Hey all! In the video, I credit the list to AuroraYGO, but did not realize AuroraYGO had found their list elsewhere - it ORIGINALLY comes from Abyss (@Nebula_Naos on Twitter) - here's her twitter! twitter.com/Nebula_Naos
@@jason-xo8mn Yesnt. I agree that the best method by far to allow these guys (And many other mediocre decks, like Genex) to have a time in the sun would be through some sort of rotation, or, alternatively, through draft-specific sets that are designed with their powerlevel in mind, as other methods (Like specific rarities being playable, singleton, draft formats made with real sets in mind such as progresion or chaos draft, etc.) have proved to still not be enough for many of them to see play (Due to unfortunate rarity distributions, being already powercrept by their contemporaries within their sets, having their support spread out through time, being concentrated in one set, etc.). However, if you refer to MBT's rotation format specifically, i feel like the floor for power level set by the permanent decks (Still disagree with the idea of permanently available decks in a rotation format on a fundamental level, core set cards should happen through frequent reprints, not by universal access) is above what Watts could achieve as a strategy, bar straight up full power Watts, and even then, feels a bit mid all in all.
So it's a deck whose primary win con is making your opponents bad hands worse, meaning its effectiveness scales inversely with how consistent your opponent's deck is. Incredible.
Not even sure what they were going for there. Could have easily saved it for follow-up knowing watts can easily deal 4k dmg. To top it off why did they even search scheiren. Search Reino send Tearkash and milled the same amount of cards with 1 being a selective mill off Reino over top 6 rng mills giving them better odds that milling the actual names for fusing even if just by a bit. To top it off they could then keep a Tear card in hand incase Reino gets removed via card effect, like with IKS, and trigger him on the opponent's turn.
Way back in 5Ds era I was always wondering why they never made a Tuna Tuner. For any Fish/Water archetype, really, so it's funny that they made it 10 years later for Watts of all things.
I remember my first time seeing this archetype with Misaki from Over the Nexus for DS. A little stunlock archetype, getting peppered with damage here and there to lock this or that. It fit her personality along with Tohru who specialized in Scraps.
I wish Watts had been Spright, or more like them. Setting up small interactions with their little momsters, maybe some battle protection. Basically just keeping you and the little guys alive while you chop away attacking directly
Y’all do you remember the yugioh 5 ds wcs 20011. They was a girl who played a watt deck. I remember I had hard time trying to beat her when I was a kid.
The deck definitely looks very fun. I was thinking the other kind of use for them is using Leeching The Light since it also can be a Thrust target instead of going for board wipe and with that you could also play Jizukiru since both it and Thunder King are Light monsters.
The deck might not be great, but it seems like Watt has the potential to be a decent off-meta pick that can steal some games. Definitely feels like a little more labbing might be necessary to see if it’s possible to find an optimal build. I will say that the build MBT used in this episode seems close.
Ninja and Heroic OTK are a lot better and can still put up a bunch of interruptions. Hanzo or Upstart Golden Ninja are basically full combo and Heroic/Utopia have like a million ways to get to OTK through piercing with Pentestag.
There's a sick twister alternate reality where ThunDra is an engine for the Watt OTK deck. Watts have a Gold Sarc in their extra deck, Tuna is a Thunder that activates in hand, there's just barely enough synergy to make it sound like an actual idea.
I wonder if there is some sort of combo to be had with The Passage of Stars and Frost in Phantom Nightmare set that would work with Watts. The double battlephase could allow the deck to otk if you can somehow get that card to activate.
Getting back into card games lately (deciding between yugioh and mtg) And these videos are amazing, fast paced covering the basics of the cards, history and a decently playable deck. Going to plow now through your other videos and hoping to see a relinquished video in there somewhere :p
Thats something i would do haha. I did that with SHS and it was super fun watching my opponents face of horror when they realized whats coming. Won 2 Locals with that ehehe
I randomly got Wattchimera from the master pack in MD a few days ago. I immediately dismantled it. After watching what this deck can do... Yeah, I'll take the 10 UR points.
The strat of this deck is very straightfoward, simple, and satisfying to perform. Instead of a single KO blow like with Mikanko, you pummel your opponent with a rain of jabs, and that is fun. If History of Yugioh is anything to go by, these Watts would be solid for the era of 2011~2012. Might sound pathetic, but the full power Six Samurai, Infernity, Dark World, and Wind-Up of those years seem like a fair match IMO.
