Spoiler :
Table of Contents
1. Watt is Love? Baby Don't Hurt Me
2. The Monsters
3. The Spells
4. The Traps
5. Off Theme Cards
6. Side Decking
7. Deck Lists
Watt is Love? Baby Don't Hurt Me.
Watt is an Archetype that mostly consists of Thunder-Type Level 4 and lower monsters with under 1500 ATK. Most Watt monsters can either attack your opponents Life Points directly, or attack twice in one turn. The main play-style of Watts is to use their direct attacking effects to eliminate your opponent's life points while not having to worry about your opponent's monsters. When playing Watts this way, it is highly recommended to run a lot of monster protection cards, such as Threatening Roar and Waboku so that you do not take any damage nor have your monsters defeated in battle. There are other ways to play the deck, but this is the most powerful and most consistent.
The Monsters
If you read my introduction to the Archetype, I'm sure the very last thing you'd expect to see is a Level 6 Normal-type Dragon with 2500 ATK. Well, yeah, we have this guy, but the only thing you can do with it is summon it straight from the Deck with Wattdragonfly, and use it as beater, which goes completely against the theme of this Archetype. Do not even dare trying to capture to the Wattaildragon, or you will be punished by the Ancient Rules, and be given a Level 6 offense and arrested for no less than 2500 heliocycles. You hear that? So keep your Pokeballs in your pocket and run 0 Wattaildragon.
Wattberyx is our fist Tuner, but due to being Level 3, we can't use it as Synchro material with one of our main Watts to Synchro Summon Wattchimera, although it can be used for Watthydra instead. Wattberyx doesn't have a very impressive effect either. Sure, discarding from your opponents hand is a -1 to them, but this little electric fish only has 300 ATK points, and must attack directly to get its effect. Not worth running, unless you like Watthydra. Run 0.
This is almost literally the exact same fish I explained above, except for some notable differences. This fish is Level 2, so it can be used with a Level 4 Watt to make Wattchimera. Wattbeta also has 200 less ATK than Wattberyx, and its effect is considerably worse, since your opponent gets to choose what they discard. Run 0-1.
Whoa! We went from mediocre cards to a flat out awesome card pretty fast! Wattcobra is arguably the best card in the entire Archetype. 1000 ATK lets it get around Bottomless Trap Hole and Messenger of Peace, and it's one of your three direct attackers. The best thing about Wattcobra, however, is its search effect. Whenever, and Wattcobra means WHENEVER it deals a direct attack, it will search for any Watt monster from your deck and add it straight to your hand. Wattcobra is one of the only two searchers in the entire Archetype, and we don't even use the second one, so you simply have to run 3 Wattcobra. Also consider the fact that we only have 3 direct attackers.
Wattdragonfly is our recruiter, and a really good one too. It gets its effect whenever your opponent destroys it, either by battle or card effect, and summons a Watt monster straight from your Deck, including the legendary Wattaildragon!
Wattfox is easily the best Tuner in the whole archetype. Its effect looks like an amazing stun effect at first, but then you have to consider the fact that your opponent has probably already used everything they are going to use this turn before destroying your fox. Regardless, Wattfox still has a pretty good effect, while being a Level 2 Tuner, so if you want to use Wattchimera, use 1-2 Wattfox.
Wattgiraffe is the second as well as the strongest of our Main Decked direct attackers. Wattgirrafe also has a very nifty effect. Whenever it attacks directly and deals damage, your opponent will not be able to activate anything for the rest of the turn. This will allow the rest of your monsters to attack safely, and then, in Main Phase 2, you could proceed to do anything else you wish, such as Synchro Summon, or activate Spells without worrying about it being negated. Run 3.
Watthopper is the cause of the infamous and famous Hopper Lock. What exactly is the Hopper Lock? For the lock, you will need two Watthoppers face up on the field. If you have two of them face up at once, none of your Watt monsters will be able to be attacked, or targeted for effects. This is a very powerful lock and pretty much the only way to break it is with cards that destroy multiple monsters at once without targeting, such as Dark Hole and Torrential Tribute. If you're going to run Watthopper, run it in its own build, and run 3.
Another Normal mosnter? Watt you just say?! Do not run it, it is completely useless and contributes nothing to the archetype.
