Instructions for Playing Watt

Instructions for Playing Watt

Watt is a fairly cheap deck, with many play styles such as Stun, Control, OTK and all types. Although the Watt's are famous for directly attacking their base points, not all cards can do that. This deck is currently used a lot in Watt OTK gameplay

Sections covered in this guide:




CORE

 

Wattcobra (x3)

N Rarity
Wattcobra
N Rarity
Wattcobra
Wattcobra
LIGHT 4
Wattcobra
  • ATK:

  • 1000

  • DEF:

  • 500


This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack: Add 1 "Watt" monster from your Deck to your hand.


Both a starter and a searcher, this card can help you combo into Thunder Dragon Colossus

Wattgiraffe (x2-3)

SR Rarity
Wattgiraffe
SR Rarity
Wattgiraffe
Wattgiraffe
LIGHT 4
Wattgiraffe
  • ATK:

  • 1200

  • DEF:

  • 100


This card can attack your opponent directly. If this card inflicts battle damage to your opponent by a direct attack: Your opponent cannot activate cards or effects until the end of this turn.


This card's effect is extremely magical. Just causing battle damage to the enemy (not required to attack directly) will cause opp to not be able to activate cards or effects until the end of the turn. No matter how you bombard him, opp will just cross his fingers. be bound

Wattuna (x3)

SR Rarity
Wattuna
SR Rarity
Wattuna
Wattuna
LIGHT 4
Wattuna
  • ATK:

  • 800

  • DEF:

  • 700


This card can attack directly. You can only use each of the following effects of "Wattuna" once per turn. At the end of the Damage Step, if your monster inflicts battle damage to your opponent: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent by a direct attack: You can Tribute this card on the field and 1 or more non-Tuner monsters from your hand and/or face-up field, and Special Summon 1 "Watt" Synchro Monster from your Extra Deck whose Level equals the total Levels of those Tributed monsters.


super card, this card has the ability to jump automatically when a monster causes battle damage to opp, the jumping effect from this hand can contribute to Thunder Dragon Colossus (because this card is Thunder that activates the effect in the hand), although this card This has the effect of summoning Synchro Watt monsters in the battle phase to deal great damage, but this is not a proper summon (Synchro Summon) so it cannot jump from the grave or banish onto the field.

Wattpheasant (x0-1)

R Rarity
Wattpheasant
R Rarity
Wattpheasant
Wattpheasant
LIGHT 4
Wattpheasant
  • ATK:

  • 1000

  • DEF:

  • 800


This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, select 1 face-up monster on the field and remove it from play until the End Phase of this turn.


The effect is very powerful, but it opens the way for monsters that cannot attack directly, causing damage to opp

Wattsquirrel (x1-2)

R Rarity
Wattsquirrel
R Rarity
Wattsquirrel
Wattsquirrel
LIGHT 3
Wattsquirrel
  • ATK:

  • 700

  • DEF:

  • 100


This card can attack twice during each Battle Phase. If this card battles, negate the effects of the monster it battled, after damage calculation (including in the Graveyard).


Although you can't hit the original point directly and ignore monsters like the others, you can attack twice and when you finish attacking, any monster that plays with this card will have its effects prevented.

Wattbetta (x1-2)

N Rarity
Wattbetta
N Rarity
Wattbetta
Wattbetta
LIGHT 2
Wattbetta
  • ATK:

  • 100

  • DEF:

  • 0


When this card inflicts Battle Damage to your opponent by a direct attack, your opponent discards 1 card of their choice.


I really like the card, although it can't hit the original point and ignore monsters like the other guys, but it will snatch 1 hand from opp when this card hits the original point directly and causes damage to opp, minus resources every time you hit, if you're afraid of opp Don't worry about flashing the effect, Giraffe has already taken care of that problem

Watthopper (x2-3)

R Rarity
Watthopper
R Rarity
Watthopper
Watthopper
LIGHT 1
Watthopper
  • ATK:

  • 0

  • DEF:

  • 0


Your opponent cannot select another face-up "Watt" monster as an attack target, or target them with card effects.


effect is a bit xamlul but it is strong


If you have these 2 grasshoppers , opp will not attack your Watt monster or the target (even the 2 grasshoppers on the field) creating a very bitter board, you can bite opp, opp can't.