Watt Main here. This list is close to being a good Watt list, but it has a couple questionable choices that i want to talk about: - Prosperity: Watts are able to OTK now, which is their primary gameplan. Their disruption and control is very lacking, so finishing the game in one turn is important. Running a card that halves damage is not synergistic. Other draw power is better. - Bamboo Sword: Similar to Prosp, if you want to OTK, you don't need to run a board breaker that doesn't make it easier for you to get in the direct attack. Especially not when you only direct attack. Better to run cards that enable the OTK. - Photon Sanctuary: Is mysteriously missing from this list. It does everything for Watts, giving more thunder bodies for Train or Synchro summoning. Or more importantly, goes into... - Hip Hishoningen: ...An important piece in the Watt OTK. Attack boosters are unironically the difference between OTK or not in this deck. You always make it with Sanc. There are other minor improvements to be made, such as Galaxy Photon Dragon, less copies of Kingdom to not brick on it since he's on a low number of Watt monsters, and 1 Wattcine to chainblock Cobra/Giraffe. Not the worst list, but fitting for 10 minute testing, it can be improved further. ❤
It feels like there can be so much more here. Surely there doesn't need to be more than 1 WattTuna run in the deck, and opening an XHunder monster immediately provides access to Cobra through Wattrain without needing to worry about not getting to the combo - also opening up horseshit moves like Mahunder -> Train -> Giraffe -> Stun -> Exciton. Trim Kingdom to one, trim Tuna to 1, and revolve the deck's focus around Mahunder/Pahunder to allow easier access into link plays. Recycling Batteries keeps the hunder train rolling, and the yatalock becomes a decent backup plan.
Any thoughts on sharks (or I guess its just water at this point...) In the current format? Being able to easily make the armor xyz's backed up by some combination of toad, f0, the ice jade synchro and kragen+gozen seems rather solid and from what I can tell has options that stackup quite well into most match ups.
I could see this deck was doomed when I saw you weren't playing Wattcastle. That card is the greatest Field Spell ever made, just what are people thinking?
You could build it otk based. Add a couple of the photon card that lets you ss light monsters from hand a long with att boosters like wattcine. You could also use the new card that ss 2 lvl 3 or lower with same name from hand enabling them to attack directly. Also SS'ing 2 beryx with that spell allows you to rip 2 out of they're hand... Idk just some fun jank stuff...
So let me see if I've got this right, Watts historically have been played as a stun deck to sipliment the fact they can't otk effectively.... So we took out all the stun cards, chose to go second, and then took issue with the fact it couldn't otk
Post banlist if you have 2 watts on board after a failed otk you can turn 1 into typhon and the other into colossus because you activated a watt in hand.
FINALLY a TMT where it's simple enough for me to fully understand what the deck actually does and not just use MBT's voice as background noise while eating lunch I guess its cause the deck is just...that simple? A one trick phony with a shit load of removals
6 kaijus - 3 jizikiru 3 lightning, and 3 nib. + 2 small world - entire deck bridges itself. Photon Sanctuary gives Hip hosh for +500 watt OTK. Use extrav / desires instead of prosp because half damage sucks. You could also just play luminious spark instead of bamboo for the OTK also lol - I've seen people left arm offering for that shit
9:55 even if we call this hand a brick, I can't believe Kashtira banish Scheiren was the optimal play. Why not Schien eff pitch ogre? Or beast to get a new card in hand? Both of them dig further down into the deck, which is what you want, surely?
The OCG had a top a bit back with the new support and with gozen and rivalry, you just win with inflicting 6k+ per turn like an asshole. Just flat out hilarious
Kind of off topic but I definitely think we could have Pank back to 2 or 3, he'd be a more reliable side deck card, and see some more play. I like him but you can't honestly say he's more broken and needs to be at 1 more than thrust or talents or anything else in that same power level. Like Fenrir is at 3 Pank should be too. Dinosaur doesn't deserve so much nerfing on the list. Misc could too but I'll take one step at a time
I created some Watt cards to expand the archetype, so I want to read what you have to write about them: Wattdrawbridge Continuous spell Effect1: Your opponent cannot target or effect a “Watt” monster(s) you control without banishing a card they control or from their hand. Effect: Non-Watt Monsters cannot declare an attack unless their controller sends a card on their field or in their hand to the GY. ________________________ Wattpanzee Attribute: LIGHT Type: Thunder Link: 1 Atk: 1000 Link Arrow: Down Material: 1 Thunder-Type Monster Effect: OPT: You can special Summon 1 “Watt” monster from your hand or GY to a zone a “Watt” Link Monster points to. Effect2: If this card leaves the field, add one “Watt” card from your deck to your hand. _______________________ Wattphant Attribute: LIGHT Type: Thunder Link: 2 Atk: 1500 Link Arrows: Right and Down Materials: 2 Thunder-Type Monsters Effect1: OPT: If this card is summoned, you can activate a “Watt” spell or trap from your deck during this turn. Effect2: HOPT: During the turn this card is summoned (even if it leaves the field), all Watt Monsters gain 400 Atk for the rest of this turn. ________________________ Wattpony Attribute: LIGHT Type: Thunder Level: 4 Atk: 1300 Def: 1800 Effect1: If you control a “Watt” Monster, except for “Wattpony”, you can special summon this card from your hand. Effect2: If your opponent targets one or more “Watt” cards you control, negate that card effect and destroy all cards in your opponent’s spell/trap card zone. ________________________ Wattpegasus Attribute: LIGHT Type: Thunder Level: 4 Atk: 1600 Def: 1100 Effect1: If you control a “Watt” Monster, except for “Wattpegasus”, you can special summon this from your hand. Effect2: If your opponent targets one or more “Watt” cards you control, negate that effect and return all cards on your opponent’s field to the hand. ________________________ Wattunicorn Attribute: LIGHT Type: Thunder Level: 4 Atk: 1800 Def: 1500 Effect1: If you control a “Watt” monster, other than “Wattunicorn”, you can special summon this card from your hand. Effect2: If your opponent targets one or more “Watt” cards you control, negate that effect and send all monsters your opponent controls to the GY. ________________________ Wattalicorn Attribute: LIGHT Type: Thunder Rank: 4 Atk: 2300 Def: 2300 Materials: 3 Level 4 Thunder Monsters Effect: If your opponent activates a card effect that would effect one or more “Watt” cards you control, remove 3 materials from this card, banish all cards your opponent controls, including monsters immune to card effects. ________________________ Wattzebra Attribute: Dark Type: Thunder Level: 4 Atk: 1000 Def: 1000 Effect1: You can discard this card, add one “Watt” monster to your hand. Effect2: HOPT: You can banish one monster from your GY, special summon this card from the GY. Thoughts?
