This guide is written and translated based on the article " Introduction to Floowandereeze (2025) " by funkyfresh & poke the lil dude on Master Duel Meta
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Floowandereeze (2025) Gameplay Guide
Introduce
Have you ever played Monarchs and thought "I wish these guys were better"?
Do you want a deck that ACCEPTS MAXX "C" ?
Floowandereeze is a fast Control Archetype, unconstrained by "link climb" and "extra decks", instead focusing on Normal and Tribute summoning various "birds". It is famous for its crazy grind and, much to the chagrin of many players =)), can be played on both players' turns.
In addition to being a long-term threat, this deck also has options to play morally degenerate cards like Barrier Statue of the Torrent , Fossil Dyna Pachycephalo , Dimension Shifter , and Harpie's Feather Storm .
Floowandereeze is a much-hated deck in the Master Duel community, but its reputation as a “Stun deck” masks its true nature – a versatile and fun Control deck.
Without Barrier Statue of the Stormwinds , Floo has a much higher skill ceiling , with truly engaging and unique gameplay. Plus, it’s incredibly cheap , so the only thing stopping you from playing it is your own personal bias … but those birds are so cute !
There's never been a better time to try out an incredibly powerful deck first !
Cheers. 🎉
Core Floodwandereeze Cards
Floowandereeze & Robina (x3)
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Floowandereeze & Robina
ATK:
600
DEF:
1200
If this face-up card would leave the field, banish it instead. You can only use each of the following effects of "Floowandereeze & Robina" once per turn, and cannot Special Summon during the turn you activate either effect. If this card is Normal Summoned: You can add 1 Level 4 or lower Winged Beast monster from your Deck to your hand, then immediately after this effect resolves, you can Normal Summon 1 Winged Beast monster. If a Winged Beast monster is Normal Summoned to your field while this card is banished: You can add this card to your hand.
Floowandereeze & Eglen (x3)
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Floowandereeze & Eglen
ATK:
800
DEF:
1000
If this face-up card would leave the field, banish it instead. You can only use each of the following effects of "Floowandereeze & Eglen" once per turn, and cannot Special Summon during the turn you activate either effect. If this card is Normal Summoned: You can add 1 Level 7 or higher Winged Beast monster from your Deck to your hand, then immediately after this effect resolves, you can Normal Summon 1 Winged Beast monster. If a Winged Beast monster is Normal Summoned to your field while this card is banished: You can add this card to your hand.
Eglen is important because it searches for your boss monsters (including non-archetype monsters). It allows you to search for disruption Floowandereeze & Empen , Raiza the Mega Monarch or Mist Valley Apex Avian , which are key ways to interact with your opponent or build a solid field. x3 required.
Floowandereeze & Stri (x1-3)
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Floowandereeze & Stri
ATK:
700
DEF:
1100
If this face-up card would leave the field, banish it instead. You can only use each of the following effects of "Floowandereeze & Stri" once per turn, and cannot Special Summon during the turn you activate either effect. If this card is Normal Summoned: You can target 1 card in either GY; banish it, then immediately after this effect resolves, you can Normal Summon 1 Winged Beast monster. If a Winged Beast monster is Normal Summoned to your field while this card is banished: You can add this card to your hand.
Stri is a powerful monster in a rather subtle way; its ability to remove monsters from both players' Graveyards allows it to extend its gameplay by sending monsters or Spells to the Graveyard that can later be retrieved with Toccan, or used offensively to remove important resources or boss monsters from the opponent's Graveyard. Stri can also make an additional Normal Summon of non-combo bird monsters like Eglen or even Toccan, if a Floo monster or spell has already been sent to the Graveyard. This allows more cards in the hand to function and reduces the deck's reliance on Robina being successfully activated. Play anywhere from x1 to 3 copies depending on preference. Note that Stri needs a target to remove in order to trigger the additional Normal Summon effect, so make sure you have a target to remove before committing to summoning it.
