Floowandereeze

Win

48.9599

Draw

3.7750

Loss

47.2650

Summary

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Archetype Cards

All statistics come from ranked the Dueling Nexus ranked duels.

USAGE: How many decks contained at least 1 copy of a card. Multiple copies of the card do not count towards increasing this number.

MAIN: In the duels the card is used, how many times a card appears in the main or extra deck on average.

SIDE: In the duels the card is used, how many times a card appears in the side deck on average.

ID NAME WIN DRAW LOST USAGE MAIN SIDE

History of the Floowandereeze Deck

This archetype debuted in the TCG in the set Burst of Destiny, releasing on November 5, 2021. It debuted in the OCG a few months earlier on July 17. Every card the deck normally uses was already released up to this point, except Swallow’s Cowrie, which was released 2 months ago on Feb. 2, 2024. The deck saw success in the same month of its release, placing Top 4 in the One Up TCG Remote Duel Regional with James Woodman piloting the deck.

It got its first Top 1 Finish (according to yugiohtopdecks.com) in June 2022 piloted by Joshua R at the Trinidad and Tobago Nationals 3v3. The deck continued to do well, topping many National Championships throughout June and winning Italy’s. The deck’s first YCS win (again, according to yugiohtopdecks.com) was in September 2023 with a win at YCS Cancun in Mexico, piloted by Andree Curioso. (However, the deck had topped many a YCS before this Top 1 finish.) Its most recent tournament victory is a win in WCQ Regional Tirana just last month (as of writing in April).

Other tops include a Top 16 finish in the following tournaments: YCS Cancun, Mexico in Sep. 2023 piloted by Henry Bancroft; YCS Vancouver in Sep 2023 piloted by Mertijan Ozbek; WCQ Europe in July 2023 piloted by Rasmus Egerod; YCS Pasadena, California in November 2022 piloted by Baptiste Derouin; Yu-Gi-Oh! Championship Series Niagara Falls 2022 in September 2022 piloted by Anthony Xu; among many others. The deck also has multiple top 32 and 64 finishes in many other tournaments.

Main Overview

Floo is an archetype consisting of Level 1 and 10 Winged Beasts. They love to Normal Summon (sometimes Normal Summoning 4+ times per turn). They accomplish this due to the fact that every Floowandereeze monster that is played in the deck has an effect when Normal Summoned to do a variety of things, such as adding cards from the deck to the hand. But more importantly, after these effects resolve, you can Normal Summon a Winged Beast monster from your hand.

Additionally, the Level 1 birds have a very useful additional effect which, if they are currently banished, allows them to return to your hand if a Winged Beast is Normal Summoned to your field. This is a very easy requirement to fulfill due to the fact that you are not only Normal Summoning a large amount of Winged Beasts, but because of another effect every Level 1 bird has. That effect is that, if they leave the field while face-up, they are banished instead.

This allows you to recycle them very efficiently.  One downside to this deck is that if you use any of the Level 1 Floowandereeze birds’ effects, you are locked out of Special Summoning for the rest of the turn. This can be a detriment but also an advantage in some ways, as I will show later. Now let’s go over the archetypal Monsters, Spells, and Traps.

Archetypal Cards

Monsters

Floowandereeze & Robina

This is a Level 1 WATER Winged Beast with 600 ATK/1200 DEF which is the main starter of the deck. Its effect allows you to search for a Level 4 or lower Winged Beast monster from your deck. On your first turn, you will usually search for the next card on this list, Floowandereeze & Eglen. However, due to the vague nature of the searching effect, you can search much more off of Robina if you already have an Eglen in hand, such as the other Level 1 birds or a handtrap like D.D. Crow.

Floowandereeze & Eglen

This is also a Level 1 WIND Winged Beast with 800 ATK/1000 DEF which is an extender for the deck, allowing you to search a Level 7 or higher Winged Beast from your Deck. On your first turn, you will usually add Floowadereeze & Empen, but if you already have that card (or if it is your second turn and you have no need to Summon another Empen), you can grab one of two very useful cards: Mist Valley Apex Avian, which can negate any of your opponent’s cards, or Raiza the Mega Monarch, who has a very useful effect that can repeatedly bounce cards back to the Deck and hand from the field and GY. 