this feels very out of line with what the deck is trying to achieve, aka none of the monsters have the staple direct attacking effect. the new cards have no real synergy with the old cards. you may as well ditch the entire watt core and just build a new deck. this isn t like upgrading/enhancing the existing deck and more like fully replacing it. so going card by card. The continuous spell: PSCT - Cannot target or effect. idk what you mean with "effect" since this is not a PSCT word. i assume you want to say "you can only use an effect that would affect a watt monster if you banish a card". if you mean that, target is redundant. unless "targeting" also includes targeting for attacks. This card feels like it creates a "just draw the out" situation, with all the swarming you gave to the deck, where you are required to open your hand with a boardbreaker going second. In addition to that, the card can act as a mini mystic mine going second, shutting down all interaction by merely existing. i don t have a way to reword the card, but i think it needs to be toned down. Link 1: The second effect is not hard once per turn. So this way you can combo the following way: Any watt monster -> link 1. use effect of link 1 to revive its link material from GY. make a second copy of the link 1, link them both off into a link 2 monster -> get 2 watt card searches. of which 1 is a watt train and 1 is one of the new level 4's that can special summon itself. activate watt train, add the other 2 copies of the new special summon monster. badumpts you created 5 link material and 4 monsters on the field from a single normal summon. was your goal to create dragon link, but with thunder monsters? BTW this was just the link 1 + the on hand summon effects of your monsters. u didn t even use the link 2 effect or the on field effects of any of the watts. So ye. if that s not what you intended, give the second effect a hard once per turn. Link 2: This one is fine in a vacuum and a solid addition to the currently existing deck. i would rephrase the wording on this card tho: "you can place a watt card in your spell and trap card zone. it can be activated this turn" to be more in line with PCST. However, with the continuous spell u added, the link 2 searches a very oppressive floodgate. if you played the combo i previously mentioned, you would obviously first summon your guys out BEFORE activating the effect to place from deck, so this way the effect will go through. it ends in a situation where u effectively search a cold wave, and the moment they try to interact they lose their entire board as "punishment". this is way to harsh. just saying, mirrorjade is a good benchmark for an acceptable power level boss monster, and this just goes WAY beyond that. the level 4's: They are overdesigned, if you didn t catch my drift from the previous analysis. apart from their overpowered design, they also feel kinda lazy. their effects are kinda "carbon copy" and the one that bounces is redundant if one of them removes all backrow and the other removes all monsters. These monsters honestly read more like naturia monsters instead of watt monsters with their excessive focus on negation. anyways 1 thing i would like to actually point out, you made the special summoning an effect that activates in the hand. this means all 3 of them can be turned into thunder dragon colossus. a one-sided anti-search floodgate which has 3 destruction protections. so, you effectively locked out of a majority of effects for building your own board presence. on top of that you have a floodgate that dries the opponent out of resources for trying to interact with your board, and on top of that, this floodgate is protected by 2 negates. So ye. you created a board that is excessively based on opressive floodgates, which are hard to get rid of either through built in protection or by being protected by their own negation. this support needs some of kneecaps broken in order to be realistic. ALSO: what s the point of the old cards except for wattrain in this deck? you may as well just play the new support + wattrain and mash it with other thunder good stuff instead to create a "thunder link" deck. The xyz - this one is pointless. #1 - you are just better off keeping the materials. #2 how are u consistently summoning a towers monsters without searching. no deck can do that. #3 PCST: this would create a powercreep wormhole, since you created "it removes monsters which are immune to effects" as effect, so soon new monsters will be printed that say "this card cannot be removed by card effects which ignore effect immunity", the effects that powercreep that would be "remove monsters that are immune to effects that ignore effect immune monsters" .... you hopefully see where i am going with this. Instead reword it to be similar to evenly match "Your opponent must banish all card they control". to avoid this slippery slope which it creates in card design. the last level 4: Thunder Link. this is what it is. i feel you didn t even try to consider other decks using this card when imagining this. The revival effect is not restricted to banishing a watt monster nor does it lock you into thunder monsters or watt monsters. so ye, apart from being a nice piece of the proposed thunder link deck, ir lets you search a level 4 