Floowandereeze & Toccan (x1)
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Floowandereeze & Toccan
ATK:
500
DEF:
1300
If this face-up card would leave the field, banish it instead. You can only use each of the following effects of "Floowandereeze & Toccan" once per turn, and cannot Special Summon during the turn you activate either effect. If this card is Normal Summoned: You can target 1 of your banished "Floowandereeze" cards; add it to your hand, then immediately after this effect resolves, you can Normal Summon 1 Winged Beast monster. If a Winged Beast monster is Normal Summoned to your field while this card is banished: You can add this card to your hand.
Toccan is the primary way to recover Empen and Floowandereeze Spells from discard, and is often used at the end of a combo to put resources into your hand for the next turn. It is the "worst bird" to draw early on, as it does nothing on its own and requires Map or Advent to be useful. However, Toccan is still an important part of decks and strategies that last the game. Only run one copy, as you don't want to draw it without a Map (which is limited) or Advent (which is resource-dependent).
Floowandereeze & Empen (x1-3)
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Floowandereeze & Empen
ATK:
2700
DEF:
1000
If this card is Tribute Summoned: You can add 1 "Floowandereeze" Spell/Trap from your Deck to your hand, then immediately after this effect resolves, you can Normal Summon 1 monster. While this Tribute Summoned card is in the Monster Zone, your opponent cannot activate the effects of Special Summoned monsters they control in Attack Position. Once per battle, during damage calculation, if this card battles an opponent's monster (Quick Effect): You can banish 1 card from your hand; that opponent's monster's current ATK/DEF become halved until the end of this turn.
Empen is one of the two level 10 boss monsters in Floowandereeze and is also the most important monster in the deck. Empen has many roles: it is a floodgate, a beatstick, and most importantly, a search spell that can be activated unlimited times per turn, allowing you to get the most important card in the deck – Dreaming Town.
As a floodgate, Empen isn't all that strong on its own. While it completely negates Link Monsters and can be a pain for opponents who don't read the effect, it has no effect protection of its own, being easily removed by any non-Link Extra Deck staple or target-blocking effects, including Infinite Impermanence. Its floodgate and battle protection are more of an annoyance than a true win condition, as Empen's presence on the field only hinders your opponent from processing your other interactions.
Empen's real power lies in its search effect, which can be triggered multiple times in a turn, giving you access to all of Floowandereeze's powerful support cards. Using Empen to overwhelm your opponent's resources is one of Floo's main win conditions, along with Dreaming Town. Thanks to Empen, Floowandereeze can no longer be just a stun-control deck, but can also transform into a midrange form with a "protect the boss" playstyle - although it lacks the natural defense of a true "tower".
You can play from 1 to 3 versions depending on your preference.
Floowandereeze & Snowl (x0-1)
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Floowandereeze & Snowl
ATK:
2900
DEF:
800
Once per turn, while you control this Tribute Summoned card: You can conduct up to 3 Normal Summons/Sets this turn, not just 1. While this Tribute Summoned card is in the Monster Zone, if your monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per opponent's turn (Quick Effect): You can banish 1 card from your hand; change all Special Summoned monsters your opponent controls to face-down Defense Position.
Snowl is a… weird card. On paper, it seems pretty good, letting you summon massively without fear of handtrap and providing a big interruption during your opponent’s turn – but unfortunately, these effects are mostly redundant. Floowandereeze is already limited in what it can do from a given Normal Summon, so the Tribute Summons in the deck have to be really valuable – and Snowl doesn’t offer anything that the other “big birds” or Dreaming Town don’t already do. By the time Snowl becomes useful, you’ve probably already flipped the entire field. You’ve probably found a Map or an Advent. You probably don’t need a Normal Summon either, since the deck only has four small birds to summon, and all are limited to one per turn. Put simply – it doesn’t contribute anything. There’s no need to play this card, but if you like watching its animations, you can play a copy if you like.
Floowandereeze and the Magnificent Map (x1)
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Floowandereeze and the Magnificent Map
During your Main Phase: You can reveal 1 Level 1 "Floowandereeze" monster in your hand and banish 1 "Floowandereeze" card with a different name from your Deck, then, immediately after this effect resolves, Normal Summon the revealed monster. If your opponent Normal Summons a monster: Immediately after this effect resolves, you can Normal Summon 1 "Floowandereeze" monster. You can only use each effect of "Floowandereeze and the Magnificent Map" once per turn.
