Floowandereeze and the Scary Sea
Floowandereeze and the Scary Sea

Floowandereeze and the Scary Sea – #BODE-EN075

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 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.

Date Reviewed:  February 2nd, 2022

Rating: 3.00

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Floowandereeze and the Scary Sea is a protection card for Floowandereeze that could either be really good or really bad depending on the matchup.

Negate and bounce back a Special Summoned monster(s) is a good effect, the standard-looking archetype Counter Trap. You having to have a Tribute Summoned monster and no Special Summoned monsters focuses the strategies that can play this to Monarch-focused and Floowandereeze only…maybe True Draco. Locking your opponent out of Special Summons for the rest of the turn can completely wreck strategies like Sky Striker and Invoked. The up to 3 Normal Summons/Set this turn are where this card can really fall apart. Most meta decks focus on Special Summoning and run Normal Summon monsters in the form of hand traps and recruiter-type monsters. If you run into a deck that functions with both many Normal Summon monsters and Special Summon monsters, giving them two more Normal Summons can hurt you tremendously if those monsters are meant to get resources. If it’s something that needs to Special Summon off of a single Normal Summon, then this card will keep them held in place for the turn and can keep doing that as long as you can protect it.

The power of this card depends entirely on who your opponent is. Needing to Special Summon? This card hurts them. Got a few Normal Summon monsters? This helps them and hurts you. Since you won’t be Special Summoning likely in this archetype (Floowandereeze), you shouldn’t have an issue with the requirements.

Advanced-2.5/5     Art-2/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G
Now we get to see what kind of Counter Trap the archetype gets with Floowandereeze and the Scary Sea.
Scary Sea is a Counter Trap that negates the summon of an opponent’s Special Summoned monster while you control a monster that was Tribute Summoned and no Special Summoned monsters. The monster you negated then goes back to the hand. For the remainder of the turn, your opponent cannot Special Summon, but instead gets to conduct 3 Normal Summons that turn. I mean, Special Summon negation is nice and the 3 Normal Summons might not matter if your opponent can’t summon anything significant. This sadly isn’t the omni-negation other archetypes get, but this is a pretty interesting card. Hard once per turn on this, but if it resolves the first time then you won’t really get an opportunity to use another. Either way, I’d say this being a 1-of in the Deck is fine, but probably the most optional 1-of compared to the other 2 Spells and Traps that aren’t the Field Spell that we currently have.
 
Advanced Rating: 3/5
 
Art: 4/5 The birds are in danger it seems.

Mighty Vee
Mighty
Vee

Almost missed this one :0 Floowandereeze week continues with Floowandereeze and the Scary Sea, a counter trap on a hard once per turn (though it’s unlikely you’ll ever need to activate it more than once per turn) and one of the more feared cards from the initial Floowandereeze reveal. As always, counter traps are very powerful since they can only be responded to by other counter traps. You can only activate this card if your opponent would special summon a monster while you control a tribute summoned monster and no special summoned monsters (which should be the case if you’re playing a Floowandereeze deck). The summon gets negated, the monster returns to the hand, and your opponent cannot special summon for the rest of the turn, though they do get an additional 2 normal summons. This effect can be incredibly devastating considering the power of special summon floodgates, but depending on the matchup, you might even help your opponent or give them fuel for a powerful play next turn if you fail to finish them off. Additionally, this trap uses the dreaded “would” wording shared by Solemn Strike, which prevents it from working on fusion and ritual spells. It’s still a powerful card against most of the meta and can be searched by one of the archetype’s main playmakers, so I’d still run at least one, and you’ll probably steal some wins with this card alone.

Advanced: 3.5/5

Art: 3.75/5 The storybook art returns, though the birds look like they’ve seen better days.


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