monster with a negate effect that special summons itself. so "hooray" you now don t need to even commit your normal summon to do the absurd combo i just mentioned in the link 1 section. apart from thunder link, this would be played in LITERALLY every deck that benefits from free monsters. WHICH IS VERY DECK IN THE GAME. discard this and you search a level 4. you can do the "thunderlink" combo in any deck, because neither piece of you has the decency to apply some kind of self-lock restriction. if you don t want to do this, it gives u 2 level 4s, which can special summon itself for a rank 4 play. it provides 2 monsters for other link plays, it proves 8 free levels for synchro plays. it gives every deck free thunder dragon colossus. also it does not banish itself when leaving the field, which is what nowadays every card with a self-revival effect does. you didn t even bother to make it kinda archetype exclusive by requiring the banishment of a watt monster. so this card would land on an emergency banlist if it was printed. my overall verdict is: if you wanted to make watt broken. congratulations you did a very good job at that. if you wanted to just make them "viable"/"decently competitive for your average locals", you need to consider the entire game and game balance into account, because the lack of self-locks/common restriction or seeming unawareness of the implications on "how the card can be misused" in other decks or summoning mechanics is shocking to me. Also, this is not "supplement to watt", this is its own thing which outright replaces watt and would likely be dubbed "thunder link" in analogy to dragon link.
Hey all! In the video, I credit the list to AuroraYGO, but did not realize AuroraYGO had found their list elsewhere - it ORIGINALLY comes from Abyss (@Nebula_Naos on Twitter) - here's her twitter!
twitter.com/Nebula_Naos
Jamie's a SIGNIFICANTLY better deck builder than I am ong and I'm glad we could both enjoy her take on Watts!
Man, Watts are just, the ultimate "woah this deck could be so cool on a limited format" archetype ever
When the support finally gets added to the game, this is probably gonna be a pretty solid rogue deck in Master Duel.
Thats definately melffy 🐇🐇
yugioh players should start building cubes
do i hear Rotation..?
@@jason-xo8mn Yesnt. I agree that the best method by far to allow these guys (And many other mediocre decks, like Genex) to have a time in the sun would be through some sort of rotation, or, alternatively, through draft-specific sets that are designed with their powerlevel in mind, as other methods (Like specific rarities being playable, singleton, draft formats made with real sets in mind such as progresion or chaos draft, etc.) have proved to still not be enough for many of them to see play (Due to unfortunate rarity distributions, being already powercrept by their contemporaries within their sets, having their support spread out through time, being concentrated in one set, etc.).
However, if you refer to MBT's rotation format specifically, i feel like the floor for power level set by the permanent decks (Still disagree with the idea of permanently available decks in a rotation format on a fundamental level, core set cards should happen through frequent reprints, not by universal access) is above what Watts could achieve as a strategy, bar straight up full power Watts, and even then, feels a bit mid all in all.
Out of all the decks to do a TMT on I did not expect one on Watt, it's... SHOCKING
The door
Go
Would you please kneel in front of the pre dug hole
This is your punishment for making a pun
ratio
I don’t know whether I should gift you a sub or get mods to ban you
You should wattcancel yourself NOW
Watt winning a MATCH against Tear is the greatest thing I've ever seen.
Both the tear list and the plays were complete table 500 ngl
Yes but tear is still strong.
Tiarament strongest? No. Watt strongest!
I never in a million years thought i would see a WATT tmt. Best MBT vid i dont even need to watch it.
Although... at least watch the ads.
So it's a deck whose primary win con is making your opponents bad hands worse, meaning its effectiveness scales inversely with how consistent your opponent's deck is. Incredible.
Paying for destrudo against an otk strategy was such a prog moment
Not even sure what they were going for there. Could have easily saved it for follow-up knowing watts can easily deal 4k dmg. To top it off why did they even search scheiren. Search Reino send Tearkash and milled the same amount of cards with 1 being a selective mill off Reino over top 6 rng mills giving them better odds that milling the actual names for fusing even if just by a bit. To top it off they could then keep a Tear card in hand incase Reino gets removed via card effect, like with IKS, and trigger him on the opponent's turn.
@@potatoexe5410ye the Tear Player was ass
7:20 I got so confused with this Interrupted Slumber banish. That's before I realized Zombie Vampire milled a second copy the prior turn.
Way back in 5Ds era I was always wondering why they never made a Tuna Tuner. For any Fish/Water archetype, really, so it's funny that they made it 10 years later for Watts of all things.
A Watt TMT? Watt a “shocking” surprise! I wonder Watt patron members would put thee MonoBlueTron up to such shenanigans?!