Floowandereeze & Empen

This card is a Level 10 Wind Winged Beast with 2700 ATK/1000 DEF, which will require 2 Tributes to be Tribute Summoned. Not to be confused with Eglen, this card allows you to add a Floowandereeze Spell/Trap from your Deck to your Hand upon its Tribute Summon. Also, similar to the Level 1 birds, you can also immediately Normal Summon a monster at resolution.

However, this allows you to Normal Summon any monster from your hand, not just Winged Beasts. This usually doesn’t come up, but is good to know. As for the Spell/Trap card search, you will usually add one of two cards: Floowandereeze and the Dreaming Town, or Floowandereeze and the Unexplored Winds. Both of these I will go over in more depth, but Dreaming Town allows you to Normal Summon on your opponent’s turn, and Unexplored Winds allows you to send a monster you control and card your opponent controls to the GY as the cost for your Tribute Summons that would require two Tributes.

If you have to pick between Dreaming Town and Unexplored Winds off of an Empen search, you will usually go with Dreaming Town. If you already have one or the other in your hand, search for the one you don’t have. You can also pick Magnificent Map if you want that. Not only that, Floowandereeze & Empen has a floodgate effect that prevents your opponent from activating the effects of Attack Position Special Summoned monsters. It also has an effect during battle where if it attacks or is attacked, it can banish a card from your hand to halve the opponent’s battling monster’s ATK/DEF. This allows it to beat monsters less than 5400 ATK, and tie with monsters up to 5400 ATK.

Floowandereeze & Toccan

This is a Level 1 Wind Winged Beast with 500 ATK/1300 DEF. It can be used as extra material for Tribute Summons, but more usefully, its Normal Summon effect allows you to recover a banished Floowandereeze card. Because Empen lacks the effects that banish it when it would leave the field and add itself back to the hand on a Normal Summon of a Winged Beast, this card along with Floowandereeze and Stri allow for the recycling of otherwise unrecyclable materials, such as Empen and the Floowandereeze Spells/Traps. It can even recycle cards all by itself if cards like Dimensional Fissure, Macro Cosmos, or Dimension Shifter are active.

Floowandereeze & Stri

This is also a Level 1 Wind Winged Beast. It has 700 ATK/1100 DEF. On Normal Summon, it allows you to banish a card in either GY. This can not only interrupt your opponent by removing resources from their GY, it can also allow you to recover Floowandereeze cards in your GY in conjunction with Floowandereeze & Toccan. As previously mentioned, cards like your Floowandereeze Spells/Traps and Floowandereeze & Empen aren’t banished instead of going to the GY, like the Level 1 birds. If something like Dimension Shifter is active, this card isn’t needed for this, but banishing a Floowandereeze card with Stri and then recovering it with Toccan usually works quite well. An additional use of Stri is banishing a used Dimension Shifter to free up your GY to activate a second one.

This is every Floowandereeze monster usually used in these decks. Floowandereeze and Snowl doesn’t have significant enough effects to be used most often.

Spells/Traps

Floowandereeze and the Advent of Adventure

This Quick-Play Spell allows you to add any Floowandereeze monster or Field Spell from your Deck to your hand by banishing a Winged Beast monster from your hand or field. This is a very useful starter for the deck because the cost is nearly completely negligible. This card can also add Floowandereeze and the Magnificent Map, which is also a great starter for the deck. One additional use for this card is its use for dodging the negating effects of a card like Infinite Impermanence.

For example, if you Normal Summon a Robina and your opponent attempts to negate it with Infinite Impermanence, you can banish the Robina from your field and search Magnificent Map or a Floowandereeze monster you may need. This will allow the Robina to resolve, meaning that you can then Normal Summon the card you searched with it, or the card you added off of this Spell. This keeps your momentum going without any hitches.

Floowandereeze and the Magnificent Map

This Field Spell allows you to reveal a Level 1 Floowandereeze monster in your hand, banish any Floowandereeze monster from your deck, then immediately Normal Summon the revealed Floowandereeze Monster. This is an incredibly good card for the deck, allowing you to save your usual one and only Normal Summon while getting you a free material to add back from your Banished Zone.

