Sunday, 13 May 2012

Watts and Whys – Watt Deck Updated


Not made a post in a couple of weeks, so here is an update. I haven’t been using this deck much lately, but my old Watt build on here is woefully outdated so this is to get a better list down.



3 Wattcobra
3 Wattdragonfly
3 Watthopper
2 Wattgiraffe
1 Wattpheasant
2 Effect Veiler
2 Cardcar D

3 Magic Planter
2 Pot of Duality
2 Photon Lead
1 Heavy Storm
1 One For One
1 Monster Reborn
1 Recycling Batteries

3 Call of the Haunted
3 Fiendish Chain
2 Red Screen
2 Dark Bribe
2 The Huge Revolution is Over
1 Solemn Judgment

1 Mist Wurm
1 Scrap Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Magical Android
1 Ally of Justice – Catastor
1 Armory Arm
1 Formula Synchron
2 Number 39: Utopia
1 Number C39: Utopia Ray
1 Number 50: Black Corn
1 Gem-Knight Pearl
1 Daigusto Phoenix
1 Gachi Gachi Gantetsu

Now, the basic aim of this deck is to get up the Watt Lock through whatever means, preferable as quickly as possible and with a level of protection. The Watt Lock consists of two Watthoppers, and the way it works is that while they are both out, the opponent cannot attack or target any Watts with card effects in any way. This leaves you free to attack directly with Wattcobra, Wattgiraffe, and Wattpheasant until the opponent’s life points are depleted.

There are limited outs to this lock, the most prominent being Torrential Tribute, Black Rose Dragon, and Dark Hole; all mass destruction cards that do not target, and so can get around the lock. The Hoppers need protection against these, and here it comes in the forms of defensive traps. Dark Bribe, Fiendish Chain, Solemn Judgment, and The Huge Revolution is Over, all make excellent protection.

Little note here in that it is common for people new to Watts (myself included) to use Starlight Road instead of The Huge Revolution is Over. This is not a good choice. Not because Starlight is bad or anything, but with this deck, a Stardust out on the field will just be run over easily, and Starlight is weak to Solemn Warning and the Laggias. THRiO, being a counter trap that doesn’t special summon, has none of these issues.

First off though the aim it to set up the lock. There are a variety of ways to do this in here. Wattdragonfly is the most important by far; it triggers very easily and immediately lets you special summon any Watt you want from the deck. You almost always want to open with Dragonfly in your hand, it’s just so good.

Alongside the Dragonfly are Monster Reborn and Call of the Haunted, in order to reuse a fallen Dragonfly and ram it to set up the lock. They’re also cool for a search with Wattcobra, which is nice for maintaining advantage. You have One for One, a -1 but a fast one that lets you get a Hopper instantly.

Then you have Photon Lead. Normally I would regard this card as awful, and in most decks it is. But here it allows a quick Hopper play from your hand, or one for any other Watt in here really, which gets you prepped and can save you with its quick-play status. Watthopper in hand is an easy thing to accomplish too, especially with three Cobras.

Last thing to mention with relation to the lock itself is the Recycling Batteries. This is a bit of a last resort, in case the lock got broken somehow, and it gives you a second chance to set it up. Running more than one results in clogging from my tests, but it is a great card and a nice +1 if you need it.

Onto the draw cards. Two Cardcar D and two Pot of Duality provide the draw power early on. I’ve tested three Duality, but it tends to slow me down at that number; I need to special summon to establish the lock, and so the limitation is a bit of a problem. Doesn’t interfere much at two though, and two Cardcar D works fine, though the cost of the normal summon is a bit of a pain sometimes.

I also run three Magic Planter, which is the main thing that separates my deck from most Watt decks. In order to support these three Planters, I run a total of eight continuous traps in the form of three Fiendish Chains, three Call of the Haunted, and two Red Screen. Planters are great once you got the lock up for replenishing your protection. Scrap the Fiendish Chain that you used to stop the now useless BRD, or remove the Red Screen that’s now doing nothing but eating away at your life points. Strictly speaking I’m not sure about the ratios I’m using here, I occasionally find them dead, so this particular area is a work in progress.

Red Screen by the way is what I use over Messenger of Peace, the preferred choice of most players. It deals me more damage and is a bit harder to get rid of, but it’s also impossible for the opponent to duck under it. Add to that the compatibility with the Planter, and I consider it a solid and underused choice.

Last thing to mention in the main is the two Effect Veilers. They’re pretty much just more traps here, I’m on the verge of replacing them now. Beginning to think there are better choices, I’ll update this if I do so.

The Extra deck isn’t something that I use an awful lot. There’s no reason to a lot of the time. But it’s better to have it there, because, well, there’s no reason not to. Better to have it for those occasions where you happen to need it.

There are the standard synchros of every level, plus Magical Android run alongside Catastor. This is to make use of the Veiler in the Chain Burn match-up, which, while infrequent, causes the deck major issues due to its need to commit to the field and all its defences being rendered meaningless.

The Xyzs are for beating (Pearl and Phoenix), stall (Utopia and Gachi), or just ridding the field of anything small but problematic (Black Corn). They come into play more often than the synchros, but I’ve never found myself in need of one that I don’t have here.

Anyway, that’s the deck. Hope you enjoyed this guys.

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