I remember my first time seeing this archetype with Misaki from Over the Nexus for DS. A little stunlock archetype, getting peppered with damage here and there to lock this or that. It fit her personality along with Tohru who specialized in Scraps.
I had Sakuretsu Armor PTSD for a couple of weeks after the first time I dueled her. It was very frustrating.
I wish Watts had been Spright, or more like them. Setting up small interactions with their little momsters, maybe some battle protection. Basically just keeping you and the little guys alive while you chop away attacking directly
Tear player was def smoking some turbo crack
It should be mentioned that they missed the chance to call Wattcancel "Watt????!"
This bout to go crazy in 10 months on duel links
Did it?
Y’all do you remember the yugioh 5 ds wcs 20011. They was a girl who played a watt deck. I remember I had hard time trying to beat her when I was a kid.
The deck definitely looks very fun. I was thinking the other kind of use for them is using Leeching The Light since it also can be a Thrust target instead of going for board wipe and with that you could also play Jizukiru since both it and Thunder King are Light monsters.
I mean.. It's ultimately just another "Kaiju turbo" deck. Can't say that makes for the most fun games
The predecessor to tenpai
The complete lack of hair on Joseph's legs is mesmerizing
I was expecting him to play Watt Spright as the choice of a watt deck
The deck might not be great, but it seems like Watt has the potential to be a decent off-meta pick that can steal some games. Definitely feels like a little more labbing might be necessary to see if it’s possible to find an optimal build. I will say that the build MBT used in this episode seems close.
Yeah, they do two shot your opponent off a 1 card combo, all you need is to do actually survive and draw the correct cards.
Ninja and Heroic OTK are a lot better and can still put up a bunch of interruptions. Hanzo or Upstart Golden Ninja are basically full combo and Heroic/Utopia have like a million ways to get to OTK through piercing with Pentestag.
@@SaltymanGamingYeah. But are they based? Didn't think so.
@@SaltymanGamingno one asked
I saw this video title, and was pleasantly surprised to hear Watts of all things are getting legacy support
This was my pet deck when I was child (12) and I'm really happy to see it gets more attention as well as a full 10min testing
There's a sick twister alternate reality where ThunDra is an engine for the Watt OTK deck. Watts have a Gold Sarc in their extra deck, Tuna is a Thunder that activates in hand, there's just barely enough synergy to make it sound like an actual idea.
FINALLY A REAL TMT
Edit: WE HAD A DECENT ONE LAST WEEK TOO OOPS.
I wonder if there is some sort of combo to be had with The Passage of Stars and Frost in Phantom Nightmare set that would work with Watts. The double battlephase could allow the deck to otk if you can somehow get that card to activate.
Getting back into card games lately (deciding between yugioh and mtg)
And these videos are amazing, fast paced covering the basics of the cards, history and a decently playable deck. Going to plow now through your other videos and hoping to see a relinquished video in there somewhere :p
Oh look it’s that one deck from history of jank and the history of Yu-Gi-Oh
I think the biggest flaw of this build is that you put too many spells in, you need more watts and just 3 berserker soul to solve that otk problem
Thats something i would do haha. I did that with SHS and it was super fun watching my opponents face of horror when they realized whats coming. Won 2 Locals with that ehehe
I randomly got Wattchimera from the master pack in MD a few days ago. I immediately dismantled it. After watching what this deck can do... Yeah, I'll take the 10 UR points.
The strat of this deck is very straightfoward, simple, and satisfying to perform.
Instead of a single KO blow like with Mikanko, you pummel your opponent with a rain of jabs, and that is fun.
If History of Yugioh is anything to go by, these Watts would be solid for the era of 2011~2012.
Might sound pathetic, but the full power Six Samurai, Infernity, Dark World, and Wind-Up of those years seem like a fair match IMO.
Man, I don't play Yu-Gi-Oh so when MBT says a deck is bad, I just see the same combo as any other deck, and am so confused
He called Nikola Tesla...... Nikolai, as a Serbian, I am deeply hurt by this MBT mistake
Photon Booster and Lumenize fits this deck perfectly. Surprised you used ghost girls and Kaijus here.
We still out here teaching fish how to syncro
Konami-You are a wizzard Joseph!
Joseph-Excuse me I am watt?
Happy to see my favorite archetype receive some love
I played Watt in the N/R festival in MD..... Becuase Astral barrier and spirit Barrier were legal.
Watt Main here. This list is close to being a good Watt list, but it has a couple questionable choices that i want to talk about:
- Prosperity: Watts are able to OTK now, which is their primary gameplan. Their disruption and control is very lacking, so finishing the game in one turn is important. Running a card that halves damage is not synergistic. Other draw power is better.
- Bamboo Sword: Similar to Prosp, if you want to OTK, you don't need to run a board breaker that doesn't make it easier for you to get in the direct attack. Especially not when you only direct attack. Better to run cards that enable the OTK.
- Photon Sanctuary: Is mysteriously missing from this list. It does everything for Watts, giving more thunder bodies for Train or Synchro summoning. Or more importantly, goes into...
