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Some more "Watt" support Ideas :D


karoljartur

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Monsters
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Wattchick

Thunder / Level 1 / LIGHT / Tuner / Effect

200 / 200

If you control a face-up "Watt" monster who's ATK is 800 or less, you can decrease it's Attack by 300, to special summon this card from the graveyard.
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Wattfrog
Thunder / Level 1 / LIGHT / Effect
200 / 100
 
If this card is in your graveyard during your Standby Phase and the only monsters in your grave are "Watt" monsters, you can special summon it. This effect cannot be activated if you control a face up wattfrog.
 
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WattSprite
Thunder / Level 2 / LIGHT / Effect 
400 / 200
 
If you control 2 or more "Watt" monsters, you special summon this card from your hand or graveyard by reducing the attack of all face up "Watt" monsters you control by 200 ATK . You can only use this effect once per turn
 
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Wattkoikoi
Thunder / Level 4 / LIGHT / Synchro / Effect
850 / 800
 
1 "Wattb" Tuner + 1 or more non-Tuner Thunder-Type monsters
This card can attack your opponent directly. When this card inflict battle damage to your opponent by a direct attack the opponent has to draw 2 cards and then they have to discard 2 other cards in their hand.
While WattKoiKoi  is face up on the field all face-up "Watt" monsters gain 50 ATK for each card in opponents graveyard.
 
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WattThunderBird
Thunder / level 7 / LIGHT / Synchro / Effect
1700 / 1600

1 "Wattchick" tuner + 1 or more "Watt" non-tuner
This card can attack your opponent directly.
At the end of each End Phase, if this card is in your graveyard, you can special summon it, but it cannot attack the turn it was summoned this way and it's level in reduced by 2 .
When this card is special summoned your opponent must sent 2 cards from the top of their deck to the graveyard.
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WattailburstDragon
Dragon / Level 8 / LIGHT / Synchro / Effect
2400 / 1200
 
1 "Watttaildragon" + 1 "Watt" tuner monster
This Card type is also treated as a Thunder-type while it's in the graveyard.
This card can attack twice per turn and it cannot attack directly.
Each time this card attacks, all face-up "Watt" monsters gain 100 ATK.
When this card is destroyed by battle or card effect , you can Special summon 1 Wattaildragon from your graveyard and increase the ATK of all face up "Watt" monsters by 100 for each "Watt" monster in the graveyard, until the end phase of your enemies turn.
 
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WattailKyubi
Thunder/ level 8 / LIGHT / Synchro / Effect
1600 / 1900
 
1 "Wattfox" + 1  or more "Watt" synchro monsters
This card can attack directly.
Once per turn you can send as many "Watt" monsters from the field and/or hand to the graveyard and increase this monsters ATK and DEF by (200 x synchro monsters used to summon it) for each "Watt" monster sent.
Once per turn this card can negate an effect of a Spell/Trap card that would target/destroy this card.
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WattCharger / WattBattery
Thunder / level 2 / LIGHT / Synchro / Effect
0 / 1250
1 "watt" tuner + 1 "watt" non-tuner
When this card is synchro summoned. your opponent has to send 1 card from the top of their deck to the graveyard, and you draw 1 card, it the card you drew was a level 2 or lower "Watt" monster, you can special summon it to your field. 
While this card is on the field all face up Watt monsters ATK and DEF is increased by 200 for each face up "Watt" monster.
When there are 2 "Watt" synchro monsters, you can decrease their levels by 2 and special summon this card as a level 1 tuner monster.
 
 
Spells
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Playing With Watts
Spell / Normal
 
Pick 2 "Watt" monsters on the field and their Levels become the same.
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Wattshuffle
Spell / Quick-Play
 
When a "Watt" monster inflicts damage to your opponent, you can take the same damage aswell and add up to 3 different name "Watt" monsters who's ATK and DEF equals to the damage done, to your hand, and shuffle 1 cards from your hand into your deck.
 
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WattPalace
Spell / Field
This card can only be activated by destroying WattCastle Field spell on the field.
Face up Watt monsters can attack directly. Every time a "Watt" monster attacks, it's attack is increased by 200 ATK.
Watt monsters cannot be destroyed by battle and any battle damage involving a face-up "Watt" monster you and enemies monster is halved.
 
Traps
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WattChainReaction
Trap / Counter

When opponent declares an attack, Change the target of attack to the highest attack "Watt" monster you control and increase it's attack by 500 for each face up "Watt" monster on the field, until the End of the battle Step.
 
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WattOverCharge
Trap / Counter

If the monster with highest attack on your opponents side declares an attack while you control at least 2 face-up "Watt" monsters , destroy all face up "Watt" monsters you control and inflict 800 points of damage to your opponent for Each "Watt" monster destroyed, and end the battle phase.
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Wattastrophe
Trap / Normal

If there are 2 or more "Watt" synchro monsters in your graveyard. and no monsters on the field, you can special summon, up to 3 "Watt" Synchro monsters in defense position from the graveyard and their effects are negated and  their levels become 2. Destroy them at the end of the turn.

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Chick is fine as a quick Synchro enabler, but one general concern is repeatedly spamming it (although there is that restriction). However, given that most of the Archetype is generally under that, it has the tendency to lead to Synchro spam.

 

Frog is pretty much their Archetypal equivalent of Treeborn, so really not much to say there. 

 

Sprite can do with just 1 on the field; as they are now, Watts are slow as heck and the lessened restriction isn't going to push them over the edge. 

 

Koikoi is limited to Beryx and Betta; you choose Beryx, either you use it + Hopper or Frog OR Betta + Sprite/Dragonfly. To be honest, I'd change its ATK to 900 (given the rest of the Deck has stats divisible by 100); stat boost could be up to 100 per card. I am aware that this will push them over their usual 1500 and under ATK threshold, but considering the power creep now, they need it. But yeah, you can force the opponent to draw, but then know you're going to help them place certain cards in the Graveyard. 

 

Thunderbird requires this new custom and whatever non-Tuners that add up to 6. As I mentioned earlier, this card now breaks the 1500 threshold that let them utilize stall cards. Granted though, you can still revive this as a Level 5 and use it for further Synchro Summons and all, so guess that helps. Oh right, and milling the opponent's Deck (despite a lot of Decks actually BENEFITING from milling). Though, because of its free SSing, I'd add a hard OPT onto it. 

 

I hate to tell you this, but Watts don't even use Wattaildragon, due to the fact that it's not a Thunder-Type monster for their support and they don't Tribute Summon. That, and it's only a power booster which doesn't offer much for them, especially when they're already low on power. However, it's still a 4800 striker if they can actually make this. 

 

Kyubi requires Fox + Chimera; quite honestly, that's the only way you're making this card. Yes, it has some protection against effects but it also costs you hand/field advantage to power up. I would just give this card targeting/destruction protection against anything that tries to remove it via effect (including monsters). 

 

Charger needs Hopper + Chick, but then it grants your field a boost (I'll assume it calculates all face-up Watts on both fields and applies them). Really don't know how often they'll have multiple Synchros out nowadays for this to be of any use. (I guess they can Quasar now or something)

 

Playing with Watts; how would you determine the Level both monsters become afterwards? Right now, it's sort of implying that they can become any Level you want, and that translates into potential high Rank Xyz spam. 

 

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I'll review the rest at a later time, but you need to work on card grammar. A lot of your cards are difficult to understand by virtue of their wording. 

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