♫ Chugging down the tracks of going X-3 at locals ♫
Watts are a pretty gimmicky Deck that has tried to implement a few different strategies over the years. You have the Watts which direct attack and those who are able to trigger an effect after inflicting damage via said direct attack such as Wattcobra, Wattgiraffe, and Wattbetta. Then, you have the double-attacking Watts who have an additional affect after battling such as Wattmole, Wattsquirrel, and Wattwoodpecker. Then, you have the Watts who give protection such as Watthopper and Wattkiwi. And finally, you have the ones which trigger on destruction like Wattdragonfly and Wattfox. They also have 2 Synchros which you never go into ever for the most part because they are just using up your resources in a deck that has issues with getting enough names on the field. We got 3 new pieces of Watt support in AGOV which gives you incredibly easy access to the Watt Synchros and allows you to deal a lot of battle damage to your opponent by direct attacks, and hopefully even OTK your opponent. But because we don't have much to do outside of that, we are playing Thunder Dragons alongside our Watts in order to give the Deck more things to do in case we go first, do not OTK the opponent, or need large bodies to sit on.
For handtraps: We are playing 3 Nibiru, the Primal Being, 3 Ash Blossom & Joyous Spring, and 1 Kurikara Divincarnate. We are going second and you want to make sure that you are able to interrupt your opponent to the best of your ability to ensure that there isn't anything to prevent you from getting your Watts on the field and direct attacking. Nibiru and Kurikara remove any possibly troubling monsters on your opponent's field and gives you a body to attack with. The Nibiru Token can be easily outed with Wattpheasant. Kurikara Summoning something from your opponent's GY during the End Phase gives you another body to sit on to possibly wait out a turn. For Thunder Dragons: 1 Thunder Dragonduo, 2 Thunder Dragonhawk, 2 Thunder Dragonroar, and 3 Thunder Dragondark. Duo is searchable and it is Summonable by banishing a LIGHT and a DARK which triggers your Thunder Dragon effects. Dragonhawk discards itself to Summon a Thunder Dragon from GY or banished and if it is banished or sent from field, it can reload your hand. Roar discards itself to add a Thunder Dragon from GY or banished, and if its banished or sent from field, it Summons a Thunder Dragon from Deck. Dark is a Quick Effect to discard itself and add a copy of itself from Deck, and if its banished or sent from field, it adds a Thunder Dragon card from Deck. This is what you are going to be using to trigger Titan on your opponent's turn. Sure, you aren't going to always be able to pop with Titan on your opponent's turn as you aren't playing Matrix, but this is a Watt Deck so we shouldn't be playing too many Thunder Dragon cards to ensure that we actually are able to see our Watt cards. Also, Titan is more of a body that we can sit on so that we can wait out a turn to attack directly with Watts the following turn. If anything, your Watts can trigger it during the damage step on your turn to clear the field. For the Watts: 3 Wattgiraffe, 2 Wattpheasant, 3 Wattcobra, and 3 Wattuna. Giraffe can attack directly and it prevents your opponent from activing cards or effects until the end of the turn if it inflicts battle damage by attacking directly. Pheasant is a Level 4 for Wattkingdom and Wattuna's effects, a direct attacker, and it can banish a monster until the End Phase after it inflict damage by a direct attack which can clear a possible big Nibiru Token. Cobra is also a direct attacker and it can add a Watt monster from Deck after it inflict damage via direct attack. This can get you Wattrain for follow-up or Wattuna to continue your plays and continue attacking. Wattuna Summons itself from hand at the end of the damage step if you inflicted battle damage to your opponent. Then, if it inflict battle damage by a direct attack, it Tributes itself and 1 or more non-Tuners from hand or face-up field to Summon a Watt Synchro from your Extra Deck with the combined Levels. This gets you Wattaurus which then allows you to go in for more damage and make more plays. Tuna will activate even if you add it off of Cobra at the end of the damage step as it is technically in your hand at the end of the damage step at that point.
