Yu-Gi-Oh! Master Duel

Watt Deck List & Card Guide

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Master Duel Watt
Watt is an Aggro deck in Yu-Gi-Oh Master Duel, being able to attack directly even with monsters on the field, leading to Synchro Summons during the Battle Phase and even an OTK possibility. Check out the core deck list and key combos, as well as tips on how to play, alternative card options & counters against this specific Deck!

Watt Deck List

Main Deck: 40 cards
Maxx "C" x3 Ash Blossom & Joyous Spring x3 Wattcobra x3 Wattgiraffe x3 Wattuna x3
Nibiru, the Primal Being x2 Wattkingdom x3 Wattcastle x3 Luminous Spark x3 Photon Sanctuary x3
Triple Tactics Talent x3 Original Bamboo Sword x2 Raigeki x2 Super Polymerization x2 Harpie x1
Heavy Storm x1 - - - -
Extra Deck: x cards
Mudragon of the Swamp x1 Garura, Wings of Resonant Life x1 Starving Venom Fusion Dragon x1 Wattchimera x2 Wattkyuki x2
Watthydra x1 Evilswarm Exciton Knight x1 Number 41: Bagooska the Terribly Tired Tapir x1 Divine Arsenal AA-ZEUS - Sky Thunder x1 Super Starslayer TY-PHON - Sky Crisis x1
Hip Hoshiningen x2 S:P Little Knight x1 - - -

Watt Breakdown

Watt Deck Guide: How to Play

Playstyle and Win Condition

Watt Cards

Wattcobra Wattgiraffe Wattuna
Wattchimera Watthydra Wattkyuki

The entire strategy of the Deck revolves around making the Watt monsters attack, trigger their effects to Special Summon again, then attack again. What makes this work is that the archetype can attack directly, even with monsters on the field.

The key monster here is Wattcobra, which in a combo would then use its effect to summon Wattuna. Afterwards, its effect lets it Special Summon a Watt Synchro Monster during the Battle Phase. Wattgiraffe just ensures the opponent cannot activate effects as you attack.

Wattkyuki is the boss monster frequently summoned for the combo and win the game, but Watthydra and Wattchimera provides card advantage over the opponent.

Wattkingdom Wattrain

Two crucial Spell Cards to get "Watt" monsters ready are Wattkingdom, which provides a Special Summon at the cost of some LP, and Wattcastle discourages attacking those monsters lest the monsters that attacked them lost 1000 ATK.

Support Cards

Luminous Spark Super Polymerization Photon Sanctuary Original Bamboo Sword

Because of how important battling is for this Deck, cards that support this playstytle are rather unique. Luminous Spark is the essential Field Spell for this Deck as the ATK boost adds up for every "Watt" monster that attacks. Photon Sanctuary can be used either to attack, or an easy way to summon Hip Hoshiningen and further give LIGHT monsters an ATK Boost.

Original Bamboo Sword does not give a further boost, but a monster equipped with this card can clear out all monsters the opponent controls.

Super Polymerization has to have the proper materials on the field to be used and clear the way for the "Watt" monsters.

Extra Deck

Mudragon of the Swamp Garura, Wings of Resonant Life Starving Venom Fusion Dragon

The Fusion Monsters in the Extra Deck are mainly for the usage of Super Polymerization to get rid of a couple of monsters. Mudragon fo the Swamp and Garura are classic choices, and Starving Venom Fusion Dragon is to deal with the DARK monsters that are dominant in the meta.

Evilswarm Exciton Knight Number 41: Bagooska the Terribly Tired Tapir Divine Arsenal AA-ZEUS - Sky Thunder Super Starslayer TY-PHON - Sky Crisis

Xyz Monsters are scarce but they are in this Deck Recipe for some defensive options. Bagooska is great for stalling the game until you have the right cards, and Evilswarm Exciton Knight can wipe the entire field if the opponent has more cards on the field than you.

For more advance plays, ZEUS and TY-PHON are great for keeping the opponent in check for monsters present.

Hand Traps

Maxx "C" Ash Blossom & Joyous Spring Triple Tactics Talent Nibiru, the Primal Being

Three classic Hand Traps should be enough as this Deck likes going second for the access to the Battle Phase. Maxx "C" and Ash Blossom are mandatory, and Triple Tactics Talent deals with the opponent using their own copies against you.

For combo-centric Decks that swarm the field, Nibiru, the Primal Being can clear their entire endboard in one fell swoop.