Magnificent Map is our only Field Spell, and it's really effective. The effect of removing any bird from the deck allows even Toccan to perform a full combo, chain blocks non-targeted handtraps like Ash Blossom & Joyous Spring, and provides an additional Normal Summon on your opponent's turn – a situation that may not be used often, but is still very useful.
This card is an instant threat when it hits the field and is a key part of Floowandereeze's insane resource control. However, it's limited to one copy, and while it can be searched with both Empen and Advent, it works best when it's available early on, as you won't have to risk summoning Ash-vulnerable birds before using it.
If you need to find it with Empen, Map will no longer be able to block the chain, making it essentially an extender – albeit a very powerful one. Play as many as you can – at the time of writing this guide, only one copy is available.
Floowandereeze and the Advent of Adventure (x3)
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Floowandereeze and the Advent of Adventure
Banish 1 Winged Beast monster from your hand or face-up field; add 1 "Floowandereeze" monster or "Floowandereeze" Field Spell from your Deck to your hand, then gain 500 LP. You can only activate 1 "Floowandereeze and the Advent of Adventure" per turn.
Advent of Adventure is a versatile support card that adds stability to your deck and provides quick-effect target protection. If one of your monsters is targeted by a card like Infinite Impermanence, you can use Advent's effect to banish it, search for a card (usually a Field Spell), and still successfully activate the effect of the banished bird. Advent is also a great choice for searching with Empen, as it lets you grab a Field Spell and continue the combo. It also helps to address the deck's poor card draw problem, thanks to its powerful search ability and the flexibility it provides. Play 3 copies.
Floowandereeze and the Unexplored Winds (x1-2)
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Floowandereeze and the Unexplored Winds
You can conduct Tribute Summons that require 2 Tributes by sending 1 monster you control and 1 card your opponent controls to the GY instead of Tributing (it is still treated as a Tribute Summon). During your Main Phase: You can reveal up to 2 Winged Beast monsters in your hand and place them on the bottom of your Deck in any order, then draw the same number of cards. You can only use this effect of "Floowandereeze and the Unexplored Winds" once per turn.
Winds is a bit of an odd card. It's the best fourth choice to search for from Empen, as it doesn't extend combos, chain block, or search like Floowandereeze's other support cards. It is, however, the only way to remove monsters unaffected by effects that Empen can't defeat, but its awkward placement in the deck means it's only really useful as a turn 2 or 3 removal tool if you draw it or cycle it into a combo.
Winds' mulligan can also help counter bad draw, but if you need it to fix your hand, you're unlikely to find it. While it's a decent option and can help with resource turnover if you have a lot of big monsters in your hand, it doesn't really offer anything that Floowandereeze's other Spells/Traps don't already do.
Should play 1-2 copies.
NOTE: Winds's effect is not considered a trigger effect, so it can be used to remove monsters that are immune to trigger effects, such as Expurrely Noir , but it cannot remove monsters that are completely unaffected by the effect, such as The Arrival Cyberse @Ignister .
Floowandereeze and the Dreaming Town (x1-2)
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Floowandereeze and the Dreaming Town
During the Main Phase: Immediately after this effect resolves, Normal Summon 1 Level 4 or lower Winged Beast monster. If you Tribute Summon a Level 7 or higher monster while this card is in your GY: You can banish this card; change all monsters your opponent controls to face-down Defense Position. You can only use this effect of "Floowandereeze and the Dreaming Town" once per turn.
Dreaming Town is Floowandereeze's strongest card and a key piece to making the deck work. It opens up all turns and is key to the "summon on your opponent's turn" gameplay that Floo is famous for. Dreaming Town allows you to summon small birds, which lead to summoning large birds – meaning an Empen to search and floodgate, a Raiza to remove your opponent's resources, an Apex Avian for an Omni Negate, or a Snowl... just to watch the summon animation. Dreaming Town also has a Graveyard effect that gives your opponent Book of Eclipse their entire board – an incredibly powerful form of disruption that they often can't deal with if you time it right. This is the most important effect to trigger successfully in the deck, and timing your summon so that you can turn your opponent's board face down at the worst possible moment for them is one of the most important elements to playing Floowandereeze effectively. It's worth playing 1-2 copies, as you can always search for it with Empen at some point.
