Flute's Army

Flute’s Army of Disposables

Deck List:

Ruler x 1

Dragon Shrine Maiden x 1 

Main Deck x 40

Rabbit of Moonlit Nights x 4

Moonbreeze Rabbit x 4

Rabbit of the Aqua Moon x 2

Flute's Water Dragon x 3

Tama, Familiar of Holy Wind x 4

Isara Gunther x 1

High Speed Dash x 2

Charlotte, Wielder of the Sacred Spirit x 1

Gwiber, the White Dragon x 4

Seal of Wind and Light x 3

Interdimensional Vessel, Apollo x 3

Kaguya, Rabbit Princess of the Lunar Halo x 2

The Blue Planet x 1

Alice, Girl of the Blue Planet x 1

Sprint of the Beast Lady x 2

Severing Winds x 3

Stone Deck x 10

Magic Stone of Gusting Skies x 4

Magic Stone of Deep Wood x 4

Magic Stone of Light Vapors x 2


Sideboard x 15

Shackles of Ice x 2

Heavenly Gust x 1

Fairy of Sacred Vision x 2

Wind-Secluded Refuge x 2

Excalibur, the Spirit God's Sword x 1

Dawn of the Earth x 3

Tsukuyomi Noble x 2

Miracle Millennia Medicine x 2



Time Traveling Rabbits

When Flute was unveiled, people were understandably floored by her.  She had a number of seemingly unrelated yet powerful abilities that looked more like a hodgepodge rather than a coherent ruler.  Being able to draw?  Unlocking water Seal abilities?  Returning everything that died this turn to your hand?  A cheap judgment cost and the ability to return back to her ruler form?  Where do you even start with all of that?

Out of all of Flute’s abilities, one stands above the rest as truly unique.  For just a single water will, you can have her enter the field as a J-Ruler and bring all the resonators that died that turn back to your hand.  On first glance, that feels rather awkward since how can you guarantee that you’ll make use of that?  That would require that your opponent is attempting to get rid of your resonators and on your turn no less.

Luckily, the Battle for Attoractia has the first of many cards that answer that question for us: we use cards that voluntarily banish themselves.  This means that we get to choose when, for example, Rabbit of Moonlit Nights hit the graveyard and when it does, it’s always to our own benefit.  Following up with Flute’s judgment for a single water will then gets every last one of them back in our hand and we can start the process anew.  Play out more rabbits, return Flute back to the ruler side, and then at some point in the future, banish those rabbits and play Flute again.  As a result, we can steadily reap more and more cards, eventually burying our opponent in a landslide of value.

The Deck’s Goal

Flute’s deck is looking to build an army of small resonators and other cards with the specific text “banish this card” and to make a profit from it each time she flips.  In order to do that, we want to both ensure that we can build up that army of resonators in the first place and actually have the power to push towards end game, one way or another.

As it goes, if we can’t build up that army of small resonators, we probably aren’t going to get anywhere particularly fast since we get more per Flute flip per card we banish and if we can’t protect that army, we can’t keep it around for the Flute flips.  If we miss a beat on either of these, the deck simply won’t function.

The other thing is that, as we will see in upcoming sections, the cards we’re looking to banish are also generally quite small resonators, typically with 200 attack each.  In a game where players start with 4000 life, that’s going to require a lot of attacking to get anywhere, meaning that we need to look into ways put extra muscle on the board All the better if our small army can help push out that extra muscle.

The Full Team of Disposables

So of the three rabbits we have, Rabbit of Moonlit Nights helps rest enemy J/resonators, which in turn lets us attack those resonators or push through damage.  There’s also Moonbreeze Rabbit, which just acts as extra will that we can access later, and Rabbit of the Aqua Moon, which helps sort through our hand and dig deeper into the deck.

Sadly, none of these directly help with card advantage and instead have to rely on Flute to put us up on extra cards.  That’s where Tama and Isara Gunther come in.  While Tama draws a card upon entering the field and Gunther draws one when leaving it, both are able to voluntarily leave the field for the graveyard whenever they feel like it and both draw us a card, meaning multiple uses of them will directly gain us card advantage over time, making them key for getting the deck to function.

Tama fills an additional role of being able to put out 200 damage wherever you feel like, which can be surprisingly useful for clearing the way for our much larger resonators that we’ll be grabbing over time.  More over, depending on how the early game goes, each Tama becomes its own source of free 200 damage that Flute can pull out with surprisingly regularity.  That means if you’ve got three of them over the course of the game, you can essentially just draw three cards and get rid of a two cost resonator whenever you feel like it.