Core Combos and Interactions

Sample Hand 1

Starting Cards on Hand
Wattgiraffe Wattcobra Wattcastle Wattkingdom Triple Tactics Talent Photon Sanctuary
Step Description
1 Activate Photon Sanctuary to summon two Photon Tokens on the field, both LIGHT monsters. Then, use them as materials to Link Summon Hip Hoshiningen.
2 Activate both Wattkingdom and Wattcastle. Afterwards, Normal Summon Wattcobra.
3 Go into Battle Phase.
Launch a Direct Attack with Wattcobra.
If it properly deals battle damage, activate its effect; search out Wattuna to add to the hand.
4 Upon being added to the hand, activate the effect of Wattuna; Special Summon it onto the field. Afterwards, launch another Direct Attack.
If it properly deals battle damage, activate its effect; use itself and Wattcobra as materials to Synchro Summon Wattkyuki.
5 Launch a Direct Attack using Wattkyuki.
If it properly deals battle damage, activate its effect; shuffle this Synchro Monster and another "Watt" monster from the GY, Special Summon Wattchimera from the Extra Deck.
6 Launch a Direct Attack using Wattchimera.
If it properly deals battle damage, activate its effect; place a random card from the opponent's hand back to the top of their Deck.
Field Spell: Wattcastle
Hip Hoshiningen X
Wattchimera
Wattkingdom - - - -
### Sample Hand 2
Starting Cards on Hand
Wattgiraffe Wattgiraffe Wattcobra Luminous Spark Super Polymerization
Step Description
1 Activate Luminous Spark. Afterwards, Normal Summon Wattcobra.
2 Go into Battle Phase.
Launch a Direct Attack with Wattcobra.
If it properly deals battle damage, activate its effect; search out Wattuna to add to the hand.
3 Upon being added to the hand, activate the effect of Wattuna; Special Summon it onto the field. Afterwards, launch another Direct Attack.
If it properly deals battle damage, activate its effect; use itself and one of the Wattgiraffes in your hand as materials to Synchro Summon Wattkyuki.
5 Launch a Direct Attack using Wattkyuki.
If it properly deals battle damage, activate its effect; shuffle this Synchro Monster and another "Watt" monster from the GY, Special Summon Watthydra from the Extra Deck.
6 Launch a Direct Attack using Wattchimera.
If it properly deals battle damage, activate its effect; banish a card from the Deck, and it will be added to the hand two Standby Phases after its activation. Banish Wattcobra.
7 If there are no monsters in the opponent's field, activate Super Polymerization; using Watthydra and Wattcobra as materias, Fusion Summon Garura, Wings of Resonant Life.
Field Spell: Luminous Spark
X X
Garura, Wings of Resonant Life
- - - - -

Boss Monsters

Wattkyuki
Wattkyuki Wattkyuki is often the last or second-to-last Synchro Summoned monster you'll be bringing out in a standard "Watt" combo. When it manages to attack, it shuffles materials from the GY and Field to the Deck to Synchro Summon a different "Watt" Synchro Monster, so that it can launch another attack for game.
Wattchimera
Wattchimera Wattchimera also shares the ability to attack the opponent directly, even if monsters are on the opponent's field. Once it deals damage, it spins back a random card from their hand back to the Deck, decreasing the opponent's card advantage by just a little.
Super Starslayer TY-PHON - Sky Crisis
Super Starslayer TY-PHON - Sky Crisis Unlike its counterpart in ZEUS, Super Starslayer TY-PHON - Sky Crisis can use a single monster as material to Xyz Summon this monster. The only caveat is that the opponent must have Special Summoned two or more times in this turn or the turn before. It can bounce back a monster the opponent controls once per turn.
Starving Venom Fusion Dragon
Starving Venom Fusion Dragon With Super Polymerization in the Deck, and DARK monsters everywhere, Starving Venom Fusio Dragon can be quite a wall to summon. It enjoys an ATK boost if there is a Special Summoned monster on the field when this card is summoned, and it can take on the effect of another Effect Monster on the field.

Watt Counters: How to Beat

Best Decks to Use Against Watt

Floowandereeze

Floowandereeze completely messes with Watt Decks in two different ways. First, its boss monster Floowandereeze & Empen prevents monsters in Attack Position from activating their effects, which Watt monsters need to be in order to Direct Attack.

Second, most of their floodgates deny the Graveyard, and prefers their cards to be banished instead. "Watt" Decks need the GY for their Synchro Summons and recycle effects.

Floowandereeze

Floowandereeze Deck List & Card Guide

Kashtira

Kashtira

Another floodgate-heavy Deck to deal with, Kashtira is especially dangerous once Arise-Heart hits the field and forces all cards sent to the GY to be Banished instead.

Even more dangerous are the Main Deck monsters that punish the opponent when they activate monster effects. Fenrir and Unicorn need to be dealt with first before launching Direct Attacks.

Kashtira Deck List & Card Guide

Anti-Meta Stun

Anti-Meta Stun

No other Deck can grind out the game more than the Anti-Meta Stun Deck. If it manages to find a way to interrupt the opponent with negates, card destructions and interruptions, it will completely mess up a Watt OTK attempt with ease.

Anti-Meta Stun Deck List & Card Guide

Best Cards to Tech Against Watt

The Dark Door
The Dark Door The Dark Door is a niche Continuous Spell as this card restricts the opponent into attacking with only just one monster per turn. Not all Control Decks run this Spell Card, but this means that a usual "Watt" combo when it launches a Direct Attack cannot continue as all other monsters after the first one that attacked cannot attack.
Mirror Force
Mirror Force This Deck is super aggressive, meaning it does not have any counters for card destruction effects. The best one against this Deck as it needs to attack is Mirror Force, which will wipe out all the "Watt" monsters in Attack Position if even one of them launches an attack.
Summon Limit
Summon Limit A normal "Watt" combo will have multiple summons in order to do its Direct Attack OTK. Summon Limit will limit both players to two overall summons in a single turn, and that will stop the combo even if the requirements are met.
Battle Fader
Battle Fader Another threat against this Deck is a niche hand trap: Battle Fader. It can only activate from the hand when a Direct Attack it launched; this card Special Summons itself from the hand, and immediately ends the Battle Phase. Against a "Watt" Deck, that means their combo is immediately stopped.
Threatening Roar
Threatening Roar Similar to Battle Fader mentioned above, Threatening Roar stops the "Watt" combo well before it can truly begin as it prevents the opponent from attacking the turn this Trap is activated.

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