For Spell/Traps: 1 Gold Sarcophagus to banish your Thunder Dragons from Deck. 3 Wattrain which adds Watt cards from Deck up to the number of Thunder monsters you control with different names. Then, you can banish it from the GY, except during the turn it was sent there, to Special Summon any number of Watts with different names from your hand. Wattrain is a wierd card. The biggest issue I feel like it has is the fact it requires you to already control a Thunder monster to even activate it to add a Watt card from Deck. This means that you'd have to waste a Normal Summon on a Watt even before you activate it usually, and if you didn't open the Watt monster you want like Cobra or Giraffe, it can lead to wierd situations like having to Normal Summon Pheasant or Tuna. You'd much rather be activating it after you get at least 2 Thunders on field to get the most value out of it such as after the Battle Phase or on a later turn where you've got your Thunder Dragons on field. As for its GY effect, it helps out a lot in situations where you are going first as it ensures that you will be getting a lot of Watts on field when it gets back to your turn as you've already searched for them on the previous turn. It doesn't help out much going second as it would mean you'd be needing to wait until turn 4 to actually use it. However, it can definitely help you out in situations where you are missing an essential Watt card. 3 Wattkingdom is an interesting card. It prevents the activations of your opponent's monsters that are Normal or Special Summoned in the same column as this card or in the same column as a Watt monster. Also, you can target a Watt you control and Special a Watt from Deck with a different name and you lose LP equal to its ATK. However, this Thunder locks you for the rest of the turn. This card is a pretty good tool for preventing your opponent from gaining too much advantage and it also gets you a Watt from the Deck like Cobra or Giraffe in order to go for a direct attack for their effects. The only issue is the Thunder lock. It prevents you from actually making a decent board after you've attacked already and have failed to OTK your opponent going second. Like the only 2 Thunder Link Monsters in the game are Some Summer Summoner and Thunder Dragon Thunderstormech, and we definitely aren't playing Thunderstormech. Next, 1 Instant Fusion and 2 Ready Fusion. Your targets are Kaminari Attack and Mudragon of the Swamp. Kaminari makes Titan and Mudragon can change itself to light to prevent targeting for your LIGHT monsters. 1 Thunder Dragon Fusion which is searchable off of Dragondark and it can easily get you Titan once you've attacked for the turn already. Also, you can banish it to seach a Thunder from Deck which happens to be able to search any Watt monster. And finally, 3 Infinite Impermanence.
For the Extra Deck: 2 Thunder Dragon Titan which is a non OPT pop when a Thunder monster effect is activated in hand and it can banish 2 from GY to prevent itself from being destroyed by card effect. You can make this after you've attacked and sit on it and try to wait out your opponent's turn to go for game the following turn. 1 Kaminari Attack for Ready Fusion to go into Titan. 1 Mudragon of the Swamp to prevent targeting and is summonable off of Instant Fusion. 1 Wattaurus which can be Summoned by Wattuna for easy access. It can attack directly and if it inflicts damage via direct attack, it can shuffle a Watt Tuner from GY and a Thunder from field into the Deck to make another Watt Synchro. You can totally play 2 in case the one you make off of Wattuna is destroyed or prevented from returning to the Extra Deck. 1 Watthydra which can attack directly and if it does and inflict damage, you can banish a card from your Deck and returns it to hand during your 2nd Standby after activation. It's like Gold Sarc on legs, but it can banish Dragonroar from Deck to give you access to Dragondark which then can get you any Thunder Dragon card from Deck if its sent to GY from field. This is what you usually go into off of Wattaurus. 1 Wattchimera which is also a direct attacker and it places a card from your opponent's hand on top of their Deck when it does damage via direct attack. This isn't as good as Watthydra (strangely enough) as you can't really do much with it as you can with Watthydra, but you can prevent your opponent from drawing something possibly helpful on their following turn to make it easier for you to hold out for that turn. 1 Sellar Nemesis T-PHON - Doomsday Star which can be made with 1 monster with the highest ATK you control if your opponent Specialed 2 or more monsters from the Extra Deck this turn or the previous turn. While its on the field, monsters with 3000 or more ATK cannot activate their effects and it can also detach 1 to return a monster on field to hand. It helps out with the fact that your Watts are tiny and you can use it to wall-up potentially. 1 Gagaga Cowboy just to help deal damage to possibly go for game as your Watts are Level 4. 1 Mekk-Knight Crusadia Avramax to help wall-up. 1 Cross-Sheep which can summon back a Level 4 from GY if you Instant or Ready Fusion a monster. 1 S:P Little Night for interruption and it can banish a Thunder Dragon from field or GY if needed to proc its effect. 1 I:P Masquerena. 1 Some Summer Summoner as a Thunder Link you can make after you are Thunder locked. 1 Knightmare Phoenix.
For the side deck, you want cards that can possibly stop your opponent and end their turn if they are going second and you're going first and cards that help insulate your Watts when you go second against certain match-ups since Watts still aren't that great. 3 Contact "C", the second Kurikara Divincarnate, 2 Anti-Magic Arrows which is just something I want to test out against Trap Decks, 2 Lightning Storm, 1 Called by the Grave, 3 Solemn Strike, and 3 Dimensional Barrier. You can also play things like Rivalry of Warlords if you want as your monsters are mainly Thunder.