Wattkiwi is another Level 3 Tuner, but it somehow managed to be worse than Wattbeta. Sure, it stops your Watts from being destroyed in battle, but only if they are attacking. Wait, Watt?! Watt the hell would you be doing attacking something stronger than you?! Run 0.
Wattlemur helps to keep your Watts alive longer, but its effect is slow since it needs to be destroyed to get it, and it won't protect you until the next turn. Run 0.
Regardless of how smug Wattmole looks, it is still a very bad card. Dual attacking ability, but no ATK? Watt the heck is up with that?! I guess, judging by its second effect, the dual attacking ability is to clear out your opponents defenses, but you should be dealing damage through direct attacks, which makes Wattmole useless. Run 0.
Wattpheasant is the third and final direct attacking Main Decked Watt monster. Wattpheasant may not have the best attack out of the three, but it still has a very nifty effect. Banishing a monster for a turn can get rid of an Xyz Monster's Xyz Material or you could banish one of your own monsters to save it from something like Fiendish Chain. Run 2-3, depending on how many you can fit in.
Well, Squirrel has a nifty effect by being able to attack twice, and negate effects, but with only 700 ATK, you won't be doing much with that. Run 0.
Wattwoodpecker can deal 2000 life points of damage in one turn if it's attacking directly, but your opponent will need to have a clear field for that. Wattwoodpeckers second effect is also pretty useless - if you're battling something, it should be dying. Run 0.
Look! It's a terrifying electric chimera! Wattchimera has a very powerful effect, along with a high ATK score of 1400 (yes, that is high in this Archetype), while being a direct attacker. Wattchimeras effect will constantly put your opponent's cards from their hand back to the top of their Deck, forcing them to draw it in the next turn, which is kind of like skipping their next Draw Phase. This while prevent your opponent from drawing into any resources they need to take you down, or atleast, slow them down. If running Tuners, run 2 Wattchimera.
Watthydra has the highest ATK out of all the direct attacking Watts, but the effect isn't that good. Sure, it searches literally any card in your deck, but not until 2 turns, like Gold Sarcophagus. Run 0.
The Spells
Wattcastle could be a lot better if the monsters lost their ATK before or during damage calculation, so that your monster gets a chance to win the battle, but sadly, it is after damage calculation, which means your poor monster would already be defeated. Run 0.
This card can allow you to gain good amounts of Life Points, but you're way better off running cards like Threatening Roar to protect yourself.
Wattcube is a permanent 1000 ATK boost to any of your Watts, but the ATK boost is really not worth making the space for, when you could be running something way better in its place. Run 0.
This is yet another Watt Spell card that could have been amazing, but it just has to negate effects. Due to Wattjustment negating their effects, they won't be able to attack directly anymore, which will make them nothing more than beat-sticks. Run 0.
Watt you talking about sis? We can already attack directly! Run 0.
The Traps
This card has amazing art, but, sadly, it's just a worst Black Horn of Heaven. At least you don't have to discard for Black Horn of Heaven. Run 0.
Well, this can speed up your victory by a bit, but it will be taking up deck space and lowering your consistency more than anything else. Run 0.
Wattkeeper has its pros and cons compared to Call of the Haunted. Unlike Call of the Haunted, Wattkeeper can be chained to Mystical Space Typhoon, and your monster won't die, but with Wattkeeper, your monster will die in the End Phase, so you won't have much choice but to Xyz with it in your Main Phase 2. Run 0-2.
Off Theme Cards
Every Watt monster is LIGHT, so it makes sense to be using Honest in here. It will save your monster from being beaten in battle, while also inflicting damage upon your opponent, speeding up the duel. Run 1.
Thunder Sea Horse is really great in Watts. It can add two of any of your Level 4 Watt monsters straight to your hand. Searching for two Wattcobra, then attacking directly with it and searching for another Watt brings amazing consistency to the deck that you simply can not pass up. Run 2-3
Photon Lead may be a -1, but in this deck, it can be pretty awesome. With the search power of Wattcobra and Thunder Sea Horse, you'll be finding your hand full of monsters quite often, and getting to summon one more than usual will help end the duel quicker and easier, and is really good for setting up the Watthopper lock and making Xyz plays.
