 1v1 being an alternative way to play.

FFFF will work in two ways:

1. will be the most competitive version of this game where each player chooses two fuzzys and are able to combine certain abilities and gain benefits from fusing. The number of fuzzy combinations will be crazy considering ther will be over 80 of them.. It will also incorporate a power up card which will feel like a tug of war match over it. The Garbel and the Power up card can never be on the same battlefield together which adds to a very interesting dynamic and the ways to acquire the power up card are very interesting. So yes I think whatvyou are memtioning will be more viable with the introduction of this mode which will be further clarified closer to the next launch in january.

2. You will be able to use this mode in team-play but as of right now i cannot guarentee it will be as competitive as (1.) but it will be super fun regardless


I am going to put more of an emphasis on balancing allies on a more competitive level aswell cobsidering the number of “non-casual” gamers that enjoy using them but it may be incredibly tricky to balance the new modes of play and all the fuzzy abilities with an emphasis on Allies aswell which was originally supposed to be just a lighter alternative mode of play. For example.. septimus with jerry... that can be an incredibly fast win.. regardless I will do my best in this area to keep the allies as balanced as possible without loosing the lighter side of playing with them!

Aug 1Edited: Aug 1

Thanks for the response. Maybe another simpler way of balancing out all allies is give a straight 3 magic activation cost across the board. That way it's not a 1 turn additional ability that can possibly win the game before your opponent plays.


After playing the 3 magic, you can then wait or activate the ability like normal (repeating each turn with no additional magic cost).


Would set up counter picks as well (Possum Posse or racoon Mafia against that Septimus combo could be great).

Very interesting. I will investigate. Let me know if you try that how it goes.


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Does not appreciate characters that don’t make use of the field. Strong against: Chester, Tag; Weak to: Atlas, Gretchen Yesh: A bunker buster with drawbacks. While the Garbel hurts, characters have a hard time defending against your attacks. Even getting flipped isn’t terrible. Yesh’s Bidding keeps you in a good position while stripping your opponent’s hand, and the lack of Dark Pact keeps the troublesome Garbel at bay. Depending on available spells, Yesh can be even stronger, disincentivizing the use of heavier hitting spells like Spells-CG, CY, and CB. Strong against: Tag; Weak to: Falala Drabhu: A strong aggressive Fuzzy who gets access to a face down magic for free added by default to every attack. Her Dragonscale Armor lets her get the first few turns to attack without worry of retaliation and also lets her attack into Wraggles without worry of his Reflector Jacket (unlike other offensive Fuzzies). 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