Wattrain (x3)

SR Rarity
Wattrain
SR Rarity
Wattrain
Wattrain
Spell Normal
Wattrain

    Add "Watt" cards with different names from your Deck to your hand, except "Wattrain", up to the number of Thunder monsters you control with different names. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon as many "Watt" monsters as possible with different names from your hand. You can only use each effect of "Wattrain" once per turn.


    Possesses the ability to accumulate resources like hacking


    I> search for a Watt monster/spell/trap with a different name from the deck in your hand equal to the Thunder monster you are controlling with a different name, you can search up to 6 cards

    II> banish from the grave and jump as many Watt monsters as possible from the hand to the field (jumping the whole hand is also possible if the field has extra slots)

    too strong, x3 doesn't say much

    Wattkingdom (x3)

    SR Rarity
    Wattkingdom
    SR Rarity
    Wattkingdom
    Wattkingdom
    Spell Continuous
    Wattkingdom

      Your opponent cannot activate the effects of a monster that activate when it is Normal or Special Summoned, while in the same column as this card or a "Watt" monster you control. You can target 1 "Watt" monster you control; Special Summon 1 "Watt" monster with a different name from your Deck, then you lose LP equal to the Special Summoned monster's ATK, also you cannot Special Summon for the rest of this turn, except Thunder monsters. You can only use this effect of "Wattkingdom" once per turn.


      Floodgay Stun is very annoying. opp does not activate monster effects when it is Normal or Special Summoned when it is in the same column as this card or in the same column as the Watt monster you control.


      In addition, this card also speeds up the deck because it jumps another Watt directly from the deck with a different name than the Watt monster you choose, and you lose LP equal to the ATK of that specially summoned monster, but this turn you only summon Thunder monsters.

      Usually you will jump Cobra , if there is a Snake you will usually jump Giraffe

      Wattcancel (x0-3)

      N Rarity
      Wattcancel
      N Rarity
      Wattcancel
      Wattcancel
      Trap Counter
      Wattcancel

        When your opponent would Normal or Special Summon a monster: Discard 1 "Watt" monster; negate the Summon and destroy it.


        It's searchable and it's a counter trap that negates summons. If you like it, play it, if not, don't

        Wattkyuki (x1-3)

        UR Rarity
        Wattkyuki
        UR Rarity
        Wattkyuki
        Wattkyuki
        LIGHT 8
        Wattkyuki
        • ATK:

        • 1600

        • DEF:

        • 1700


        1 "Watt" Tuner + 1+ non-Tuner Thunder monsters This card can attack directly. When this card inflicts battle damage to your opponent by a direct attack: You can shuffle both 1 "Watt" Tuner from your GY and 1 face-up non-Tuner Thunder monster you control into the Deck, and if you do, Special Summon 1 "Watt" Synchro Monster from your Extra Deck, except "Wattkyuki". You can only use this effect of "Wattkyuki" once per turn.


        Strong, can attack directly, causing battle damage to opp. When hitting directly at the origin point, he will jump 1 Watt Synchro monster from the Extra Deck by shuffling 1 material from the grave and 1 from the field to the deck (this is not Synchro Summon).


        This card will jump more bosses to create good OTK conditions

        Wattchimera (x1-2)

        UR Rarity
        Wattchimera
        UR Rarity
        Wattchimera
        Wattchimera
        LIGHT 6
        Wattchimera
        • ATK:

        • 1400

        • DEF:

        • 1200


        1 "Watt" Tuner + 1 or more non-Tuner Thunder-Type monsters This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, place 1 random card from your opponent's hand on top of their Deck.


        This one hits the original point and snatches the hand but it's worse, instead of sending the card to the grave or banish, it puts it back in the top deck, the next turn opp will draw back the same card, it can be considered skipping Draw Phase, but When you draw a few cards, click the effect and cook

        Watthydra (x0-2)

        UR Rarity
        Watthydra
        UR Rarity
        Watthydra
        Watthydra
        LIGHT 7
        Watthydra
        • ATK:

        • 1500

        • DEF:

        • 1500


        1 "Watt" Tuner + 1 or more non-Tuner Thunder-Type monsters This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, choose 1 card in your Deck and remove it from play. Add that card to your hand during your 2nd Standby Phase after activating this effect.