There are many different things you can do with this, such as banishing Floowandereeze & Empen from your Deck so that you could add it back with a Toccan, allowing you to save your Eglen search. If Barrier Statue of the Stormwinds is unbanned, Normal Summoning an Eglen by banishing a Robina from your Deck could allow you to end your turn with both Floowandereeze & Empen and the Barrier Statue of the Stormwinds on the field.

Even if not unbanned, being able to use your Robina search for something other than Eglen (such as the aforementioned handtraps or Level 1 birds) can be very useful. The other effect of this card allows you to Normal Summon a Floowandereeze monster immediately after your opponent does their Normal Summon. This allows you to do all of your Normal Summon combos even on your opponent’s turn.

Floowandereeze and the Unexplored Winds

This Continuous Spell has two very useful effects. One of them, as mentioned previously, is that you can Tribute Summon your monsters by sending both a monster you control along with a card your opponent controls to the GY. (By the way, this is still considered a Tribute Summon.) This allows you to remove problem cards from your opponent’s field very easily, as you can send your opponent’s monsters or Spells/Traps to the GY.

The other effect allows you to place up to two Winged Beasts from your hand onto the bottom of your Deck, and then draw cards equal to the number placed. This helps you recycle unhelpful Floowandereeze monsters in your hand in order to refill your hand with potentially more useful resources.

Floowandereeze and the Dreaming Town

This trap allows you to immediately Normal Summon a Level 4 or lower Winged Beast from your hand upon activation. It also has an effect that, if you Tribute Summon a Level 7 or higher Winged Beast monster, you can banish this card from your GY to flip all of your opponent’s monsters to face-down Defense Position.

This card can be very helpful, especially if your opponent doesn’t Normal Summon a monster to play around the second effect of Magnificent Map. You can just flip this card up and do your Normal Summons anyway. The second effect allows you to interrupt your opponent by potentially stopping their cards from being used as materials for Extra Deck summons, or just stopping them from attacking. 

Floowandereeze and the Scary Sea, like Snowl, usually isn’t impactful enough to see normal play.

Other Cards

Monsters

Raiza the Mega Monarch

This Level 8 Wind Winged Beast with 2800 ATK/1000 DEF has an effect that is both very powerful and slightly complicated. Firstly, it has an optional summoning condition where it can be Tribute Summoned using only a single Tribute Summoned monster. This can be useful in a few situations, but most often, you are going to Tribute Summon it normally. It then allows you to target two cards (one on either field and GY) and return them to the deck.

Additionally, if you Tributed a Wind monster, you can target one more card on the field and return it to the hand. This card can interrupt your opponent’s plays on both the field and GY, making it a valuable asset for this deck. Not only that, since the additional target on the field goes to the hand, you can target this card with itself so you can use the effect over and over, as its effects lack a once-per-turn clause.

You might not be able to use its effects twice in the same turn, but you can use it on subsequent turns, allowing it to constantly interrupt your opponent. Not only that, this card is easily searchable off of Eglen which makes it very easy for the deck to use.

Mist Valley Apex Avian

This Level 7 Wind Winged Beast with 2700 ATK/2000 DEF has only one simple effect. The effect is that, once per Chain, when a card or effect is activated, you can return a face-up Mist Valley card on the field to the hand to negate that activated effect and destroy it. Since this card is the only Mist Valley card that we play in this deck, this card will return itself to negate your opponent’s effects. This works fine for this deck, since we can Tribute Summon it again if we need to.

Spells/Traps

Harpie’s Feather Storm

This Trap card negates all of your opponent’s activated monster effects for the whole turn after it resolves, provided you control a Wind Winged Beast. This card can be incredible for the deck. Since it negates all of your opponent’s monster effects, and not just ones on the field, your opponent can’t even use monster handtraps during the turn this was activated. And not just handtraps, all cards in the hand, GY, banishment, etc. Since it lasts for the whole turn, there is usually no risk in just activating it in the Draw Phase. Although this condition is rarely utilized, you can activate the card from your hand if you control a Harpie monster.

Swallow’s Cowrie

This Quick-Play Spell is essentially more copies of Advent of Adventure except for three key differences. First, it Tributes the card from your hand or field instead of banishing it. Second, you can add any Winged Beast, but they have to be the same Level as the one you Tributed, and you can’t add the Field Spell either. Third, you don’t gain 500 LP. This is still really good for the deck, since if you need Robina but only draw D.D. Crow or any of the other Level 1 Birds, you can use this card to access Robina.

