I know. It's not optimal. It might be a war crime. But it's funny.
So, for those wondering what abomination I've made. I got tired of people seeing Watts as the OTK deck and pushing for it to do that. This creation CAN still otk in the ways that Watts are known for, but if they don't we have backups! As per Watt's design, we want to go second with this deck.
Usual Watt Combo is as follows:
Normal Summon Wattcobra - Attack directly with Wattcobra - Add Wattuna - Special Summon Wattuna from the hand - Attack directly with Wattuna - Quick Syncro with Wattuna and Wattcobra into Wattkyuki - Attack directly with Wattkyuki - Shuffle Wattuna and Wattkyuki back into the deck and extra deck - Special Summon Watthydra or Wattchimera - Attack with the chosen Watt.
Now, without any boosts to ATK, this whole combo nets you 4,900 damage (Assuming you ended with Watthydra, if not it's 4800). As someone who loves Watts, as fun as the combo is, it is very much OTK or die next turn. We have some disruption vs on summon effects with Wattkingdom, but that's about it. As such, many people have taken to adding Thunder Dragons (Specifically Thunder Dragon Colossus) as a way to attempt to live another turn.
While Thunder Dragon Colossus is great, he IS a walking Droll & Lock Bird and can save himself from destruction using the watts we've dumped to grave during the combo, he always felt a little underwhelming in terms of protection to me. So, looking into other archetypes and cards that want to be banished (Watthydra allows us to banish ANY card from our deck after attacking), I came across two potential additions. Maliss and Ghoti.
The Maliss
Maliss is my prefered direction to go after the full Watt combo, as it nets you more bodies on the board, and gives you a negate as follows (Assuming you have more than just one Watt on field, usually with the use of Wattkingdom to get Wattgiraffe or Wattcobra) and the opponant has 3 or more monsters because we don't destroy them in Watt combo:
Attack with Watthydra - Banish Maliss Dormouse - Main Phase 2 - Special Summon Thunder Dragon Colossus using one of your on field Watts (Because Wattuna was used from hand, we are allowed to do this) - Special Summon Maliss Dormouse making sure to pay the LP to do so - Banish Maliss White Rabbit - Special Summon Maliss White Rabbit Paying the LP cost to do so - Set Maliss TB-11 with Maliss White Rabbit - Link off Maliss White Rabbit , Maliss Dormouse and the remaining Watt Monster into Maliss Hearts Crypter - Activate Maliss TB-11 to Banish Maliss Hearts Crypter and Special Summon Maliss Red Ransom - Maliss in the Mirror from Deck - Special Summon from banished Maliss Hearts Crypter paying the LP cost.
Now. I understand that this isn't the undestructable board that most Meta decks can get into, but it is a lot better than "Make Colossus, pass."
The Ghoti
Alternatively, if you have less monsters to work with (Usually because you could only start the Watt combo with one Cobra and nothing else), we can dip into the following:
Attack with Watthydra - Banish Shif, Fairy of the Ghoti - Main Phase 2 - Special Summon Thunder Dragon Colossus using your only remaining Watt monster (Because Wattuna was used from hand, we are allowed to do this) - Pass turn - During their standby phase, Special Summon Shif, Fairy of the Ghoti back - At your discression, activate Shif, Fairy of the Ghoti to quick syncro using itself and your Thunder Dragon Colossus into Ghoti of the Deep Beyond
While notably lacking the negate of the Maliss option, it is much easier to pull off with much less resources needed. You still get to keep your Thunder Dragon Colossus for it's Droll & Lock Bird like effect AND have access to an on demand full board banish that resets itself on your standby phase if they're able to come back from that.
The Bomb
I'm sure, if you've taken the time to read this, you've likely looked at the decklist and seen a couple of traps that seem out of place. These are replacable and honestly I wouldn't blame you if you did. Before you do though, allow me to explain.
Lets say, you draw into an awful hand. No way of doing anything but normal summon a monster and set a Magical Hats then pass. Believe it or not, this is all you need to have the nuke armed as follows:
Opponent attacks your monster - Activate Magical Hats setting Transaction Rollback and Earthbound Release - If they run over them or not, Transaction Rollback and Earthbound Release will go to grave at the end of the battle phase - At any point during your turn, activate Transaction Rollback (Targeting Earthbound Release) to board wipe and burn for the combined attack of all monsters destroyed (Transaction Rollback ignores the cost of Earthbound Release, leaving you with just the boardwipe/burn)
Even IF you draw your Transaction Rollback or Earthbound Release , Magical Hats is solid defence. If that is the case, I would set as a monster at least one Wattrain to enable it's grave effect on your turn.
The End
To those who made it to the end, thank you for coming to my TEDTalk over dumb electric animals. Don't expect to be winning any tourneys with this list, but it is and always will be priceless to me to catch someone off guard by changing the norm for a deck. It absolutely can beat meta threats, just not in a consistent mannor, so I'd keep this for casual play, if you do make it.
Sadistic Sakura XOX