        If you play purely, this card is meaningless


        But if you mix with other enemies like Thunder Dragon, you can trigger their effects when banned



        Staple

         

        Hip Hoshiningen, Luminous Spark and Photon Sanctuary (OTK support)

        SR Rarity
        Hip Hoshiningen
        SR Rarity
        Hip Hoshiningen
        Hip Hoshiningen
        LIGHT
        Hip Hoshiningen
        • ATK:

        • 1400

        • LINK-2

        Link Arrow:

        Bottom-Left

        Bottom-Right


        2 LIGHT monsters All LIGHT monsters on the field gain 500 ATK/DEF, also all DARK monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 LIGHT monster in your GY; add it to your hand. You can only use this effect of "Hip Hoshiningen" once per turn.


        N Rarity
        Luminous Spark
        N Rarity
        Luminous Spark
        Luminous Spark
        Spell Field
        Luminous Spark

          All LIGHT monsters gain 500 ATK and lose 400 DEF.


          SR Rarity
          Photon Sanctuary
          SR Rarity
          Photon Sanctuary
          Photon Sanctuary
          Spell Normal
          Photon Sanctuary

            Special Summon 2 "Photon Tokens" (Thunder-Type/LIGHT/Level 4/ATK 2000/DEF 0) in Defense Position. These Tokens cannot attack or be used as Synchro Material Monsters. You cannot Summon other monsters the turn you activate this card, except for LIGHT monsters.


            Because these OTK combos only cause 6000 damage, OTK's damage must be buffed a bit more.


            Photon Sanctuary is used to link to Hip Hoshiningen to also increase ATK

            Thunder Dragon Colossus (x0-1)

            UR Rarity
            Thunder Dragon Colossus
            UR Rarity
            Thunder Dragon Colossus
            Thunder Dragon Colossus
            DARK 8
            Thunder Dragon Colossus
            • ATK:

            • 2600

            • DEF:

            • 2400


            "Thunder Dragon" + 1 Thunder monster Must be either Fusion Summoned, or Special Summoned during the turn a Thunder monster's effect was activated in the hand, by Tributing 1 Thunder Effect non-Fusion Monster (in which case you do not use "Polymerization"). Cards cannot be added from the Main Deck to your opponent's hand except by drawing them. If this card would be destroyed by battle or card effect, you can banish 1 Thunder monster from your GY instead.


            Tuna (not a Youtuber) is a Thunder that has an effect from his hand so he can jump Colossus , he's simply a Floodgay with a big body to protect himself.

            Original Bamboo Sword (x0-3)

            UR Rarity
            Original Bamboo Sword
            UR Rarity
            Original Bamboo Sword
            Original Bamboo Sword
            Spell Equip
            Original Bamboo Sword

              The equipped monster gains 0 ATK. When the equipped monster inflicts battle damage by a direct attack: You can destroy all monsters your opponent controls. You can send this equipped card to the GY; equip 1 "Bamboo Sword" Equip Spell from your Deck to 1 face-up monster on the field, except "Original Bamboo Sword".


              Thanks to the giraffe , this card becomes a super field-clearer. If you like, you can play some other bamboo swords

              Pahunder, Thunder Sea Horse and Mahunder (Thunder)

              R Rarity
              Pahunder
              R Rarity
              Pahunder
              Pahunder
              LIGHT 4
              Pahunder
              • ATK:

              • 1300

              • DEF:

              • 600


              Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type monster from your hand, except "Pahunder", as an additional Normal Summon.


              SR Rarity
              Thunder Sea Horse
              SR Rarity
              Thunder Sea Horse
              Thunder Sea Horse
              LIGHT 4
              Thunder Sea Horse
              • ATK:

              • 1600

              • DEF:

              • 1200


              You can discard this card; add 2 Level 4 LIGHT Thunder-Type monsters of the same name with 1600 or less ATK from your Deck to your hand. You can only use the effect of "Thunder Sea Horse" once per turn. You cannot Special Summon during the turn you activate this effect.


              R Rarity
              Mahunder
              R Rarity
              Mahunder
              Mahunder
              LIGHT 4
              Mahunder
              • ATK:

              • 1400

              • DEF:

              • 700


              Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type monster from your hand, except "Mahunder", as an additional Normal Summon.


              electric seahorse : search 2, but special summon is locked, suitable for Stun playstyle because it both adds resources and thins the deck


              The other 2 : use the electric body to combo, because it's a normal summon, if thrown Maxx "C" , go to Number 41 and go to sleep

              Pay Pitch

              UR Rarity
              Evilswarm Exciton Knight
              UR Rarity
              Evilswarm Exciton Knight
              Evilswarm Exciton Knight
              LIGHT
              Evilswarm Exciton Knight
              • ATK:

              • 1900

              • DEF:

              • 0


              2 Level 4 monsters Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and field than you do (Quick Effect): You can detach 1 material from this card; destroy all other cards on the field, also your opponent takes no further damage this turn.