Floowandereeze and the Scary Sea (x0)
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Floowandereeze and the Scary Sea
When your opponent would Special Summon a monster(s), while you control a face-up Tribute Summoned monster and no Special Summoned monsters: Negate the Summon, and if you do, return that monster(s) to the hand, also for the rest of this turn, your opponent cannot Special Summon, and can conduct up to 3 Normal Summons/Sets this turn, not just 1. You can only activate 1 "Floowandereeze and the Scary Sea" per turn.
Scary Sea is a bad card. It only works on non-chained Summons, like Special Summons from Extra Decks, and so it often can't be activated effectively until the opponent has set up a way to counter or play around its floodgate effect.
While this card isn’t the worst in any case, the main problem is that it’s only the fifth worst option to search for from Empen. Like other non-Field Spells, it requires you to search for it on your first turn or draw it, which makes it cumbersome. If you search for it on turn 2, it’s completely useless, and it doesn’t do anything later.
This card is too situational , difficult to use, and completely redundant against popular decks like Tearlaments and Branded. Overall, not worth the space in the deck.
Some cards are also essential for the deck.
Swallow's Cowrie (x3)
Advent 2.0, is a weaker version of Advent, but still acts as a tool for stability and can dodge targeted effects – the reasons why this is important are covered in the Advent section of the guide. This card requires 3 copies of play. Note that if you use Cowrie to tribute face-down small birds or from your hand, they will be sent to the Graveyard instead of being banished.
Jack-In-The-Hand (x2-3)
Jack isn’t the best choice for stability, as it’s practically the only way to find Eglen unless your opponent can’t read the effect. However, after a series of limits targeting Floowandereeze and Pot cards over the years, Jack has become almost mandatory to avoid bricking the deck. Simply put, it gives you more copies of the little birds – and that’s always a good thing. Play 2-3 copies depending on your preference.
Raiza the Mega Monarch (x1-2)
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Raiza the Mega Monarch
ATK:
2800
DEF:
1000
You can Tribute Summon this card by Tributing 1 Tribute Summoned monster. If this card is Tribute Summoned: Target 1 card on the field and 1 card in either player's Graveyard, also if this card was Tribute Summoned by Tributing a WIND monster, you can target an additional card on the field; place the first target(s) on the top of the Deck in any order, also, after that, return the additional target (if any) to the hand.
Raiza is an extremely important card in this deck. It can be searched with Floowandereeze & Eglen and is a Winged-Beast that can trigger the effects of small birds when Tribute summoned.
Raiza's effect allows you to remove up to 3 cards from the field and can even block your opponent's draw if needed. You can also infinitely loop Dimension Shifter to prevent your opponent from ever having a chance to use their Graveyard.
In short, this is a card that must be at least 1 copy and should always be respected, as you can return it to your hand to use again. It is possible to play 2 copies, but with Empen back to 3 copies after the January ban list, this is a somewhat uncertain choice.
Mist Valley Apex Avian (x1)
Mist Valley Apex Avian is the ultimate card in this deck. It can be searched with Floowandereeze & Eglen and can loop infinitely since it is not limited to once per turn and returns to the hand after using its effect. This means it can provide 2 Omni Negates in one turn – usually more than enough to win, even without taking into account other disruptions you have set up beforehand. In short, Apex Avian is a card that is so powerful that it requires a copy of it in the deck. It is a must-have.
Small World (x3)
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Small World
Reveal 1 monster in your hand, choose 1 monster from your Deck that has exactly 1 of the same Type, Attribute, Level, ATK or DEF, and banish the revealed monster from your hand face-down. Then add, from the Deck to your hand, 1 monster that has exactly 1 of the same Type, Attribute, Level, ATK or DEF as the monster chosen from your Deck, and banish the card chosen from the Deck face-down. You can only activate 1 "Small World" per turn.
Small World used to be the best way to reach starters using a Blackwing - Chinook the Snow Blast as a bridge and still works well (especially since it can search for Maxx "C" ), but has been Swallow's Cowrie outclasses . Play at level 3 if you don't use Cowrie.