Pot of Duality and Pot of Prosperity

These two Normal Spells are great consistency boosters for the deck. Duality allows you to excavate (look at) the top 3 cards of your deck and pick one to add to your hand and shuffling the others back. The cost of this card lies in the fact you lose all ability to Special Summon for the rest of the turn. Remember how I said being locked out of Special Summoning by the Level 1 birds could be an advantage?

Since you’re not Special Summoning anyway, there’s really no downside to this card. As for Pot of Prosperity, you can banish 3 or 6 cards from your Extra Deck to excavate cards from the top of your Deck equal to the amount banished. After picking one to add to your hand, you take the other cards excavated and place them on the bottom of the deck in any order you want. This has two downsides: one that halves all damage your opponent would take for the rest of the turn, and the other being the fact that it prevents you from drawing cards for the rest of the turn.

Regardless, being able to see six more cards off of the top of your deck in exchange for losing 40% of a resource you don’t even really use is a great tradeoff. These cards do make you more susceptible to Droll & Lock Bird, but you usually are weak to that card anyways.

Pot of Extravagance

This Spell is similar to Pot of Prosperity in a few ways. One is that it banishes 3 or 6 cards from your Extra Deck to interact with your deck. The other is that you can’t draw any more cards by card effects for the rest of the turn. But that’s where the similarities end. Firstly, it has to be activated at the start of your Main Phase 1. Secondly, instead of excavating cards equal to the number banished, you draw 1 card for every 3 banished from your Extra Deck.

Lastly, the cards that are banished are completely random. The upside to this card is that you draw more cards, however, it may prevent you from executing Extra Deck plays that you may need to utilize to secure a victory. This is why Pot of Prosperity is usually played over this card, however, some decklists might still play this card.

Extra Deck

Lyrilusc, Downerd Magician, and Divine Arsenal AA-ZEUS

These cards are all in the deck for each other, so I will just explain them all at once. Assembled Nightingale is a Rank 1 Wind Winged Beast XYZ monster with 0 ATK and DEF that requires two or more Level 1s and is only really played for one reason. It gains 200 ATK for each XYZ material it has and if you detach a material from it, all Lyrilusc monsters you control cannot be destroyed and you take no battle damage, but most importantly, it can attack directly, up to the number of XYZ material it has. If you make this with the minimum two monsters it needs, you can then rank it up into Downerd Magician.

Downerd Magician is a 2100 ATK/200 DEF Rank 4 Dark Spellcaster XYZ. The only reason we play Downerd Magician is so that we can rank it up in the Main Phase 2 for extra XYZ material under an XYZ monster. It has other effects, but they are irrelevant. The reason this matters is because of Zeus. Zeus is a 3000 ATK/3000 DEF Rank 12 Light Machine monster. However, the reason this is important is because you can rank up into it with an XYZ monster you control, provided an XYZ monster battled this turn. Since you attacked with Assembled Nightingale, and Zeus can use any XYZ monster, you are able to make a Zeus with 4 materials.

Why does this matter? Well, Zeus can clear the board at the cost of detaching two materials. If we use two monsters for Assembled Nightingale, and then rank up into Zeus after ranking up into Downerd Magician, it means we can have a Zeus with four materials, allowing two board wipes. Zeus also has a usually irrelevant effect to attach a material to it from your hand, Deck, or Extra Deck if a monster you control is destroyed by battle or an opponent’s card effect.

Superdreadnought Rail Cannon Gustav Max and Juggernaut Liebe

These Machine XYZ monsters are part of a series of cards called The Trains and they pack a punch. Gustav Max is a Rank 10 with 3000 ATK/3000 DEF, which only has one effect to burn your opponent for 2000 damage once per turn, at the cost of one material. Juggernaut Liebe is a Rank 11 with 4000 ATK/4000 DEF that can be made by ranking up with a Rank 10 machine.

You can detach a material from it to change its ATK and DEF to 6000, but this prevents other monsters you control from attacking that turn. However, this usually isn’t a problem since Juggernaut Liebe can make attacks up to materials it has +1. This means, if you use both the effect of Gustav Max and Juggernaut Liebe, you can deal 14,000 points of damage in one turn, more than enough to defeat your opponent. You will usually make these cards with two Empens.