              UR Rarity
              Lightning Storm
              UR Rarity
              Lightning Storm
              Lightning Storm
              Spell Normal
              Lightning Storm

                If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




                Tag(s):

                UR Rarity
                Forbidden Droplet
                UR Rarity
                Forbidden Droplet
                Forbidden Droplet
                Spell Quick
                Forbidden Droplet

                  Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                  Tag(s):

                  SR Rarity
                  Gameciel, the Sea Turtle Kaiju
                  SR Rarity
                  Gameciel, the Sea Turtle Kaiju
                  Gameciel, the Sea Turtle Kaiju
                  WATER 8
                  Gameciel, the Sea Turtle Kaiju
                  • ATK:

                  • 2200

                  • DEF:

                  • 3000


                  You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju" (Quick Effect): You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.


                  R Rarity
                  Thunder King, the Lightningstrike Kaiju
                  R Rarity
                  Thunder King, the Lightningstrike Kaiju
                  Thunder King, the Lightningstrike Kaiju
                  LIGHT 9
                  Thunder King, the Lightningstrike Kaiju
                  • ATK:

                  • 3300

                  • DEF:

                  • 2100


                  You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; your opponent's cards and effects cannot be activated for the rest of this turn, also this card can make up to 3 attacks on monsters during each Battle Phase this turn.


                  UR Rarity
                  Raigeki
                  UR Rarity
                  Raigeki
                  Raigeki
                  Spell Normal
                  Raigeki

                    Destroy all monsters your opponent controls.




                    Tag(s):

                    UR Rarity
                    Interrupted Kaiju Slumber
                    UR Rarity
                    Interrupted Kaiju Slumber
                    Interrupted Kaiju Slumber
                    Spell Normal
                    Interrupted Kaiju Slumber

                      Destroy as many monsters on the field as possible, then Special Summon in Attack Position, 2 "Kaiju" monsters with different names from your Deck (1 on each side), but they cannot change their battle positions, and must attack, if able. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Kaiju" monster from your Deck to your hand. You can only activate 1 "Interrupted Kaiju Slumber" per turn.


                      UR Rarity
                      Harpie's Feather Duster
                      UR Rarity
                      Harpie's Feather Duster
                      Harpie's Feather Duster
                      Spell Normal
                      Harpie's Feather Duster

                        Destroy all Spell and Trap Cards your opponent controls.




                        Tag(s):

                        Play whatever you like

                        handtrap & anti-handtrap

                        UR Rarity
                        Maxx "C"
                        UR Rarity
                        Maxx "C"
                        Maxx "C"
                        EARTH 2
                        Maxx "C"
                        • ATK:

                        • 500

                        • DEF:

                        • 200


                        During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                        UR Rarity
                        Nibiru, the Primal Being
                        UR Rarity
                        Nibiru, the Primal Being
                        Nibiru, the Primal Being
                        LIGHT 11
                        Nibiru, the Primal Being
                        • ATK:

                        • 3000

                        • DEF:

                        • 600


                        During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                        UR Rarity
                        Triple Tactics Talent
                        UR Rarity
                        Triple Tactics Talent
                        Triple Tactics Talent
                        Spell Normal
                        Triple Tactics Talent

                          If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                          Tag(s):

                          UR Rarity
                          Crossout Designator
                          UR Rarity
                          Crossout Designator
                          Crossout Designator
                          Spell Quick
                          Crossout Designator

                            Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




                            Tag(s):

                            UR Rarity
                            Called by the Grave
                            UR Rarity
                            Called by the Grave
                            Called by the Grave
                            Spell Quick
                            Called by the Grave

                              Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                              Tag(s):

                              UR Rarity
                              Ash Blossom & Joyous Spring
                              UR Rarity
                              Ash Blossom & Joyous Spring
                              Ash Blossom & Joyous Spring
                              FIRE 3
                              Ash Blossom & Joyous Spring
                              • ATK:

                              • 0

                              • DEF:

                              • 1800


                              When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                              UR Rarity
                              Infinite Impermanence
                              UR Rarity
                              Infinite Impermanence
                              Infinite Impermanence
                              Trap Normal
                              Infinite Impermanence

                                Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                                I encourage you to max copies of Called By The Grave . For handtraps or other cards that feel tight in the deck, you can take 0 copies.