- Hip Hishoningen: ...An important piece in the Watt OTK. Attack boosters are unironically the difference between OTK or not in this deck. You always make it with Sanc.
There are other minor improvements to be made, such as Galaxy Photon Dragon, less copies of Kingdom to not brick on it since he's on a low number of Watt monsters, and 1 Wattcine to chainblock Cobra/Giraffe.
Not the worst list, but fitting for 10 minute testing, it can be improved further. ❤
I bet WattJoseph can power up a whole neighborhood in a bicycle with legs like those, damn.
It feels like there can be so much more here.
Surely there doesn't need to be more than 1 WattTuna run in the deck, and opening an XHunder monster immediately provides access to Cobra through Wattrain without needing to worry about not getting to the combo - also opening up horseshit moves like Mahunder -> Train -> Giraffe -> Stun -> Exciton.
Trim Kingdom to one, trim Tuna to 1, and revolve the deck's focus around Mahunder/Pahunder to allow easier access into link plays. Recycling Batteries keeps the hunder train rolling, and the yatalock becomes a decent backup plan.
I really enjoyed teching Watt cards in to Chain Burn. People never saw it coming, particularly when it ended in a Rank 4.
These just keep getting better
Watts arguably did something competitively and made top 32 at the 2013 Dragon Duel NAWCQ.
“Let’s teach these fish how to synchro summon!” Watt do you mean that’s the wrong archetype?
0:41 missed so bad to say "Fishy" because its a TUNAH 😓 Joseph really do underappreciate fishes
Any thoughts on sharks (or I guess its just water at this point...) In the current format? Being able to easily make the armor xyz's backed up by some combination of toad, f0, the ice jade synchro and kragen+gozen seems rather solid and from what I can tell has options that stackup quite well into most match ups.
Watts exist to make you read thunder seahorse and get really excited until you get to the last sentence
People forget how nuts pre-errata Brionac is.
I could see this deck was doomed when I saw you weren't playing Wattcastle. That card is the greatest Field Spell ever made, just what are people thinking?
I want that blanket on his couch
It looks very comfy
You could build it otk based. Add a couple of the photon card that lets you ss light monsters from hand a long with att boosters like wattcine. You could also use the new card that ss 2 lvl 3 or lower with same name from hand enabling them to attack directly. Also SS'ing 2 beryx with that spell allows you to rip 2 out of they're hand...
Idk just some fun jank stuff...
I like the idea that all the different deck Josephs are Onceler AU style personalities that all live and exist at the same time in the same place
watt is the best pun yet?
So let me see if I've got this right, Watts historically have been played as a stun deck to sipliment the fact they can't otk effectively.... So we took out all the stun cards, chose to go second, and then took issue with the fact it couldn't otk
Post banlist if you have 2 watts on board after a failed otk you can turn 1 into typhon and the other into colossus because you activated a watt in hand.
This is such a good display of what current tear is like
Brick 3 games in a row, randomly hit the best mills in the deck
You know Watt goes with Battery
The most disturbing part of this video is Mbt still owning two PlayStation moves
It adds 5 pieces of exodia to your Hand when you normal summon the new card
"Fair" and "Good" are mutually exclusive in yugioh
Why do I get notifications consistently 18 hours after these posts go live????
Love ten minute testing!!
Anither funky thing that's newer in the TCG, this deck can now bring you right back around to Thunder Dragon Colossus...sooo that's a fun time
I love your content!
Thank you so much I’m building this deck
You can also play them with Thunder Dragon. Hydra can banish the thundra youre missing
FINALLY a TMT where it's simple enough for me to fully understand what the deck actually does and not just use MBT's voice as background noise while eating lunch
I guess its cause the deck is just...that simple? A one trick phony with a shit load of removals
6 kaijus - 3 jizikiru 3 lightning, and 3 nib. + 2 small world - entire deck bridges itself. Photon Sanctuary gives Hip hosh for +500 watt OTK. Use extrav / desires instead of prosp because half damage sucks. You could also just play luminious spark instead of bamboo for the OTK also lol - I've seen people left arm offering for that shit
The skeletor wat? Broke me.
This deck feels fair for Edison format
9:55 even if we call this hand a brick, I can't believe Kashtira banish Scheiren was the optimal play. Why not Schien eff pitch ogre? Or beast to get a new card in hand? Both of them dig further down into the deck, which is what you want, surely?
The OCG had a top a bit back with the new support and with gozen and rivalry, you just win with inflicting 6k+ per turn like an asshole. Just flat out hilarious
Quick synchro looks fun
Hey I can't wait too see you play ice barrier
I actually like the column based effect, keeps it from being another boring floodgate.
WATT is going on in yugioh now
"Its fair but not good" is my moddle name
I think this deck needs Berserker Soul
Monsta Cardo!!!