Watt do you do when you're out of Watts in the Deck to search for, and your opponent blows up your field? Reduce, reuse, and recycle! This card is basically Salvage for Thunder-Type monsters and, as the name says, the recycling power it gives is too good to pass up.
It also fuels your hand to use Photon Lead without losing much advantage. Run 2-3.
The more protection you bring for your monsters, the more field presence you will have, which will result in more damage per turn. If you're not running Messenger of Peace or a Watthopper lock build, I suggest using 2-3 Swords of Revealing Light.
Messenger of Peace, unlike Swords of Revealing Light, lasts as long as you wish for it to last, or until your opponent destroys it on their own. The disadvantage Messenger of Peace has, however, is that it only blocks monsters with 1500 or higher ATK from attacking, so your opponent can just ATK with weak monsters until they get an answer to Messenger of Peace. Regardless, Messenger of Peace is still amazing at protecting your monsters and usually lasts long enough. Run 0-3.
In Hopper builds, this card is a must. It summons Hopper straight from the deck to easily start your lock. Sending a monster from your hand to the Graveyard isn't a problem, since Wattcobra, Thunder Sea Horse, and Recycling Batteries give constant hand advantage. Run 1 in Hopper buids.
Not only does Magic Cylinder negate an attack, but it also deals a massive amount of damage to your opponent. Keeping your monsters alive while dealing as much damage as you can to end the duel fast is exactly how a Watt deck should be playing, and Magic Cylinder does both these things at once. Sometimes you can find yourself winning duels simply from activating Magic Cylinder. Run 3.
Threatening Roar is your most basic way of protecting your monsters and it does a good job at it too. It's chainable, and will prevent your opponent from attacking you for the whole turn. Run 3.
Waboku is the same as Threatening Roar in here, except, instead of preventing your opponent from attacking, it prevents you from taking damage and protects your monsters from dying in battle. If you're not using Watthopper and already have 3 Threatening Roar in your deck, use 3 Waboku too.
Dark Bribe is really good in here for protecting your backrow from Heavy Storm, your monsters from Dark Hole, and can also protect your Messenger of Peace or Swords of Revealing Light from Mystical Space Typhoon, while also being able to negate any other troublesome Spells or Traps. Run 2-3.
Side Decking
The biggest threats to Watts are backrow and Skill Drain (a Watt without an effect is a worthless Watt), so it's a good idea to be siding 2-3 Dust Tornado for backrow heavy decks and Skill Drain decks.
This deck has basically no grave reliance at all (except for Recycling Batteries and Thunder Seahorse), and Dark World is just about this deck's worst match up, so if you're not maining either of these cards, you should be siding them.
HEROs may not still be a top tier deck, but they are still around, and this deck has plenty of free Extra Deck space for the Elemental HERO Fusions, so you should be running 2-3 Super Polymerization in your Side Deck if you can fit them in.
Deck Lists
1. Watt is Love? Baby Don't Hurt Me
2. The Monsters
3. The Spells
4. The Traps
5. Off Theme Cards
6. Side Decking
7. Deck Lists
Watt is Love? Baby Don't Hurt Me.
Watt is an Archetype that mostly consists of Thunder-Type Level 4 and lower monsters with under 1500 ATK. Most Watt monsters can either attack your opponents Life Points directly, or attack twice in one turn. The main play-style of Watts is to use their direct attacking effects to eliminate your opponent's life points while not having to worry about your opponent's monsters. When playing Watts this way, it is highly recommended to run a lot of monster protection cards, such as Threatening Roar and Waboku so that you do not take any damage nor have your monsters defeated in battle. There are other ways to play the deck, but this is the most powerful and most consistent.
The Monsters
Wattaildragon
Dragon/Normal/LIGHT/7/2500/1000
Capable of indefinite flight. Attacks by wrapping its body with electricity and ramming into opponents.
IMPORTANT: Capturing the "Wattaildragon" is forbidden by the Ancient Rules and is a Level 6 offense, the minimum sentence for which is imprisonment for no less than 2500 heliocycles.