Tech
Dimension Shifter (x1)
This card allows us to deal with cards like Ghost Ogre & Snow Rabbit or cards like Effect Veiler that have to be removed to the GY, as well as completely disable some decks. Dimension Shifter is currently limited, so play x1. Remember that activating the shifter will disable the GY effect of Dreaming Town.
Book of Moon and Book of Eclipse (x0-3)
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Book of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.
Book of Moon and Eclipse ensure that our birds are immune to cards like Infinite Impermanence and Effect Veiler . These cards are both protective and disruptive, and are useful in a deck lacking second options. Play to your heart's content.
Dark Ruler No More, Evenly Matched and Forbidden Droplet (x0-3 )
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Dark Ruler No More
Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.
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Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Other good options to destroy the enemy's field. Play to your liking.
Pot of Extravagance and Pot of Duality (x1)
Pot of Duality is a great card because we never actually Special Summon and we can look between the 3 cards to see what we might need. Play as many copies as possible - currently x1. Same goes for Pot of Extravagance .
Called by the Grave (x0-2)
Called By is a good shield against handtrap, which all of our starters are vulnerable to (especially Ash Blossom & Joyous Spring ). Note that Called By becomes less important as we have more copies of the spell on the field, and with Swallow's Cowrie available to us, cards like Effect Veiler become less of a threat to combos. Play 0 or 2 depending on your deck setup.
Harpie's Feather Storm (x0-3)
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Harpie's Feather Storm
If you control a WIND Winged Beast monster: Until the end of this turn, negate any monster effects your opponent activates. If you control a "Harpie" monster, you can activate this card from your hand. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can add 1 "Harpie's Feather Duster" from your Deck or GY to your hand.
Harpie's Feather Storm is all about personal preference. A very powerful floodgate, it allows for an easy win when going first or a free turn if our opponent is stuck at our most dangerous choke point, which is Eglen. Unfortunately, it's basically unsearchable, especially after banning Pot of Prosperity , and completely unplayable if you can't get a WIND monster on the field, since Robina and Stri are both WATER. Play x0-3 as you like.
Flogate
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The Monarchs Erupt
Activate this card only if you have no cards in your Extra Deck and control a Tribute Summoned monster. Negate the effects of all face-up monsters on the field, while those monsters are face-up on the field, except Tribute Summoned monsters'. During your End Phase, if you control no Tribute Summoned monsters, send this card to the Graveyard.
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Lose 1 Turn
Activate this card only if you currently control no Special Summoned monsters. While a monster is face-up on the field, negate its effects during the turn that monster was Special Summoned. If an Effect Monster(s) is Special Summoned in Attack Position: Change it to Defense Position.
Other types of Floodgates, less effective and more conditional. Tend to be bricky/bad, but playable, especially in the Tenpai meta.
Combo & Rolling
Things to keep in mind when performing combos:
If you don't have a starter or draw card , consider whether to continue the game or surrender to save time.
Be careful when clicking wrong , because the game does not reward players for making mistakes!
Set Chain mode to "On" , to ensure the effect can be activated when needed.
Enjoy this deck! Both the Main Deck and Extra Deck are customizable. Don't be afraid to experiment with tech choices outside of your core.
Check out the #floowandereeze channel on the MDM Discord for more detailed guides on advanced combos.
Important Rulings:
Little bird:
Based on the expression "DO A THEN DO B" effect, if A cannot be done, there will be no B.
For example:
- If you activate Floowandereeze & Stri as Chain Link 1 , target Destiny HERO - Destroyer Phoenix Enforcer , but the opponent uses Fairy Tail - Snow as Chain Link 2 to remove Destiny HERO - DPE first, Stri will not have Normal Summon .
- If you use a small bird as Chain Link 1 , then reactivate itself as Chain Link 2 , the bird will return to the hand , but Toccan will not activate its effect , since it only works when the bird is added to the hand by its own effect.
- If Droll & Lock Bird is activated, Robina will not be able to search , resulting in no Normal Summon .