                                Pot of Desires and Pot of Extravagance (+69 Consistency)

                                SR Rarity
                                Pot of Desires
                                SR Rarity
                                Pot of Desires
                                Pot of Desires
                                Spell Normal
                                Pot of Desires

                                  Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 "Pot of Desires" per turn.




                                  Tag(s):

                                  SR Rarity
                                  Pot of Extravagance
                                  SR Rarity
                                  Pot of Extravagance
                                  Pot of Extravagance
                                  Spell Normal
                                  Pot of Extravagance

                                    At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects.




                                    Tag(s):

                                    Can't play Pot Of Prosperity because opp will have the damage split in half, making it difficult to OTK

                                    Spright

                                    UR Rarity
                                    Gigantic Spright
                                    UR Rarity
                                    Gigantic Spright
                                    Gigantic Spright
                                    DARK
                                    Gigantic Spright
                                    • ATK:

                                    • 1600

                                    • DEF:

                                    • 1600


                                    2 Level 2 monsters For this card's Xyz Summon, you can treat Link-2 monsters you control as Level 2 monsters for material. The original ATK of this card that has a Fusion, Synchro, Xyz, or Link Monster as material becomes doubled. During your Main Phase: You can activate this effect; detach 1 material from a monster you control, and if you do, Special Summon 1 Level 2 monster from your Deck, also neither player can Special Summon monsters for the rest of this turn, except Level/Rank/Link 2 monsters. You can only use this effect of "Gigantic Spright" once per turn.


                                    SR Rarity
                                    Nimble Beaver
                                    SR Rarity
                                    Nimble Beaver
                                    Nimble Beaver
                                    WATER 2
                                    Nimble Beaver
                                    • ATK:

                                    • 400

                                    • DEF:

                                    • 200


                                    When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower "Nimble" monster from your Deck or GY.


                                    SR Rarity
                                    Spright Jet
                                    SR Rarity
                                    Spright Jet
                                    Spright Jet
                                    DARK 2
                                    Spright Jet
                                    • ATK:

                                    • 1300

                                    • DEF:

                                    • 700


                                    If you control a Level/Rank 2 monster, you can Special Summon this card (from your hand). You can only Special Summon "Spright Jet" once per turn this way. If this card is Special Summoned: You can add 1 "Spright" Spell/Trap from your Deck to your hand. You can only use this effect of "Spright Jet" once per turn.


                                    UR Rarity
                                    Spright Blue
                                    UR Rarity
                                    Spright Blue
                                    Spright Blue
                                    DARK 2
                                    Spright Blue
                                    • ATK:

                                    • 1100

                                    • DEF:

                                    • 1000


                                    If you control a Level/Rank 2 monster, you can Special Summon this card (from your hand). You can only Special Summon "Spright Blue" once per turn this way. If this card is Special Summoned: You can add 1 "Spright" monster from your Deck to your hand, except "Spright Blue". You can only use this effect of "Spright Blue" once per turn.


                                    UR Rarity
                                    Spright Starter
                                    UR Rarity
                                    Spright Starter
                                    Spright Starter
                                    Spell Quick
                                    Spright Starter

                                      Special Summon 1 "Spright" monster from your Deck, but lose LP equal to its original ATK, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except Level/Rank/Link 2 monsters. You can only activate 1 "Spright Starter" per turn.


                                      R Rarity
                                      Spright Red
                                      R Rarity
                                      Spright Red
                                      Spright Red
                                      FIRE 2
                                      Spright Red
                                      • ATK:

                                      • 1200

                                      • DEF:

                                      • 1800


                                      If you control a Level/Link 2 monster, you can Special Summon this card (from your hand). You can only Special Summon "Spright Red" once per turn this way. When your opponent activates a monster effect (Quick Effect): You can Tribute 1 other Level/Rank/Link 2 monster; negate that effect, then if you Tributed a Rank/Link 2 monster to activate this effect, you can destroy that monster. You can only use this effect of "Spright Red" once per turn.


                                      UR Rarity
                                      Spright Sprind
                                      UR Rarity
                                      Spright Sprind
                                      Spright Sprind
                                      FIRE
                                      Spright Sprind
                                      • ATK:

                                      • 1400

                                      • LINK-2

                                      Link Arrow:

                                      Bottom-Left

                                      Top-Right


                                      2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. You can only use 1 of the following effects of "Spright Sprind" per turn, and only once that turn. If this card is Link Summoned: You can send 1 Level 2 monster from your Deck to the GY. If another monster is Special Summoned while this card is on the field (except during the Damage Step): You can detach 1 material from an Xyz Monster you control, then target 1 monster on the field; return it to the hand.