If you read my introduction to the Archetype, I'm sure the very last thing you'd expect to see is a Level 6 Normal-type Dragon with 2500 ATK. Well, yeah, we have this guy, but the only thing you can do with it is summon it straight from the Deck with Wattdragonfly, and use it as beater, which goes completely against the theme of this Archetype. Do not even dare trying to capture to the Wattaildragon, or you will be punished by the Ancient Rules, and be given a Level 6 offense and arrested for no less than 2500 heliocycles. You hear that? So keep your Pokeballs in your pocket and run 0 Wattaildragon.
Wattberyx
Thunder/Tuner/LIGHT/3/300/0
When this card inflicts Battle Damage to your opponent by a direct attack, discard 1 random card from your opponent's hand.
Wattberyx is our fist Tuner, but due to being Level 3, we can't use it as Synchro material with one of our main Watts to Synchro Summon Wattchimera, although it can be used for Watthydra instead. Wattberyx doesn't have a very impressive effect either. Sure, discarding from your opponents hand is a -1 to them, but this little electric fish only has 300 ATK points, and must attack directly to get its effect. Not worth running, unless you like Watthydra. Run 0.
Wattbetta
Thunder/Tuner/LIGHT/2/100/0
When this card inflicts Battle Damage to your opponent by a direct attack, your opponent discards 1 card of their choice.
This is almost literally the exact same fish I explained above, except for some notable differences. This fish is Level 2, so it can be used with a Level 4 Watt to make Wattchimera. Wattbeta also has 200 less ATK than Wattberyx, and its effect is considerably worse, since your opponent gets to choose what they discard. Run 0-1.
Wattcobra
Thunder/LIGHT/4/1000/500
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack: Add 1 "Watt" monster from your Deck to your hand.
Whoa! We went from mediocre cards to a flat out awesome card pretty fast! Wattcobra is arguably the best card in the entire Archetype. 1000 ATK lets it get around Bottomless Trap Hole and Messenger of Peace, and it's one of your three direct attackers. The best thing about Wattcobra, however, is its search effect. Whenever, and Wattcobra means WHENEVER it deals a direct attack, it will search for any Watt monster from your deck and add it straight to your hand. Wattcobra is one of the only two searchers in the entire Archetype, and we don't even use the second one, so you simply have to run 3 Wattcobra. Also consider the fact that we only have 3 direct attackers.
Wattdragonfly
Thunder/LIGHT/2/900/100
If this card is destroyed by your opponent's card (either by battle or by card effect), you can Special Summon 1 "Watt" monster from your Deck.
Wattdragonfly is our recruiter, and a really good one too. It gets its effect whenever your opponent destroys it, either by battle or card effect, and summons a Watt monster straight from your Deck, including the legendary Wattaildragon!
Wattfox
Thunder/Tuner/Light/2/800/100
If this card is destroyed by your opponent's card (either by battle or by card effect), your opponent cannot Special Summon a monster, or activate Spells, Traps, Spell/Trap card effects, or Monster Card effects, for the rest of this turn.
Wattfox is easily the best Tuner in the whole archetype. Its effect looks like an amazing stun effect at first, but then you have to consider the fact that your opponent has probably already used everything they are going to use this turn before destroying your fox. Regardless, Wattfox still has a pretty good effect, while being a Level 2 Tuner, so if you want to use Wattchimera, use 1-2 Wattfox.
Wattgiraffe
Thunder/LIGHT/4/1200/100
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent as a result of a direct attack, your opponent cannot activate the effects of any Spell, Trap, or Effect Monster Cards until the End Phase of this turn.
Wattgiraffe is the second as well as the strongest of our Main Decked direct attackers. Wattgirrafe also has a very nifty effect. Whenever it attacks directly and deals damage, your opponent will not be able to activate anything for the rest of the turn. This will allow the rest of your monsters to attack safely, and then, in Main Phase 2, you could proceed to do anything else you wish, such as Synchro Summon, or activate Spells without worrying about it being negated. Run 3.
Watthopper
Thunder/LIGHT/1/0/0
Your opponent cannot select another face-up "Watt" monster on the field as an attack target, or target them with card effects.
Watthopper is the cause of the infamous and famous Hopper Lock. What exactly is the Hopper Lock? For the lock, you will need two Watthoppers face up on the field. If you have two of them face up at once, none of your Watt monsters will be able to be attacked, or targeted for effects. This is a very powerful lock and pretty much the only way to break it is with cards that destroy multiple monsters at once without targeting, such as Dark Hole and Torrential Tribute. If you're going to run Watthopper, run it in its own build, and run 3.