Other rulings:
Combo#1: General Combo
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Floowandereeze and the Advent of Adventure
Banish 1 Winged Beast monster from your hand or face-up field; add 1 "Floowandereeze" monster or "Floowandereeze" Field Spell from your Deck to your hand, then gain 500 LP. You can only activate 1 "Floowandereeze and the Advent of Adventure" per turn.
- NS Floowandereeze & Robina adds Floowandereeze & Eglen .
- Use Robina's effect when resolving to Normal Summon Floowandereeze & Eglen .
- Use Floowandereeze & Eglen to add Floowandereeze & Empen
- Tribute summon Floowandereeze & Empen by sacrificing Floowandereeze & Robina and Floowandereeze & Eglen .
- Use Floowandereeze & Empen 's effect as Chain Link 1, with one of your birds as Chain Link 2.
- Add the bird back from the banished pile and add it from the deck to your hand Floowandereeze and Dreaming Town
Final field: Floowandereeze & Empen , Floowandereeze and Dreaming Town
and at least 2-3 cards in hand depending on what you search.
This combo is a standard combo. It's very easy to get trapped, so cards like Called by the Grave and Book of Moon ensure your play is successful.
The key to doing this through Hand trap is the 4 cards above.
Combo simulation sample -> Click here to see: https://ygovietnam.com/combo/182
Combo #2
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Floowandereeze & Eglen
ATK:
800
DEF:
1000
If this face-up card would leave the field, banish it instead. You can only use each of the following effects of "Floowandereeze & Eglen" once per turn, and cannot Special Summon during the turn you activate either effect. If this card is Normal Summoned: You can add 1 Level 7 or higher Winged Beast monster from your Deck to your hand, then immediately after this effect resolves, you can Normal Summon 1 Winged Beast monster. If a Winged Beast monster is Normal Summoned to your field while this card is banished: You can add this card to your hand.
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Floowandereeze & Empen
ATK:
2700
DEF:
1000
If this card is Tribute Summoned: You can add 1 "Floowandereeze" Spell/Trap from your Deck to your hand, then immediately after this effect resolves, you can Normal Summon 1 monster. While this Tribute Summoned card is in the Monster Zone, your opponent cannot activate the effects of Special Summoned monsters they control in Attack Position. Once per battle, during damage calculation, if this card battles an opponent's monster (Quick Effect): You can banish 1 card from your hand; that opponent's monster's current ATK/DEF become halved until the end of this turn.
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Floowandereeze and the Magnificent Map
During your Main Phase: You can reveal 1 Level 1 "Floowandereeze" monster in your hand and banish 1 "Floowandereeze" card with a different name from your Deck, then, immediately after this effect resolves, Normal Summon the revealed monster. If your opponent Normal Summons a monster: Immediately after this effect resolves, you can Normal Summon 1 "Floowandereeze" monster. You can only use each effect of "Floowandereeze and the Magnificent Map" once per turn.
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Floowandereeze and the Dreaming Town
During the Main Phase: Immediately after this effect resolves, Normal Summon 1 Level 4 or lower Winged Beast monster. If you Tribute Summon a Level 7 or higher monster while this card is in your GY: You can banish this card; change all monsters your opponent controls to face-down Defense Position. You can only use this effect of "Floowandereeze and the Dreaming Town" once per turn.
Combo simulation sample -> Click here to see: https://ygovietnam.com/combo/183
This is the combo when you start with Map and any Floowandereeze monster.
- Activate Floowandereeze and the Magnificent Map .
- Use Map's effect to reveal the Floowandereeze monster in your hand, then banish Floowandereeze & Eglen or Floowandereeze & Robina .
- If you have a suitable bird effect, you can activate it as Chain Link 1 , and Floowandereeze & Eglen or Floowandereeze & Robina as Chain Link 2 .
- Use Floowandereeze & Eglen to add Floowandereeze & Empen to your hand.
- Tribute Summon Floowandereeze & Empen , by tributing Floowandereeze & Robina and Floowandereeze & Eglen .
- Activate the effects of Floowandereeze & Empen as Chain Link 1 , with one of the small birds as Chain Link 2 .
- Add the monster from the discarded area back to the hand, and search Floowandereeze and the Dreaming Town from the deck.