Most lists will play both of these cards for access to the ED charmer of the same type (which will be explained later).

Anima is a DARK Spellcaster monster with 0 ATK that requires a Level 1 non-token monster. It makes up for its low attack with an effect to equip a monster it points at to itself, gaining the attack of that monster. Since it has an arrow at the top, it can steal your opponent’s monsters by equipping them to itself, making a great way to remove monsters from your opponent’s field. However, the weakness of this card is that your opponent’s monster needs to be located in a zone directly above an Extra Monster Zone, meaning if they choose not to place any monsters there, Anima can’t do much.

Almiraj is a FIRE Cyberse monster with 0 ATK that unlike the other two Link-1s mentioned, only requires a Normal Summoned monster with 1000 or less ATK (all of which the Level 1 birds are). It can Tribute itself to target a monster to protect from being destroyed by card effects for the rest of the turn. 

Both of these cards have their own individual utility, but both are basically just easy-to-summon Extra Deck monsters that can be used to make S:P Little Knight have its effect to banish on summon. As previously mentioned, they are also played to have access to the needed attributes to make the Charmers.

These cards in your Extra Deck are mainly just fodder for Pot of Prosperity, but they can be used in edge cases in order to get a win.

Super Starslayer TY-PHON – Sky Crisis

This Rank 12 DARK Fiend XYZ monster with 2900 ATK/2900 DEF can be very useful for getting out of sticky situations. It can be summoned with 2 Level 12 monsters, but it has an alternate summoning condition where, if your opponent has summoned 2 or more monsters from the Extra Deck during this or the previous turn, you can XYZ Summon it using the highest ATK monster you control.

However, you cannot Summon other cards for the rest of the turn if you bring it out this way. It has 2 effects: one to detach a material and bounce a monster back to the hand (without targeting) and a floodgate effect that makes it so that monsters with 3000+ ATK cannot activate their effects. Made as a counterpart and counter to AA-ZEUS, this card (as previously mentioned) can get you out of a pickle. If your opponent has monsters with high attack and you are nearly out of options, you can bring TY-PHON out to possibly deal with a few of your opponent’s monsters.

S:P Little Knight

This DARK Warrior Link-2 with 1600 ATK and arrows on the left and right is a very good card right now. It can be made with any 2 effect monsters, but you will usually want to make it with at least one extra deck monster, since it has an effect to target and banish one card on the field or in either GY. This comes with the downside that your cards can’t attack directly this turn. It also has an effect to banish 2 monsters on the field (one you control and one your opponent controls) until the End Phase if your opponent activates an effect. As previously mentioned, most of the reason we play the Link-1 Monsters is so S:P can get her effect to banish on Summon. 

The Charmers: Hiita, Ablaze and Dharc

These are both Spellcaster Link-2 monsters usually used to Link climb. They both have 1850 ATK and can be made with any two monsters, including a monster of their same Attribute (FIRE for Hiita, DARK for Dharc). Their arrows point bottom left and bottom right.They have an effect on Summon to target and Special Summon a monster of their same type from your opponent’s GY to a zone they point to.

If they are destroyed by your opponent (battle or card effect) while in the owner’s zone, it can search for a monster of the related type with 1500 or less DEF. This latter effect doesn’t usually come up in the deck unless you decide to play Wynn the Wind Charmer, Verdant. Most decks usually don’t, since you are usually just using the Charmers’ effect to Special Summon a monster from the GY. The reason we play Dharc, Hiita, or both is because DARK is one of the most, if not the most common attribute, and we are currently in a Tier 0 FIRE format, meaning most opponents will have a FIRE in the GY to take. (Even if not, they could just have an Ash Blossom in the GY, but that’s not always the case, therefore Hiita is not usually played.

But like I said earlier, it is being played due to the current format being fire-dominant.) As previously mentioned, another reason we play the Link-1s is to gain access to a FIRE Attribute monster (Almiraj) or a DARK Attribute monster (Anima) to make the Charmers. You would only play Wynn for one of two reasons: one, if you were possibly concerned with a mirror match and you wanted to steal their Empen or other assorted WIND monsters in the GY, or two, if you really wanted to be access a Level 1 bird from your deck by crashing Wynn into another monster. If you have room for Wynn, it’s not a bad card to have, but it’s not always the best option.