Wattkid
Thunder/Normal/3/1000/500
A creature that electrocutes opponents with bolts of lightning.
Another Normal mosnter? Watt you just say?! Do not run it, it is completely useless and contributes nothing to the archetype.
Wattkiwi
Thunder/Tuner/LIGHT/3/600/100
"Watt" monsters you control cannot be destroyed by battle while they are attacking.
Wattkiwi is another Level 3 Tuner, but it somehow managed to be worse than Wattbeta. Sure, it stops your Watts from being destroyed in battle, but only if they are attacking. Wait, Watt?! Watt the hell would you be doing attacking something stronger than you?! Run 0.
Wattlemur
Thunder/LIGHT/2/800/100
If this card is destroyed by your opponent's card (either by battle or by card effect), they cannot conduct their Battle Phase during their next turn.
Wattlemur helps to keep your Watts alive longer, but its effect is slow since it needs to be destroyed to get it, and it won't protect you until the next turn. Run 0.
Wattmole
Thunder/LIGHT/3/0/100
This card can attack twice during each Battle Phase. If this card attacks a face-down Defense Position monster, you can destroy that monster immediately with this card's effect without flipping it face-up or applying damage calculation.
Regardless of how smug Wattmole looks, it is still a very bad card. Dual attacking ability, but no ATK? Watt the heck is up with that?! I guess, judging by its second effect, the dual attacking ability is to clear out your opponents defenses, but you should be dealing damage through direct attacks, which makes Wattmole useless. Run 0.
Wattpheasant
Thunder/LIGHT/4/1000/800
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, select 1 face-up monster on the field and remove it from play until the End Phase of this turn.
Wattpheasant is the third and final direct attacking Main Decked Watt monster. Wattpheasant may not have the best attack out of the three, but it still has a very nifty effect. Banishing a monster for a turn can get rid of an Xyz Monster's Xyz Material or you could banish one of your own monsters to save it from something like Fiendish Chain. Run 2-3, depending on how many you can fit in.
Wattsquirrel
Thunder/LIGHT/3/700/100
This card can attack twice during each Battle Phase. If this card battles, negate the effects of the monster it battled after damage calculation (including in the Graveyard).
Well, Squirrel has a nifty effect by being able to attack twice, and negate effects, but with only 700 ATK, you won't be doing much with that. Run 0.
Wattwoodpecker
Thunder/LIGHT/3/1000/100
This card can attack twice during the same Battle Phase. Monsters that battled with this card cannot change their Battle Position.
Wattwoodpecker can deal 2000 life points of damage in one turn if it's attacking directly, but your opponent will need to have a clear field for that. Wattwoodpeckers second effect is also pretty useless - if you're battling something, it should be dying. Run 0.
Wattchimera
Thunder/Synchro/LIGHT/6/1400/1200
1 "Watt" Tuner + 1 or more non-Tuner Thunder-Type monsters
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, place 1 random card from your opponent's hand on top of their Deck.
Look! It's a terrifying electric chimera! Wattchimera has a very powerful effect, along with a high ATK score of 1400 (yes, that is high in this Archetype), while being a direct attacker. Wattchimeras effect will constantly put your opponent's cards from their hand back to the top of their Deck, forcing them to draw it in the next turn, which is kind of like skipping their next Draw Phase. This while prevent your opponent from drawing into any resources they need to take you down, or atleast, slow them down. If running Tuners, run 2 Wattchimera.
Watthydra
Thunder/Synchro/LIGHT/7/1500/1500
1 "Watt" Tuner + 1 or more non-Tuner Thunder-Type monsters
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, choose 1 card in your Deck and remove it from play. Add that card to your hand during your 2nd Standby Phase after activating this effect.
Watthydra has the highest ATK out of all the direct attacking Watts, but the effect isn't that good. Sure, it searches literally any card in your deck, but not until 2 turns, like Gold Sarcophagus. Run 0.
The Spells
Wattcastle
Spell/Field
Any monster that attacks a "Watt" monster loses 1000 ATK after damage calculation.
Wattcastle could be a lot better if the monsters lost their ATK before or during damage calculation, so that your monster gets a chance to win the battle, but sadly, it is after damage calculation, which means your poor monster would already be defeated. Run 0.
