Showing posts with label Wattcobra. Show all posts
Showing posts with label Wattcobra. Show all posts

Saturday, February 1, 2014

Watts (Jan-March 2014)

Watts again.

Main Deck. 

3 Cardcar D
3 Thunder Sea Horse
3 Wattcobra
3 Wattgiraffe
2 Wattpheasant
1 Honest

3 Pot of Duality
3 MST
3 Messenger of Peace
2 Recycling Batteries
1 Dark Hole

3 Divine Wrath
2 Mirror Force
2 Dimensional Prison
2 Black Horn of Heaven
1 Compulsory Evacuation Device
1 Torrential Tribute
1 Bottomless Trap Hole
1 Solemn Warning

Extra Deck.

1 Number 85: Crazy Box
1 Gem Knight Pearl
2 Constellar Omega
1 Number 101: Silent Honors ARK
1 Diamond Dire Wolf
1 Number 50: Blackship of Corn
1 Photon Papilloperative
1 Starliege Paladynamo
1 Steelswarm Roach
1 Maestroke the Symphony Djinn
1 Bujintei Tuskuyomi
1 Gagaga Cowboy
1 Abyss Dweller

Side Deck

2 Skill Prisoner: Something to try.. It protects your stuff from Bear, Gorilla AND Cardinal. Against Mermail (Marksman/Heavy Infantry). Big Eye/Draccosack even Marshalleaf and Komushroomo. You're primarily protecting Messenger.

2 Trap Eater: Mistake...

3 Shadow-Imprisoning Mirror: black people

2 Shared Ride: because you don't want to side Mistake

2 Seven Tools of the Bandit: Imperial Tomb of Necrovalley

2 Overworked: Even Madolche (with Chateau out)

1 Soul Drain/1 Dimensional Fissure: The few cards you can side in against Mermail without hurting you.

Search order (under the assumption, you didn't draw excessive numbers)

Sea horse searches the other two.

2nd Sea Horse searches Watt Cobra

The first Cobra hit gets the third Cobra.

Subsequent Cobra hits search Giraffe.

NOTE: you don't want to search Pheasant with 3rd Sea horse, that's Cobra's job.

Ideal first turn: 

Sea horse search Sea Horse

Pot of Duality

Cardcar D

Why play this?

1. No bad matchups.

2. It's rogue

3. You're not trying to overcome your opponents monsters.

4. Divine Wrath.

5. Opposing attacks are handled between Mirror Force, Dimensional Prison AND Messenger of Peace.

6. Main deck Black Horn of Heaven

7. Watts can attack over monsters and under Messenger of Peace.









Saturday, October 5, 2013

Watts (October 2013)

3 Thunder Sea Horse
3 Wattcobra
3 Wattgiraffe
3 Effect Veiler
1 Honest
13

3 Pot of Duality
3 Messenger of Peace
3 Shard of Greed
1 Recycling Batteries
1 Dark Hole
11

3 Fiendish Chain
3 Magic Cylinder
2 Dark Bribe
2 Threatening Roar
2 Mirror Force
2 Dimensional Prison
1 Compulsory Evacuation Device
1 Bottomless Trap Hole
16

EXTRA

1 Gagaga Cowboy
1 Abyss Dweller
1 Maestroke the Symphony Djinn
1 Steelswarm Roach
1 Starleige Paladynamo
1 Number 50: Blackship of Corn
1 Photon Papilloperative
1 Diamond Dire Wolf
2 Constellar Omega
1 Number 39: Utopia
1 Gem-Knight Pearl
1 Number 69: Heraldry Crest (or Evilswarm Ouroboros)
1 Number 85: Crazy Box
1 Constellar Ptolemy M7

What is the point of this deck?

You attack your opponent directly while hiding behind your backrow (like a little bitch).

Incremental Damage. 1000-1200 DMG adds up over time.

NO Wattpheasant

Wattpheasant is terrible. You have to banish something, which shouldn't be a "big problem". But if you have another Watt, and you're intending to Xyz summon main Phase 2...

YOU CAN'T! Because Pheasant banishes something, and you can't not just do it, which sucks.

Magic Cylinder

I run 13 monsters... Cylinder wins games, by your opponent attacking you. NO matter on how long this card has been in existence, people STILL run into it.

No Main Deck MST's

Other than a small number of random decks (meaning... non-meta), their backrow doesn't matter.

Threatening Roar

uh... it stops me from dying?

1 Recycling Batteries. 

It feels somewhat important because you will run out of monsters and this gives you 2 back to continue the harassment. It's only 1 because there's only 6 targets.

Shard of Greed

The "meta" doesn't like to run MST. because the "meta"doesn't care about backrow. Most "meta" decks have non MST solutions to backrow, which is substitute for said MST's.

So, because of this fact; you can afford to run Shard of Greed and not worry too much about it getting blown up (at least Game 1 but more often, you're siding them out).

In addition, you have another face-up spell that causes your opponent grief, Messenger of Peace. So, they have to choose which one is more important. If they destroy Shard, yes they prevent me from drawing 2 extra cards, but it's a 1 for 1 (I played one card and they used one card to destroy it). But if they destroy Messenger, they STILL have to deal with my other backrow AND me drawing 2 extra cards.

And also, I RUN 13 MONSTERS!

Dark Bribe

Sometimes, a random bribe wins games. Makes your opponent think twice about recklessly activating stuff. Them drawing a card matters very little since whatever they're drawing doesn't single-handedly lose me the game (usually).