Can’t believe there was not a single “WATTS up guys” what a waste of potential
Kind of off topic but I definitely think we could have Pank back to 2 or 3, he'd be a more reliable side deck card, and see some more play. I like him but you can't honestly say he's more broken and needs to be at 1 more than thrust or talents or anything else in that same power level. Like Fenrir is at 3 Pank should be too. Dinosaur doesn't deserve so much nerfing on the list. Misc could too but I'll take one step at a time
Joseph I'm begging you here, stop summoning your watts in the same column as the castle
Man I wish Konami gave more love to thunder type cards like watt and batteryman
Electrifying video.
I created some Watt cards to expand the archetype, so I want to read what you have to write about them:
Wattdrawbridge
Continuous spell
Effect1: Your opponent cannot target or effect a “Watt” monster(s) you control without banishing a card they control or from their hand.
Effect: Non-Watt Monsters cannot declare an attack unless their controller sends a card on their field or in their hand to the GY.
________________________
Wattpanzee
Attribute: LIGHT
Type: Thunder
Link: 1
Atk: 1000
Link Arrow: Down
Material: 1 Thunder-Type Monster
Effect: OPT: You can special Summon 1 “Watt” monster from your hand or GY to a zone a “Watt” Link Monster points to.
Effect2: If this card leaves the field, add one “Watt” card from your deck to your hand.
_______________________
Wattphant
Attribute: LIGHT
Type: Thunder
Link: 2
Atk: 1500
Link Arrows: Right and Down
Materials: 2 Thunder-Type Monsters
Effect1: OPT: If this card is summoned, you can activate a “Watt” spell or trap from your deck during this turn.
Effect2: HOPT: During the turn this card is summoned (even if it leaves the field), all Watt Monsters gain 400 Atk for the rest of this turn.
________________________
Wattpony
Attribute: LIGHT
Type: Thunder
Level: 4
Atk: 1300
Def: 1800
Effect1: If you control a “Watt” Monster, except for “Wattpony”, you can special summon this card from your hand.
Effect2: If your opponent targets one or more “Watt” cards you control, negate that card effect and destroy all cards in your opponent’s spell/trap card zone.
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Wattpegasus
Attribute: LIGHT
Type: Thunder
Level: 4
Atk: 1600
Def: 1100
Effect1: If you control a “Watt” Monster, except for “Wattpegasus”, you can special summon this from your hand.
Effect2: If your opponent targets one or more “Watt” cards you control, negate that effect and return all cards on your opponent’s field to the hand.
________________________
Wattunicorn
Attribute: LIGHT
Type: Thunder
Level: 4
Atk: 1800
Def: 1500
Effect1: If you control a “Watt” monster, other than “Wattunicorn”, you can special summon this card from your hand.
Effect2: If your opponent targets one or more “Watt” cards you control, negate that effect and send all monsters your opponent controls to the GY.
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Wattalicorn
Attribute: LIGHT
Type: Thunder
Rank: 4
Atk: 2300
Def: 2300
Materials: 3 Level 4 Thunder Monsters
Effect: If your opponent activates a card effect that would effect one or more “Watt” cards you control, remove 3 materials from this card, banish all cards your opponent controls, including monsters immune to card effects.
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Wattzebra
Attribute: Dark
Type: Thunder
Level: 4
Atk: 1000
Def: 1000
Effect1: You can discard this card, add one “Watt” monster to your hand.
Effect2: HOPT: You can banish one monster from your GY, special summon this card from the GY.
Thoughts?
this feels very out of line with what the deck is trying to achieve, aka none of the monsters have the staple direct attacking effect. the new cards have no real synergy with the old cards. you may as well ditch the entire watt core and just build a new deck. this isn t like upgrading/enhancing the existing deck and more like fully replacing it.
so going card by card.
The continuous spell: PSCT - Cannot target or effect. idk what you mean with "effect" since this is not a PSCT word. i assume you want to say "you can only use an effect that would affect a watt monster if you banish a card". if you mean that, target is redundant. unless "targeting" also includes targeting for attacks. This card feels like it creates a "just draw the out" situation, with all the swarming you gave to the deck, where you are required to open your hand with a boardbreaker going second. In addition to that, the card can act as a mini mystic mine going second, shutting down all interaction by merely existing. i don t have a way to reword the card, but i think it needs to be toned down.
Link 1:
The second effect is not hard once per turn. So this way you can combo the following way: Any watt monster -> link 1. use effect of link 1 to revive its link material from GY. make a second copy of the link 1, link them both off into a link 2 monster -> get 2 watt card searches. of which 1 is a watt train and 1 is one of the new level 4's that can special summon itself. activate watt train, add the other 2 copies of the new special summon monster. badumpts you created 5 link material and 4 monsters on the field from a single normal summon. was your goal to create dragon link, but with thunder monsters? BTW this was just the link 1 + the on hand summon effects of your monsters. u didn t even use the link 2 effect or the on field effects of any of the watts. So ye. if that s not what you intended, give the second effect a hard once per turn.
