Introduction to Floowandereeze (2025)
Introduction
Have you ever played Monarchs and thought "I wish this were good"?
Do you want a deck that is IMMUNE TO MAXX "C"?
Floowandereeze is a fast control archetype that forgoes the trappings of "link climbing" and "the extra deck", instead focusing on Normal and Tribute summoning various birds. It is infamous for having an insane grind game and, much to the ire of many poor souls on ladder, being able to play on both player's turns.
On top of being an enduring meta threat, this deck also has options to play degenerate cards such as Loading... , Loading... , Loading... , and Loading... .
If the points noted above interest you, please know that you lack a moral compass.
Core Floowandereeze Cards
Floowandereeze & Robina
Robina is the searcher for Floowandereeze and thus your best Normal summon, being the only bird capable of doing full combo without the assistance of additional birds in hand. Keeping Robina and Empen in rotation is one of your primary win conditions, as it allows you to search extenders as tribute fodder consistently or push for lethal. Running 3 is non-negotiable.
Robina can search ANY level 4 or lower Winged Beast monster, grabbing monsters like Loading... and Loading... if you already have all 4 birds in rotation.
Floowandereeze & Eglen
Eglen is critical, as it searches your boss monsters (including those that are non-archetypal). It allows you to search interruptions like Loading... , Loading... , or Loading... , which are the main ways to interact with your opponent or build a board. This is a mandatory 3 of.
Floowandereeze & Stri
Stri is a deceptively powerful monster; its ability to banish monsters from either player's GY allows for it to either extend by placing birds or spells in the GY you plan to grab later with Toccan, or be used offensively to remove important resources or boss monsters from your opponent's GY. Stri is also capable of creating an additional Normal summon for birds that otherwise do not combo in and of themselves like Eglen or even Toccan if a Floo monster or spell has ended up in the GY, allowing more hands to be live and giving the deck less reliance on Robina resolving. Run 1-3 at preference. Note that Stri has to have a target to banish to gain its effect to Normal Summon an additional time, so ensure you have a target to banish before committing to its summon.
Floowandereeze & Toccan
Toccan is your primary method of recycling Empen and Floowandereeze spells from the banishment zone and is often a combo ender used to place more resources in your hand for the next turn. It is the worst bird to hard open since it does nothing on its own and needs either Map or Advent to do anything useful, but it serves a pivotal role in your deck and grind game. Run at 1, since you don't want to draw into it without the limited Map or resource-dependant Advent.
Floowandereeze & Empen
Empen is one of two Floowandereeze level 10 boss monsters and the most important monster in the deck. Empen serves multiple purposes: as a floodgate, a beatstick, and most critically a non-once-per-turn spell searcher that gets the most important card in your deck, Dreaming Town. As a floodgate, Empen isn't especially good on its own. While it does completely turn off link monsters and shuts down opponents who refuse to read, it has no effect protection in-and-of itself, being easily outed with any non-link Extra Deck staple or targeted negation, including Loading... . This floodgate and battle protection is more annoyance than win condition, with your opponent's answers to your other interaction being stifled by its mere presence on the field. Empen's real strength comes in its search effect, which can be triggered multiple times per turn and gets you access to the entire suite of Floowandereeze's overpowered backrow. Using Empen to out-resource your opponent is one of the primary win conditions of Floo, besides Dreaming Town, and its existence turns Floo from a stun-type control deck to a more midrange protect-the-tower style one - albeit without the protection a tower would normally provide. Run 1-3 at preference.
Floowandereeze & Snowl
Snowl is... bizarre. It reads decently well, allowing easy, handtrap-resistant swarming and strong interruption during your opponent's turn - but unfortunately, these effects are largely redundant. Floowandereeze is inherently limited in what it can accomplish off a given Normal Summon, thus these Tribute Summons must earn their space in the deck - and Snowl doesn't do anything you cannot already do with the other big birds or Dreaming Town. By the time Snowl becomes relevant, you have probably already flipped the field down. You have probably already searched Map or Advent. You probably don't need the normal summons, since there are only 4 small birds to summon anyway, and they're all once per turn. It's just - for lack of a better word - totally nothing burger. Run 0, but 1 can be run at preference if you want to see the animation.
Floowandereeze and the Magnificent Map
Magnificent Map is our only Field Spell, and it delivers in terms of effectiveness. Its effect to banish any bird from your deck turns even Toccan into full combo, chain blocks non-targeting handtraps like Loading... , and provides a situational but useful additional Normal Summon on your opponent's turn. This spell is an immediate threat the moment it hits the field and is another piece of Floo's insane grind game. It's also limited, and although it is searchable by both Empen and Advent, it is best in your opener as you don't have to commit to any ashable small birds before using it. If you need to search it with Empen, it can't chain block anymore, making it just another extender, albeit a very good one. Run as many as you can - as of this guide, 1.
Floowandereeze and the Advent of Adventure
Advent of Adventure is another toolboxing card, as it provides consistency and quick-effect targeting protection. If one of your monsters is targeted by cards like Loading... , you can banish that monster using Advent's effect, searching a card (usually the field spell) and still resolving the effect of the bird that was banished. Advent is also a great target to add off of Empen, as it allows you to add the field spell and continue comboing. Advent also helps with this deck's general issue with bricking, as it provides tons of search power and versatility. Run 3.
Floowandereeze and the Unexplored Winds
Winds is a weird card. It's the 4th best card to search off of Empen because it doesn't help extend, chain block, or search like the other Floowandereeze backrow. It is the only consistent way to remove unaffected monsters that Empen can't beat over, but its awkward position in the deck means it only ever comes up as removal on turn 2 or 3 if you open it or happen to cycle it in during your combo. Its mulligan effect is also useful as an unbricking tool, but in the situation where that is mandatory, you likely won't have the ability to search it. It's a decent option and helps with recursion if you have too many big birds in your hand, but it doesn't do anything you couldn't already do with your other Spell/Traps. Run 1-2.
NOTE: Winds' effect is not considered an activated effect, so it can be used to remove monsters immune to them, like Loading... , but it cannot out completely unaffected monsters, like Loading... .
Floowandereeze and the Dreaming Town
Dreaming Town is the most singularly powerful Floo card and the engine piece that makes the deck tick. It enables all of our plays and the infamous play-on-your-opponent's-turn gameplay Floo excels in. Dreaming Town acts as a method to summon your small birds, which leads to summoning your big birds - that means an additional Empen for a search and another floodgate, Raiza for removal, Apex Avian for an Omni negate, or Snowl for the summon animation. Dreaming Town has a GY effect as well that Book of Eclipse's your opponent's entire field - an insanely powerful form of interruption that your opponent often cannot counter if you time it properly. This flip effect is the most important effect to resolve in the deck, and timing your summons to ensure you flip the field at the worst possible time for your opponent is one of the primary learning curves to playing Floo optimally. Run at 1-2, since you always search it off of Empen at some point.
Floowandereeze and the Scary Sea
Scary Sea is bad. It only works on Summons that do not start a chain, like Special Summons from the Extra Deck, and because of this it often cannot resolve until your opponent has already set up a way to counter it or can play around the floodgate effect. While this card in and of itself isn't the worst ever, it suffers from the fact that it is the 5th best thing to search off of Empen and, like the other non-field spells, requires you to go out of your way to get to it on turn 1 or draw into it. If you search it on turn 2, it's completely useless and does as much going second. It's very niche, awkward, and completely redundant against popular decks like Tearlaments and Branded - overall, not worth the deck space.