                                      UR Rarity
                                      Spright Elf
                                      UR Rarity
                                      Spright Elf
                                      Spright Elf
                                      FIRE
                                      Spright Elf
                                      • ATK:

                                      • 1400

                                      • LINK-2

                                      Link Arrow:

                                      Bottom-Left

                                      Bottom-Right


                                      2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. Your opponent cannot target monsters this card points to with card effects. During the Main Phase (Quick Effect): You can target 1 Level 2 monster in your GY, or, if your opponent controls a monster, you can target 1 Rank/Link 2 monster instead; Special Summon it. You can only use this effect of "Spright Elf" once per turn.


                                      R Rarity
                                      Nimble Angler
                                      R Rarity
                                      Nimble Angler
                                      Nimble Angler
                                      WATER 2
                                      Nimble Angler
                                      • ATK:

                                      • 600

                                      • DEF:

                                      • 100


                                      If this card is sent from the hand or Deck to the Graveyard: You can Special Summon up to 2 Level 3 or lower "Nimble" monsters from your Deck, except "Nimble Angler".


                                      Mainly use WattKingdom to add Level 2 cards and upgrade to Gigachad Spright and full Spright combos with some negates. In addition, you can continuously grab hands with Watt Synchro and Watt Level 2 players.

                                      Super Shock Hand

                                      UR Rarity
                                      Superheavy Samurai Prodigy Wakaushi
                                      UR Rarity
                                      Superheavy Samurai Prodigy Wakaushi
                                      Superheavy Samurai Prodigy Wakaushi
                                      DARK 48
                                      Superheavy Samurai Prodigy Wakaushi
                                      • ATK:

                                      • 1000

                                      • DEF:

                                      • 1500


                                      [ Pendulum Effect ] If you have no Spells/Traps in your GY: You can place 1 "Superheavy Samurai" Pendulum Monster from your Deck, except "Superheavy Samurai Prodigy Wakaushi", in your other Pendulum Zone, then Special Summon this card. You can only use this effect of "Superheavy Samurai Prodigy Wakaushi" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can discard 1 monster; Special Summon 1 "Superheavy Samurai" monster from your hand or Deck in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Prodigy Wakaushi" once per turn.


                                      UR Rarity
                                      Superheavy Samurai Monk Big Benkei
                                      UR Rarity
                                      Superheavy Samurai Monk Big Benkei
                                      Superheavy Samurai Monk Big Benkei
                                      EARTH 81
                                      Superheavy Samurai Monk Big Benkei
                                      • ATK:

                                      • 1000

                                      • DEF:

                                      • 3500


                                      [ Pendulum Effect ] If you control a "Superheavy Samurai" monster: You can add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Monk Big Benkei" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can send 1 "Superheavy Samurai Big Benkei" from your hand or Deck to the GY, and if you do, Special Summon this card from your hand. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Monk Big Benkei" once per turn.


                                      UR Rarity
                                      PSY-Framelord Omega
                                      UR Rarity
                                      PSY-Framelord Omega
                                      PSY-Framelord Omega
                                      LIGHT 8
                                      PSY-Framelord Omega
                                      • ATK:

                                      • 2800

                                      • DEF:

                                      • 2200


                                      1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.


                                      R Rarity
                                      Superheavy Samurai Soulgaia Booster
                                      R Rarity
                                      Superheavy Samurai Soulgaia Booster
                                      Superheavy Samurai Soulgaia Booster
                                      EARTH 4
                                      Superheavy Samurai Soulgaia Booster
                                      • ATK:

                                      • 0

                                      • DEF:

                                      • 0


                                      You can target 1 "Superheavy Samurai" monster you control; equip this card from your hand or field to that monster you control. The equipped monster is treated as a Tuner. If you have no Spells/Traps in your GY and this card was equipped to a monster by this card's effect: You can Special Summon this equipped card. You can only use this effect of "Superheavy Samurai Soulgaia Booster" once per turn.


                                      With only these Superheavy Samurai, you can easily go to Omega and grab the opp hand, Watt takes care of the rest




                                      Companion unit:

                                      - Yu-Gi-Oh! Guidance Vietnam





                                      https://ygovietnam.com/
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