Tuesday, March 6, 2012

Alright back to basics: Watt Beat

Considering DN decided to go down again I'm back to square one when it comes to deck builds being exact but I'll still put something up.

Anyway you've all seen this deck before but it's been edited slightly for the new format and the top decks.

Monsters: 18
3x Wattgiraffe
3x Wattcobra
3x Wattdragonfly
2x Wattpheasant
2x Thunder King Rai-oh
2x Marshmallon
1x Honest
2x Effect Veiler

Spell: 6
1x Dark Hole
2x Smashing Ground
1x Monster Reborn
2x Wave-Motion Cannon

Traps: 17
2x Torrential Tribute
1x Mirror Force
2x Fiendish Chain
1x Chain Disappearance
2x Divine Wrath
1x The Huge Revolution is Over
2x Magic Cylinder
1x Lumenize
2x Dimensional Prison
1x Solemn Judgment
2x Solemn Warning

Total: 41

This is my soon to be real life build and it works great on DN thanks for sticking with me so long guys. Not much to say about the deck except Chain Disappearance in main... A nice move in OCG but in TCG debatable due to priority nonsense. You may also notice the 6 ways of effect negation... and how they all do it in different ways at different timings. Those are there to deal with dangerous monsters and who likes waiting for Dino Rabbit to have a big field... set a mirror force and a divine wrath... Laggia negates Mirror... Divine Wrath for field wipe? The deck tends to mostly draw spells and traps due to Wattcobra's useful searching ability... Wattpheasant is an instant out to Xyz or any monsters that set something about themselves upon summoning like clearing counters. Or erasing attack boosts and equip cards. Mostly for Xyz... Pheasant attacking directly acts like a mini Galaxy-Eyes Photon Dragon. This deck on a good day wins by turn 4 on any other day turn 8 if it can keep a Watt on the field everyturn... Good day looks like... Cobra and Wave-Motion Cannon... Cobra swings... gets Cobra... 7000... next turn protect Cobra... summon another... both hit directly... 5000... overlay for Sacred Omega or Hope or any other Rank 4 depending on situation... next turn... Cannon hits 3 turns... all you need is 2000 damage... if your opponent has a zenmaines or gantetsu on the field the previous turn you would make Black Corn and get rid of it making you only need a single Watt or a direct attack to win... if you protected your monsters with Magic Cylinder then the duel could possibly be over...

The deck uses the Burn cards as a way to put pressure on the opponent to waste major removal or negation on Watts and waste backrow single target removal on Wave-Motion cannon... I've been debating adding in more Burn but eh doesn't think it's necessary.

2 comments:

  1. No dualities to add consistancy. How well has it been working??

    ReplyDelete
    Replies
    1. They just weren't needed after testing it. Its rarely lost... Normally it out plays Rabbit. Wind-up are dealt with rather quickly most times... Inzektor though are a major threat because I can't reliably stop their destruction (Hence the Divine Wraths, Chains, and Veilers)

      Delete