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[CHIM] Wattrain


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Elekilocomotive (Wattrain)
Spell
You can only use each of the (1) and (2) effects of this card’s name once per turn.
(1) Add “Watt” cards with different names from your Deck to your hand, except “Wattrain”, up to the number of Thunder monsters with different names you control.
(2) If this card is in your GY, except the turn it was sent to the GY: You can banish this card; Special Summon as many “Watt” monsters with different names as possible from your hand.
 

https://ygorganization.com/choochoozapzap/

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...Hot damn that's good. Most decks would kill for a spell card like this (cough cough, batterymen cough), but good on watts, they needed something to help them keep up with the speed of the game. The balance of this card seems off to me, but the fact that it's just for watts kinda makes me feel that it's fine even so.

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Guest BGMCANN0N

Not at all what I would expect Watts to get, but whatever... I digress. Anyhow, the most interesting aspect of the 1st effect is that it searches the Spell/ Traps as well so best thing there is Wattcube, and Wattcancel to search. Me thinks the best way to get the most of the first effect is to use the Hunder family in tandem with the Level 4 Watts for that extra Normal Summon along with Instant Fusion to get out Kaminari Attack for max searches. Last effect pretty self explanatory... Except the main problem I see with it is the lack of a solid turn with Watts before you can get to the effect off. That turn delay is kind of a jabroni to deal with especially with boards some of the more modern archetypes can crap out these days... So we may still have to go with the traditional route of using a lot of stally trap cards like Waboku, and Threatening Roar. Or if you have a turn with the Hunders: go Bagooska that turn if you can.

 

As far as art goes love Wattlemur as the conductor. And Wattgiraffe and Wattsquirrel poking their heads out of the lounge car.

 

In all it is good, I feel I can finally start rebuilding the deck without needing to build it around Spell-Mining Cave for a change.

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...Hot damn that's good. Most decks would kill for a spell card like this (cough cough, batterymen cough), but good on watts, they needed something to help them keep up with the speed of the game. The balance of this card seems off to me, but the fact that it's just for watts kinda makes me feel that it's fine even so.

Surely Thunder Batteryman should be a deck?

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Guest BGMCANN0N

Well after testing this out for a good 30 games or so... There is still yet work to be done for Watts. The turn delay for the swarm effect really bites this card... Most of the time even with Waboku, and Threatening Roar it doesn't handle some of the larger issues that Watts struggle against such as negations. I was finding myself to even start teching that 1 Thunder Kaiju along with Gameciel... I am thinking they could have made it a bit different where you could only use one of the effects at a time instead you could Foolish Burial Good it on a turn that might matter even if it means minusing. I am learning that Thunder Seahorse and Wattcobra can do most of the adding of your Watts better than this card can because this requires field presence you might not have all the time... Making this card dead the more backrow you draw.

 

It is a good card, but Watts are an archetype that already struggle too much to have a firm standing. At best they are still only going to win against an opponent that bricks, Deck that doesn't have a lot of outs or negates, or a Deck that can't grind with the poke masters' backrow.

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Well after testing this out for a good 30 games or so... There is still yet work to be done for Watts. The turn delay for the swarm effect really bites this card... Most of the time even with Waboku, and Threatening Roar it doesn't handle some of the larger issues that Watts struggle against such as negations. I was finding myself to even start teching that 1 Thunder Kaiju along with Gameciel... I am thinking they could have made it a bit different where you could only use one of the effects at a time instead you could Foolish Burial Good it on a turn that might matter even if it means minusing. I am learning that Thunder Seahorse and Wattcobra can do most of the adding of your Watts better than this card can because this requires field presence you might not have all the time... Making this card dead the more backrow you draw.

 

It is a good card, but Watts are an archetype that already struggle too much to have a firm standing. At best they are still only going to win against an opponent that bricks, Deck that doesn't have a lot of outs or negates, or a Deck that can't grind with the poke masters' backrow.

Have you tried ectromagnetic turtle? It ends the battle phase from the grave, and has r4 potential if need be. also, the thunder dragon support is really good with watts. if i recall, one of the thunder sragon s/t prevents you monsters from getting hurt by negation, the one trap can bring back up to 3 thunders from grave (though watts admittedly have some trouble putting them there in the first place) and you can drop cossosus if you run a few of the thunder dragon monsters. not enough to make massive strides, but one or two more cards as good as this one and watts could very well see meta play.

 

 

Surely Thunder Batteryman should be a deck?

Batteryman are stronger, far stronger that watts, but they need some manner of boost to actually be on the meta (outside of being a tech in thunder dragon variants.)

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