Wattcine
Spell/Continuous
When a Thunder-Type monster you control inflicts Battle Damage to your opponent, gain Life Points equal to the damage inflicted.
This card can allow you to gain good amounts of Life Points, but you're way better off running cards like Threatening Roar to protect yourself.
Wattcube
Spell/Equip
Equip only to a Thunder-Type monster. It gains 100 ATK for each Thunder-Type monster in your Graveyard. You can send this face-up card you control to the Graveyard to have 1 face-up Thunder-Type monster you control gain 1000 ATK.
Wattcube is a permanent 1000 ATK boost to any of your Watts, but the ATK boost is really not worth making the space for, when you could be running something way better in its place. Run 0.
Wattjustment
Spell/Equip
Equip only to a Level 3 or lower Thunder-Type monster. It gains 800 ATK and its effects are negated. Each time it inflicts Battle Damage to your opponent, draw 1 card.
This is yet another Watt Spell card that could have been amazing, but it just has to negate effects. Due to Wattjustment negating their effects, they won't be able to attack directly anymore, which will make them nothing more than beat-sticks. Run 0.
Wattkey
Spell/Normal
Face-up "Watt" monsters you control can attack your opponent directly this turn.
Watt you talking about sis? We can already attack directly! Run 0.
The Traps
Wattcancel
Trap/Counter
When your opponent would Normal or Special Summon a monster: Discard 1 "Watt" monster; negate the Summon and destroy it.
This card has amazing art, but, sadly, it's just a worst Black Horn of Heaven. At least you don't have to discard for Black Horn of Heaven. Run 0.
Wattcannon
Trap/Continuous
Once per turn, when a Level 4 or lower Thunder-Type monster is Normal or Special Summoned to the field, inflict 600 damage to your opponent.
Well, this can speed up your victory by a bit, but it will be taking up deck space and lowering your consistency more than anything else. Run 0.
Wattkeeper
Trap/Normal
Select 1 Level 4 or lower "Watt" monster in your Graveyard. Special Summon that monster from the Graveyard. Destroy it during the End Phase.
Wattkeeper has its pros and cons compared to Call of the Haunted. Unlike Call of the Haunted, Wattkeeper can be chained to Mystical Space Typhoon, and your monster won't die, but with Wattkeeper, your monster will die in the End Phase, so you won't have much choice but to Xyz with it in your Main Phase 2. Run 0-2.
Off Theme Cards
Honest
Fairy/LIGHT/4/1100/1900
During your Main Phase: You can return this card from the field to its owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles: You can send this card from your hand to the Graveyard; that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.
Every Watt monster is LIGHT, so it makes sense to be using Honest in here. It will save your monster from being beaten in battle, while also inflicting damage upon your opponent, speeding up the duel. Run 1.
Thunder Sea Horse
Thunder/LIGHT/4/1600/1200
You can discard this card; add 2 Level 4 LIGHT Thunder-Type monsters of the same name with 1600 or less ATK from your Deck to your hand. You can only use the effect of "Thunder Sea Horse" once per turn. You cannot Special Summon during the turn you activate this effect.
Thunder Sea Horse is really great in Watts. It can add two of any of your Level 4 Watt monsters straight to your hand. Searching for two Wattcobra, then attacking directly with it and searching for another Watt brings amazing consistency to the deck that you simply can not pass up. Run 2-3
Photon Lead
Spell/Quick-Play
Special Summon 1 Level 4 or lower LIGHT monster from your hand in face-up Attack Position.
Photon Lead may be a -1, but in this deck, it can be pretty awesome. With the search power of Wattcobra and Thunder Sea Horse, you'll be finding your hand full of monsters quite often, and getting to summon one more than usual will help end the duel quicker and easier, and is really good for setting up the Watthopper lock and making Xyz plays.
Recycling Batteries
Spell/Normal
Add 2 Thunder-Type monsters with 1500 or less ATK from your Graveyard to your hand.
Watt do you do when you're out of Watts in the Deck to search for, and your opponent blows up your field? Reduce, reuse, and recycle! This card is basically Salvage for Thunder-Type monsters and, as the name says, the recycling power it gives is too good to pass up.