Link 2:
This one is fine in a vacuum and a solid addition to the currently existing deck. i would rephrase the wording on this card tho: "you can place a watt card in your spell and trap card zone. it can be activated this turn" to be more in line with PCST.
However, with the continuous spell u added, the link 2 searches a very oppressive floodgate. if you played the combo i previously mentioned, you would obviously first summon your guys out BEFORE activating the effect to place from deck, so this way the effect will go through. it ends in a situation where u effectively search a cold wave, and the moment they try to interact they lose their entire board as "punishment". this is way to harsh. just saying, mirrorjade is a good benchmark for an acceptable power level boss monster, and this just goes WAY beyond that.
the level 4's:
They are overdesigned, if you didn t catch my drift from the previous analysis. apart from their overpowered design, they also feel kinda lazy. their effects are kinda "carbon copy" and the one that bounces is redundant if one of them removes all backrow and the other removes all monsters. These monsters honestly read more like naturia monsters instead of watt monsters with their excessive focus on negation.
anyways 1 thing i would like to actually point out, you made the special summoning an effect that activates in the hand. this means all 3 of them can be turned into thunder dragon colossus. a one-sided anti-search floodgate which has 3 destruction protections. so, you effectively locked out of a majority of effects for building your own board presence. on top of that you have a floodgate that dries the opponent out of resources for trying to interact with your board, and on top of that, this floodgate is protected by 2 negates.
So ye. you created a board that is excessively based on opressive floodgates, which are hard to get rid of either through built in protection or by being protected by their own negation. this support needs some of kneecaps broken in order to be realistic. ALSO: what s the point of the old cards except for wattrain in this deck? you may as well just play the new support + wattrain and mash it with other thunder good stuff instead to create a "thunder link" deck.
The xyz - this one is pointless. #1 - you are just better off keeping the materials. #2 how are u consistently summoning a towers monsters without searching. no deck can do that. #3 PCST: this would create a powercreep wormhole, since you created "it removes monsters which are immune to effects" as effect, so soon new monsters will be printed that say "this card cannot be removed by card effects which ignore effect immunity", the effects that powercreep that would be "remove monsters that are immune to effects that ignore effect immune monsters" .... you hopefully see where i am going with this. Instead reword it to be similar to evenly match "Your opponent must banish all card they control". to avoid this slippery slope which it creates in card design.
the last level 4:
Thunder Link. this is what it is. i feel you didn t even try to consider other decks using this card when imagining this. The revival effect is not restricted to banishing a watt monster nor does it lock you into thunder monsters or watt monsters. so ye, apart from being a nice piece of the proposed thunder link deck, ir lets you search a level 4 monster with a negate effect that special summons itself. so "hooray" you now don t need to even commit your normal summon to do the absurd combo i just mentioned in the link 1 section. apart from thunder link, this would be played in LITERALLY every deck that benefits from free monsters. WHICH IS VERY DECK IN THE GAME.
discard this and you search a level 4. you can do the "thunderlink" combo in any deck, because neither piece of you has the decency to apply some kind of self-lock restriction.
if you don t want to do this, it gives u 2 level 4s, which can special summon itself for a rank 4 play. it provides 2 monsters for other link plays, it proves 8 free levels for synchro plays. it gives every deck free thunder dragon colossus. also it does not banish itself when leaving the field, which is what nowadays every card with a self-revival effect does. you didn t even bother to make it kinda archetype exclusive by requiring the banishment of a watt monster. so this card would land on an emergency banlist if it was printed.
my overall verdict is: if you wanted to make watt broken. congratulations you did a very good job at that. if you wanted to just make them "viable"/"decently competitive for your average locals", you need to consider the entire game and game balance into account, because the lack of self-locks/common restriction or seeming unawareness of the implications on "how the card can be misused" in other decks or summoning mechanics is shocking to me. Also, this is not "supplement to watt", this is its own thing which outright replaces watt and would likely be dubbed "thunder link" in analogy to dragon link.
Is anyone else watching this on a tablet and experiencing issues with the resolution? For some reason the max resolution is 480p
Watt! I never thought we would get a tmt like this ⚡️⚡️⚡️
a fokin watt TMT
what an insane day
Watt Kingdom is definitely the type of card to say "hah loser you should've read me before you decided to play".
Hey man, these shits were sooooo good pre-release
Add a shif fairy of the ghoti to watthydra and quick synchro into archethys
There has never been a fair and good deck in Yu-Gi-OH
WATT A SHOCKER
I wonder if you could splash in Thunder Dragons 🤔.
if they ever bring Joey Wheeler back for anything in any of the animes, he should absolutely play a Watt deck.
Kinda surprised he didn't give Spright Watts build.
Say Watt again! Say Watt again! I dare you.
Tuna Tuna, this is a Tuna.
I'm honestly shocked he did not try Watt Thunder Dragon, being able to take advantage of Watthydra to banish and TD name is wild
without Colossus it's not worth it
I liked watts but would love some more love for generall the orichalcus arc decks or the Inca deck (just love incas with the 2 "bossmonster")