Watt Deck Breakdown
Cards Usage Statistic
Main Deck
x1 in 100%
x1 in 100%

EARTH
2ATK:
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.
x3 in 100%
x3 in 100%

WIND
4ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.
x2 in 50%
x2 in 50%

WATER
4ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Normal or Special Summons a monster(s) from the hand, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.
x3 in 100%
x3 in 100%

LIGHT
4ATK:
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.
x3 in 100%
x3 in 100%

LIGHT
4ATK:
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.
x3 in 100%
x3 in 100%

LIGHT
4ATK:
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.
x1 in 100%
x1 in 100%

Spell
NormalDestroy all Spell and Trap Cards your opponent controls.
x3 in 100%
x3 in 100%

Spell
NormalDraw cards equal to the number of cards your opponent controls, then if you drew 2 or more cards, place cards from your hand on the bottom of the Deck in any order, equal to the number you drew -1. For the rest of this turn after this card resolves, you cannot activate "Pot of Sloth".
x3 in 100%
x3 in 100%

Spell
FieldOnce per turn: You can choose any number of your unused Main Monster Zones, and if you do, place that number of Season Counters on this card, also those zones cannot be used while this card is on the field. Monsters you control gain 400 ATK for each Season Counter on this card. Once per turn, during your opponent's End Phase: You can take 1 Field Spell from your Deck that you can place a Season Counter on, and place it face-up on your field (but neither player can activate its effects this turn), and if you do, place all Season Counters on this card on that card.
x3 in 100%
x3 in 100%

Spell
ContinuousYour 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.
Extra Deck
x1 in 100%
x1 in 100%

DARK
6ATK:
1500
DEF:
2400
2 monsters with the same Type and Attribute, but different names Any battle damage your opponent takes from battles involving this card is doubled. If this card is sent to the GY: You can draw 1 card. You can only use this effect of "Garura, Wings of Resonant Life" once per turn.
x1 in 50%
x1 in 50%

DARK
8ATK:
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.
x1 in 100%
x1 in 100%

LIGHT
6ATK:
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.
x1 in 100%
x1 in 100%

LIGHT
7ATK:
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.
x2 in 100%
x2 in 100%

LIGHT
8ATK:
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.
x1 in 100%
x1 in 100%

DARK
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.
Main: 40 Extra: 15



WIND
4ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.



WATER
4ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Normal or Special Summons a monster(s) from the hand, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.



FIRE
3ATK:
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.



LIGHT
4ATK:
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.



Spell
NormalDraw cards equal to the number of cards your opponent controls, then if you drew 2 or more cards, place cards from your hand on the bottom of the Deck in any order, equal to the number you drew -1. For the rest of this turn after this card resolves, you cannot activate "Pot of Sloth".



Spell
FieldOnce per turn: You can choose any number of your unused Main Monster Zones, and if you do, place that number of Season Counters on this card, also those zones cannot be used while this card is on the field. Monsters you control gain 400 ATK for each Season Counter on this card. Once per turn, during your opponent's End Phase: You can take 1 Field Spell from your Deck that you can place a Season Counter on, and place it face-up on your field (but neither player can activate its effects this turn), and if you do, place all Season Counters on this card on that card.



Spell
ContinuousYour 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.



Spell
NormalAdd "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.



WIND
6ATK:
2100
DEF:
1200
2 monsters with the same Type but different Attributes (This card is always treated as an "Elemental HERO" card.) When an attack is declared involving this card and a monster with 2200 or more ATK: You can make this card gain 1000 ATK, then you can Special Summon 1 Level 4 or lower monster from your hand in Defense Position. If a monster(s) was destroyed by battle this turn (Quick Effect): You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Favorite HERO Flame Wingman" once per turn.



DARK
6ATK:
1500
DEF:
2400
2 monsters with the same Type and Attribute, but different names Any battle damage your opponent takes from battles involving this card is doubled. If this card is sent to the GY: You can draw 1 card. You can only use this effect of "Garura, Wings of Resonant Life" once per turn.



WATER
4ATK:
1900
DEF:
1600
2 monsters with the same Attribute but different Types Your opponent cannot target this card, or monsters on the field with the same Attribute as this card, with card effects. Once per turn (Quick Effect): You can declare 1 Attribute; this card becomes that Attribute until the end of this turn.



DARK
8ATK:
2800
DEF:
2000
2 DARK monsters on the field (This card is always treated as a "Predaplant" card.) If this card is Special Summoned: You can target 1 other face-up monster on the field; change its ATK to 0, negate its effects, also it becomes DARK. When your opponent activates a card or effect (Quick Effect): You can Fusion Summon 1 DARK Fusion Monster from your Extra Deck using DARK monsters on either field, including this card. You can only use each effect of "Starving Venom Fusion Dragon, Four Heavenly Dragons" once per turn.



DARK
10ATK:
3600
DEF:
2500
1 DARK Fusion Monster + 1 Fusion Monster (This card is always treated as a "Predaplant" card.) Once per turn, when a card or effect is activated (Quick Effect): You can Tribute 1 monster on either field with a Predator Counter, and if you do, negate the activation. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can target 1 DARK monster in your GY; Special Summon it. You can only use this effect of "Starving Venom Predapower Fusion Dragon" once per turn.



DARK
8ATK:
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.



LIGHTATK:
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.



DARKATK:
1600
LINK-2
Link Arrow:
Left
Right
2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.



DARK
10ATK:
3500
DEF:
2800
1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.



LIGHT
11ATK:
3500
DEF:
3500
1 Tuner + 1+ non-Tuner monsters While your LP are less than or equal to your opponent's, this Synchro Summoned card is unaffected by your opponent's activated effects. Once per turn: You can pay 1000 LP, then target 1 monster you control and 1 card your opponent controls; banish them. At the start of the Battle Phase: You can make this card gain ATK equal to the difference in your LP and your opponent's.



LIGHT
7ATK:
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.



LIGHT
8ATK:
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.



DARK
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.







































