Win condition:
Inflict 8000 damage as quickly as possible, mostly via direct attacks and—to lesser extent—from burn damage.
Strategy:
The offensive priority is to gather the Watts early and make direct attacks on the opponent's LP. Rather than spending resources engaging with the opponent's board, instead channel those resources toward inflicting direct damage.
Hip Hoshiningen (fielded via
Photon Sanctuary) can signficantly increase the Watts' damage output and close games earlier.
Ring of Destruction,
Gagaga Cowboy, and
Number 50: Blackship of Corn contribute burn damage and decrease the number of direct attacks needed.
In the spirit of the original Watts, the rest of the deck focuses on stun and distruption.
Wattgiraffe prevents floating effects from activating and protects any summons from the Extra Deck during Main Phase 2. Giraffe's stun is especially potent when combined with
Evilswarm Exciton Knight.
Finally, cards like
Quaking Mirror Force and
Floodgate Trap Hole are especially noxious here. Monsters pinned face-down will never be attacked or removed from the field, since the Watts can ignore them and attack directly. Strategies focusing on Link Monsters tend to make Quaking less effective than Floodgate, which is still used to flip monsters face-down before they can be used as material. But in general, there is no shortage of opposing boss monsters in the forms of Fusion, Synchro, Xyz, and good old-fashioned Effect Monsters that all fall (or 'flip') to these traps.
Conclusion:
Don't expect a YCS top. Nevertheless, the Watts are an incredibly fun engine that plays competently, challenges your opponent to adapt, and feels genuinely unique to pilot.