It also fuels your hand to use Photon Lead without losing much advantage. Run 2-3.
Swords of Revealing Light
Spell/Normal
Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your opponent's turns. While this card is face-up on the field, monsters your opponent controls cannot declare an attack.
The more protection you bring for your monsters, the more field presence you will have, which will result in more damage per turn. If you're not running Messenger of Peace or a Watthopper lock build, I suggest using 2-3 Swords of Revealing Light.
Messenger of Peace
Spell/Continuous
Monsters with 1500 or more ATK cannot declare an attack. During each of your Standby Phases, pay 100 Life Points or destroy this card
Messenger of Peace, unlike Swords of Revealing Light, lasts as long as you wish for it to last, or until your opponent destroys it on their own. The disadvantage Messenger of Peace has, however, is that it only blocks monsters with 1500 or higher ATK from attacking, so your opponent can just ATK with weak monsters until they get an answer to Messenger of Peace. Regardless, Messenger of Peace is still amazing at protecting your monsters and usually lasts long enough. Run 0-3.
One for One
Spell/Normal
Send 1 monster from your hand to the Graveyard; Special Summon 1 Level 1 monster from your hand or Deck.
In Hopper builds, this card is a must. It summons Hopper straight from the deck to easily start your lock. Sending a monster from your hand to the Graveyard isn't a problem, since Wattcobra, Thunder Sea Horse, and Recycling Batteries give constant hand advantage. Run 1 in Hopper buids.
Magic Cylinder
Trap/Normal
When an opponent's monster declares an attack: Target the attacking monster; negate the attack, and if you do, inflict damage to your opponent equal to its ATK.
Not only does Magic Cylinder negate an attack, but it also deals a massive amount of damage to your opponent. Keeping your monsters alive while dealing as much damage as you can to end the duel fast is exactly how a Watt deck should be playing, and Magic Cylinder does both these things at once. Sometimes you can find yourself winning duels simply from activating Magic Cylinder. Run 3.
Threatening Roar
Trap/Normal
Your opponent cannot declare an attack this turn.
Threatening Roar is your most basic way of protecting your monsters and it does a good job at it too. It's chainable, and will prevent your opponent from attacking you for the whole turn. Run 3.
Waboku
Trap/Normal
You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn.
Waboku is the same as Threatening Roar in here, except, instead of preventing your opponent from attacking, it prevents you from taking damage and protects your monsters from dying in battle. If you're not using Watthopper and already have 3 Threatening Roar in your deck, use 3 Waboku too.
Dark Bribe
Trap/Counter
When an opponent's Spell/Trap Card is activated: Your opponent draws 1 card, also negate the Spell/Trap activation, and if you do, destroy it.
Dark Bribe is really good in here for protecting your backrow from Heavy Storm, your monsters from Dark Hole, and can also protect your Messenger of Peace or Swords of Revealing Light from Mystical Space Typhoon, while also being able to negate any other troublesome Spells or Traps. Run 2-3.
Side Decking
Dust Tornado
Trap/Normal
Target 1 Spell/Trap Card your opponent controls; destroy that target, then you can Set 1 Spell/Trap Card from your hand.
The biggest threats to Watts are backrow and Skill Drain (a Watt without an effect is a worthless Watt), so it's a good idea to be siding 2-3 Dust Tornado for backrow heavy decks and Skill Drain decks.
Macro Cosmos
Trap/Continuous
When this card resolves: You can Special Summon 1 "Helios - The Primordial Sun" from your hand or Deck. While this card is face-up on the field, any card sent to the Graveyard is banished instead.
Dimensional Fissure
Spell/Continuous
Any monster sent to the Graveyard is banished instead.
This deck has basically no grave reliance at all (except for Recycling Batteries and Thunder Seahorse), and Dark World is just about this deck's worst match up, so if you're not maining either of these cards, you should be siding them.
Super Polymerization
Spell/Quick-Play
Discard 1 card; send, from either side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, then Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) Spells, Traps, and card effects cannot be activated in response to this card's activation.
HEROs may not still be a top tier deck, but they are still around, and this deck has plenty of free Extra Deck space for the Elemental HERO Fusions, so you should be running 2-3 Super Polymerization in your Side Deck if you can fit them in.
Deck Lists