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Post by Cyber Necrovalley on May 22, 2010 22:08:14 GMT -5
lolpun
Watts (Elecs in the OCG) are a new archetype that, according to Konami, can "flip the off switch on your opponent's deck." They focus on locking your opponent through monster effects, and use Spells and Traps to strengthen themselves and inflict burn damage to the opponent.
So far, the only Watt cards have been released in TSHD, with more essentials in DREV. STBL is confirmed to contain new Watts, although what they are remains to be seen.
Most Watts can use Batterymen support, because they're the only two Thunder archetypes and a number of Batterymen support works for and Thunder-Type monster (Judgment of Thunder and Recycling Batteries are good examples of this).
The only difficulty I see with the Watts is that so far their opponent's lockdown occurs during the controller's turn, with the exception of Wattlemur, and the two that affect the hand (Wattgoldfish and Wattchimera). Unless there are significant Watt members introduced in STBL, the opponent should be able to smash away their small defenses during their own turn.
Currently my favorite Watt is Wattpheasant. It can attack directly and when it does you can select 1 monster on the field and remove it from play until the End Phase. It's quite amazing, and is almost as good as Wattchimera, their Synchro monster, if you ask me.
Discuss the Watts!
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Post by Kalin Kessler on Jul 2, 2010 14:28:35 GMT -5
Watt cricket and Watt lemur are their best, if you ask me. And their Field Spell, Watt Castle, is actually pretty good too. It helps in conjunction with Watt kiwi. I personally think that this archetype will become a formidable opponent, but not as bad as Scraps.
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Post by Cyber Necrovalley on Jul 2, 2010 22:50:39 GMT -5
By "bad" you mean "good" right? Because I do agree, unless someone can think up some awesome combos for these guys, Scraps will be a better archetype than Watts.
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Post by Kalin Kessler on Jul 14, 2010 23:10:37 GMT -5
Well, yes. Bad as in good. Actually bad as in "bad to go against." Then again, it's not too tough to OTK, or at least get close to it.
3 Cubes on Giraffe + that LIGHT Field Spell = 4700ATK. Combine that with Cure and you've got yourself a HUGE advantage. Then attack directly with 2 more Giraffes (2400) and your opponent has just taken 7100 damage and you've GAINED 7100 Life Points. If you've got Pheasant on the field, or another protected monster, you could quite possibly OTK. Granted it's not that easy to set up but if you've already got Cure (which you should, in my honest opinion) and you start hoarding Cubes, you should be good. With the use of Cure, I think Recycling Batteries + Ultimate Offering should work well with this deck, and it could make my explanation nearly possible.
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Post by Cyber Necrovalley on Jul 15, 2010 20:30:00 GMT -5
o.O Uh wow, nice explanation K. Wattcube is a really good card for Giraffe, considering how Watts can easily lock down cards like Waboku and Magic Cylinder. Even without the last 900 damage, it would be tough for the opponent to make a real comeback the next turn, especially if you lock them right. And I'm glad someone else besides me likes Recycling Batteries :]
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Post by Kalin Kessler on Jul 17, 2010 21:33:43 GMT -5
If you ask me, Recycling Batteries is a MUST in Watt decks. There still isn't enough to protect the Watts from battle (Fox isn't really enough at this point) so a lot will be in the Graveyard. And Cube is most definitely for the 1000 boost, so you don't need to worry about loosing the stuff in your Graveyard. Recycling Batteries is also the best way to reuse Fox's effect.
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Post by Cyber Necrovalley on Jul 25, 2010 17:11:40 GMT -5
I hope others see it the way you do, or else it's still gonna see no play D: I'd really hate for that to happen since it's a really good card.
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