Finishing combo: Floowandereeze & Empen + Floowandereeze and the Dreaming Town on the field.
Combo #3: Go Behind
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Floowandereeze & Robina
ATK:
600
DEF:
1200
If this face-up card would leave the field, banish it instead. You can only use each of the following effects of "Floowandereeze & Robina" once per turn, and cannot Special Summon during the turn you activate either effect. If this card is Normal Summoned: You can add 1 Level 4 or lower Winged Beast monster from your Deck to your hand, then immediately after this effect resolves, you can Normal Summon 1 Winged Beast monster. If a Winged Beast monster is Normal Summoned to your field while this card is banished: You can add this card to your hand.
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Dark Ruler No More
Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.
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Floowandereeze and the Magnificent Map
During your Main Phase: You can reveal 1 Level 1 "Floowandereeze" monster in your hand and banish 1 "Floowandereeze" card with a different name from your Deck, then, immediately after this effect resolves, Normal Summon the revealed monster. If your opponent Normal Summons a monster: Immediately after this effect resolves, you can Normal Summon 1 "Floowandereeze" monster. You can only use each effect of "Floowandereeze and the Magnificent Map" once per turn.
This combo is for when you are forced to go later . Note: You need a strong trap hand like Maxx "C" or Dimension Shifter . If you don't have one, follow the instructions below if you are unsure.
If you go later, you need some cards like Floowandereeze and the Magnificent Map and a control card like Book of Moon or Dark Ruler No More .
- Activate Book of Moon or Dark Ruler No More to disable your opponent's gameplay.
- Normal Summon Floowandereeze & Robina to add Floowandereeze & Eglen or use Floowandereeze & Eglen + another bird to do step 4, otherwise continue to step 3.
- Activate Robina's effect , summoning Floowandereeze & Eglen .
- Use the effect of Floowandereeze & Eglen to add Floowandereeze & Empen .
- Sacrificial Summon Floowandereeze & Empen by sacrificing Floowandereeze & Robina and Floowandereeze & Eglen .
- Activate the effect of Floowandereeze & Empen do Chain Link 1 , with one of the little birds doing Chain Link 2 .
- Add the monster from the removed area back to the hand , and find Floowandereeze and the Dreaming Town from the deck.
Note: Going later will depend a lot on the cards you draw and the deck your opponent is playing. If you are facing a strong control deck or one with many negates, it is best to surrender if you do not have a strong trap hand .
Extra Deck
Extra Decks depend a lot on personal preference, how many gems you have, and what cards you have access to. You can only use an Extra Deck by using Map to get an extra Normal Summon, but not activating the effects of the little birds (as mentioned in the Rulings section above), or by using Snowl's effect to get an extra Normal Summon.
Underworld Goddess of the Closed World (?)
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Underworld Goddess of the Closed World
ATK:
3000
LINK-5
Link Arrow:
Top
Top-Right
Right
Bottom
Bottom-Right
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.
This card is quite useful, as Floowandereeze can fill the board quite well in long games, especially against decks that have difficult monsters but don't have an easy way to OTK through our interruptions. It's not affected by any cards in our deck, and no monster can reach a high enough ATK to overcome it. The only way we can do this is to constantly flood the board with small birds, accumulate enough resources, and hope we can summon Underworld Goddess to solve the situation.
Knightmare Phoenix (?)
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Knightmare Phoenix
ATK:
1900
LINK-2
Link Arrow:
Top
Right
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
Knightmare Phoenix is essential for threats like Zombie World and cards that can hinder our strategy. We need to get rid of these cards or we will automatically lose. I highly recommend using at least 1-2 of these cards. S:P Little Knight combined with Linkuriboh or Relinquished Anima serves the same purpose.
Divine Arsenal AA-ZEUS - Sky Thunder (?)
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Divine Arsenal AA-ZEUS - Sky Thunder
ATK:
3000
DEF:
3000
2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.
Zeus is extremely important in extra because we play a lot of level 1. You will use cards like Lyrilusc - Assembled Nightingale to attack your opponent or cards like Kikinagashi Fucho to cover Downerd Magician on Zeus. From there, you can clear the field twice. Useful for punching floodgates or other unbreakable fields.