The Muscle

So while having a pile of little 200 attack resonators is nice and all, we aren’t going to be closing out the game with that any time soon.  Flute’s also notably lacking in that department as well with her low 700 attack compared to the standard 1000 on most J-Rulers.  Luckily, due to our plan of playing lots of little guys and drawing lots of cards, we’ve got a good number of options for winning the game.

Kaguya, Rabbit Princess of the Lunar Halo saw a good bit of play back when Battle for Attoractia first came out and fit squarely into the Friend from Another World, Kaguya where it could use Interdimensional Vessel, Apollo to push her out quickly and have a massive board of rabbits. Rabbits that would then build Kaguya up into a powerful 1200/1200 or larger resonator.  Fortunately for us, that strategy remains largely unchanged, we’re still looking to push out Kaguya quickly and get lots of rabbits, but the difference is this time Flute’s able to keep bringing those rabbits back, allowing Kaguya to continually grow and put a lot of pressure on our opponent.  As a nice side bonus, +100/+100 counters are unaffected by cards like Charlotte’s Water Transformation Magic, meaning that if Kaguya has four +100/+100 counters on her, she’ll still be an 800/800 even after the effect.  The fact that she also brings out four rabbits means we cut out a tenth of our deck every time she hits the field with awakening, leaving that much more room to draw the good stuff.

Gwiber’s also been a staple of small things decks since he came out.  Most notably, he found a spot in the old Alice’s World deck, which used his efficient cost to push out 1200 damage multiple times a turn in tandem with effects that returned him back to hand and granted swiftness.  More recently, he found use with Fiethsing, Six Sage of Wind, who used her token generating ability to get him out far faster than any other deck, essentially making her the main aggressive deck for a while.  For us though, Gwiber’s main upside is that our deck is lousy with one cost resonators, letting us slide those out and easily play Gwiber on turn three.  Occasionally, we can also push him out on turn two by playing Moonbreeze Rabbit turn one and then using that extra will to play two resonators and Gwiber on turn two.  Regardless, it’s an efficient 1200/1200 flyer that we are going to have no problem playing over and over again.

Charlotte’s a bit stranger than the other two since she doesn’t directly benefit from a large board but her use comes from the fact that Flute returns all resonators that died that turn to your hand whenever she judgments.  That typically means we’re going to spending the mid to late game with a hand as large as we feel like, and with Charlotte getting 200 attack and defense per card in hand, she grows large fast.  That generally means seven cards but keep in mind we can do clever things like attack with our smaller resonators, banish them, judgment Flute and then harbor a hand of over seven cards, attack with Charlotte, and then play our small resonators out again before end of turn forces us to discard down to seven cards.  As a result, Charlotte’s surprisingly flexible while still being immensely powerful.


Other Utilities

One of the larger problems the deck faces is that we’ll often be flipping Flute a lot and whenever we do that, we don’t get to call a stone on that turn.  Luckily, Flute also came with Flute’s Water Dragon, which can call a stone whenever flute cannot.  Even if we aren’t planning to judgment with her, the little dragon still means we can use her draw ability ability on her ruler side without missing a beat for stone calling, making him all around incredibly useful during the early to mid stages of the games.

Speaking of stones, while Flute can pull herself back to her ruler side for three will, that’s an incredibly costly amount of will early in the game.  High Speed Dash lets us cut that cost down to a third of its typical cost, which is helpful for pushing that early game value off of Flute’s abilities.  It loses a lot of its utility in the late game but due to the sheer amount of draw the deck has, we really don’t mind tossing it at that point if we draw it.

Seal of Wind and Light and Severing Winds are important to preserving our board.  The majority of threats to our board will be chants such as Flame Trap, Interdimensional Escape, and Eternal Recurrence, with the occasional Alice’s World of Madness addition.  In either case, the only surefire way to stop that is a cancel spell and while losing a board isn’t the worst thing in the world since we can often just banish our resonators for other benefits in response, it’s a severe step back.  Seal of Wind and Light’s awakening mode is also growing more important in the game right now.   Since Severing Winds’ appearance, it’s important to be able to simply say no to a spell and that be the end of things and with both Interdimensional Vessel, Apollo and Moonbreeze Rabbit, it’s very easy for us to access that part of the spell.

Playing The Late Game

So aside from our muscle cards, we’re going to want some other ways to push the game into a close.  The obvious is Sprint of the Beast Lady.  Using our pile of rabbits and other small resonators, we can easily quadruple our damage output.  In particular, you’ll want to play this card and then attack with your Rabbits of Moonlit Nights.  That way, even if they’re blocked, you can get two blockers out of the way by immediately banishing them to rest a second potential blocker.  Rinse, repeat, and you can easily open a pathway for your other resonators into what is either lethal damage or close to it.

Aside from that, we have a less obvious option that opens in later in the game, either when we can afford to keep Flute out or when we have enough stones: The Blue Planet.  Much of the removal spells in the game right now can only be played during the main phase, meaning it becomes very easy to sneak through Gwibers and other heavier hitters at the end of the opponent’s turn, which in turn becomes its own variety of pseudo swiftness.  Other neat tricks include playing Apollo whenever you feel like it to save a resonator, and dropping a Rabbit of Moonlit Nights as a surprise to rest a potential attacker.  The card offers a surprising amount of flexibility and puts pressure on your opponent to have responses at all times instead of just on your turn, often times letting you edge out an advantage by forcing them to hold up cards.


Our Weaknesses and The Sideboard

Our first major weakness is a whole slew of rulers that have activated abilities that mess with us.  Gill Alhama’at, Gill Lapis, Conquerer of Attoractia, and Girl in Twilight Garb all have access to activated abilities on their front sides, with Alhama’at being able to use that to get an easy board wipe in the form of World Flame Summoning. While both Gill Lapis and Dark Alice can mess with our graveyards, which means less resonators to get back with each Flute flip.  In every case though, Shackles of Ice puts a stop to that.  It does stop Flute from using her draw ability but thanks to Tama and Gunther, we’re far less reliant on that.

Next up is Alice’s World of Madness and Neo Barrier of Shadows, both of which are additions that severely impact our board.  Alice’s World of Madness primarily serves to kill both Tama and Gunther and other cut down the attack power of our small resonators to 0, two of them is just game over.  Neo Barrier, on the other hand, isn’t as drastically bad but pushing the cost of banishing our resonators up from 0 will to 1 will adds up incredibly fast when you’re running a total of fifteen cards that banish themselves.  Both can be easily taken care of with Heavenly Gust or Fairy of Sacred Vision, the latter of which has the bonus of being repeatable with Flute if we feel like it.

Probably one of the biggest fears we have when playing is keeping Flute alive.  If she dies, we lose a lot of our plan.  The good news is that Black Moonbeam is really the only thing we need to worry about and that’s becoming rarer.  Still, for when it is an issue and you can’t just use Alice, Girl of the Blue Planet to stop your opponent from playing it, you can use Wind-Secluded Refuge and keep Flute alive regardless.

Tsukuyomi Noble is honestly kind of weird since we’re running her to counter herself.  There are no other moons in the deck and so if the opponent resolves a Tsukuyomi Noble, our banish resonators can suddenly do nothing.  On the flip side, running out own gives us a moon, which lets us continue to use our activated abilities and it’s also a solid card against decks like Lumia Hook, which are also addicted to activated abilities with cards like Sacred Elf and Melfee.

Dawn of the Earth is pretty much just a Swiss army knife though.  Its first mode deals with Lilias Petal decks and any other deck that is really trying to mess with its graveyard and bring back dead dudes to the field such as Lumia Reanimator decks.  The second mode stops targeted removal spells from control decks and also lets us get in extra damage with our Gwibers to help close the game.  The last mode just ruins any sort of regalia focused, aggressive ruler deck while still being surprisingly relevant in other places.  Not to mention it draws a card no matter what.  You’ll probably find a game to bring this card in.

I’ll admit, Excalibur is mostly there for fun but it also serves to make Flute far more powerful if you ever need her to finish the job.  Due to the sheer amount of small resonators you’re playing, it’s very easy to turn her into a reliable threat instead of her usual small self.  Miracle Millennia Medicine is typically for control heavy match ups, specifically it helps you get multiple uses out of your copies of Kaguya, Rabbit Princess of the Lunar Halo since you can bring her back with Interdimensional Vessel, Apollo and use her again without worry of running out of rabbits.  Also, keep in mind Flute can also get Miracle Millennia Medicine using her flip.



So you’re looking for a deck full of adorable things, I think I have you pretty well covered.  Maybe Gwiber’s an exception to that, but I think he’s adorable in his own way.  More over, the deck provides a unique take on using smaller resonators to steadily assert a controlling hand over the game in a repeatable, incremental fashion.  I definitely think it’s more for the banker sort of player, since it requires putting out investments in the form of small resonators and deciding how far to extend that investment for getting payment back on it.  Not to mention, you often have to balance that with your stones in the long term.  I hope you enjoy it as well.