Deck Spotlight: Where's Waldo?
Posted: Sat Mar 18, 2023 11:35 am
WHERE'S WALDO?
https://www.duelingbook.com/deck?id=12616223
Year of Origin: 1987
Is it real?: Yes
Ace Monster: Where's Waldo?
The Main Races: Spellcaster
The Main Attributes: WATER
Extra Monsters: None
Attack: 1/5
Defence: 5/5
Strategy: 5/5
Intellect: 5/5
Luck: 4/5
THE STORY:
Greetings, Wally Watchers! I seem to have taken a wrong turn and have ended up in this website they used to call ''Dueling Network''. Still, I've made lots of new friends from various shows I've heard of, alongside some real meta breakers...I heard they did this once in a site they call ''Duel Portal''. But the question is....WHERE'S WALDO?
STRATEGY:
WHERE'S WALDO? With this deck, you can answer the question! This deck centralizes around Where's Waldo, a special monster with a win condition! At the start of your turn, you can either send 1 Field Spell card from your deck to the GY, or try your luck and try to find Waldo by rolling two dice. If the result is less than the number of unique Field Spell cards in your GY, you find him, and you instantly win! But be careful, on any other roll, all your Field Spell cards in your GY get shuffled back into your deck! To guarantee a win, you'll need to get 13 or more unique Field Spell cards in your GY!
To get as many Field Spell cards in your GY as possible, Waldo's friends are here to help! Where's Woof can flip himself face-down, and send a Field to Special Summon a Where monster when he's flipped face-up, and can be Special Summoned from the hand while you control a Where monster, Where's Wenda mills Fields according to the number of Where cards you control at the end of your turn, and Where's Whitebeard can summon Where monsters, and destroy all your opponent's Spell/Trap cards if you summoned Where's Waldo this way. He also protects your WATER Spellcaster monsters, and can tribute 3 WATER Spellcaster monsters to make it so that your next attempt to find Waldo only rolls one dice instead of two, making it easier to win!
Let's not forget the Fields that Waldo himself once hid in! When they're activated, they can search out Where's Waldo if you don't control him, and when they're destroyed, they can easily replace themselves with a new Where field spell! Each one also has both a passive effect and a triggered effect: For example, Where's Waldo at the Toys! Toys! Toys! Can revive a Where monster at the end of your enemy turn and can protect a WATER Spellcaster monster from destruction by destroying itself, Where's Waldo at the Mighty Fruit Fight protects your monsters with 1100 or less ATK from being attacked and can mill Field Spells relative to the number of Where cards you control, Where's Waldo at the Land of Giants can Special Summon a Where monster and prevent your opponent from Special summoning level/Rank/Link 7 or higher monsters, and Where's Waldo at the Castle Siege can destroy a Where monster you control and two cards your opponent controls as a Quick Effect!
KILLER COMBOS:
After dumping all the Field Spell cards in your hand, activate Where's Waldo at the Mighty Fruit Fight, search out Where's Waldo, Normal Summon him, and use his effect to search out Where's Woof. Special Summon Where's Woof by his own effect, then use Where's Waldo at The Mighty Fruit Fight's effect to mill 3 Field Spells! If Where's Woof is already in your hand, you can have Where's Waldo search out Where's Waldo at the Land Of Giants instead, and use its effect after you have used Where's Waldo at the Mighty Fruit Fight's effect to bring out Where's Wanda, milling four more Field Spell cards at the end of your turn! If Where's Waldo at the Mighty Fruit Fight is not in your hand, you can search out Waldo with another of your Where's Waldo field spell cards, have him search out Where's Waldo at the Land of the Giants, then use it's effect to bring out another Where's Waldo! NOTE: Most of the effects of the Where's Field Spells are hard once per turns!
Since you have very little reason to attack, anti-attack Traps like Gravity Bind are perfect for this deck!
REMEMBER:
Activating a Field Spell card while you already control one will send that field spell to the GY!
https://www.duelingbook.com/deck?id=12616223
Year of Origin: 1987
Is it real?: Yes
Ace Monster: Where's Waldo?
The Main Races: Spellcaster
The Main Attributes: WATER
Extra Monsters: None
Attack: 1/5
Defence: 5/5
Strategy: 5/5
Intellect: 5/5
Luck: 4/5
THE STORY:
Greetings, Wally Watchers! I seem to have taken a wrong turn and have ended up in this website they used to call ''Dueling Network''. Still, I've made lots of new friends from various shows I've heard of, alongside some real meta breakers...I heard they did this once in a site they call ''Duel Portal''. But the question is....WHERE'S WALDO?
STRATEGY:
WHERE'S WALDO? With this deck, you can answer the question! This deck centralizes around Where's Waldo, a special monster with a win condition! At the start of your turn, you can either send 1 Field Spell card from your deck to the GY, or try your luck and try to find Waldo by rolling two dice. If the result is less than the number of unique Field Spell cards in your GY, you find him, and you instantly win! But be careful, on any other roll, all your Field Spell cards in your GY get shuffled back into your deck! To guarantee a win, you'll need to get 13 or more unique Field Spell cards in your GY!
To get as many Field Spell cards in your GY as possible, Waldo's friends are here to help! Where's Woof can flip himself face-down, and send a Field to Special Summon a Where monster when he's flipped face-up, and can be Special Summoned from the hand while you control a Where monster, Where's Wenda mills Fields according to the number of Where cards you control at the end of your turn, and Where's Whitebeard can summon Where monsters, and destroy all your opponent's Spell/Trap cards if you summoned Where's Waldo this way. He also protects your WATER Spellcaster monsters, and can tribute 3 WATER Spellcaster monsters to make it so that your next attempt to find Waldo only rolls one dice instead of two, making it easier to win!
Let's not forget the Fields that Waldo himself once hid in! When they're activated, they can search out Where's Waldo if you don't control him, and when they're destroyed, they can easily replace themselves with a new Where field spell! Each one also has both a passive effect and a triggered effect: For example, Where's Waldo at the Toys! Toys! Toys! Can revive a Where monster at the end of your enemy turn and can protect a WATER Spellcaster monster from destruction by destroying itself, Where's Waldo at the Mighty Fruit Fight protects your monsters with 1100 or less ATK from being attacked and can mill Field Spells relative to the number of Where cards you control, Where's Waldo at the Land of Giants can Special Summon a Where monster and prevent your opponent from Special summoning level/Rank/Link 7 or higher monsters, and Where's Waldo at the Castle Siege can destroy a Where monster you control and two cards your opponent controls as a Quick Effect!
KILLER COMBOS:
After dumping all the Field Spell cards in your hand, activate Where's Waldo at the Mighty Fruit Fight, search out Where's Waldo, Normal Summon him, and use his effect to search out Where's Woof. Special Summon Where's Woof by his own effect, then use Where's Waldo at The Mighty Fruit Fight's effect to mill 3 Field Spells! If Where's Woof is already in your hand, you can have Where's Waldo search out Where's Waldo at the Land Of Giants instead, and use its effect after you have used Where's Waldo at the Mighty Fruit Fight's effect to bring out Where's Wanda, milling four more Field Spell cards at the end of your turn! If Where's Waldo at the Mighty Fruit Fight is not in your hand, you can search out Waldo with another of your Where's Waldo field spell cards, have him search out Where's Waldo at the Land of the Giants, then use it's effect to bring out another Where's Waldo! NOTE: Most of the effects of the Where's Field Spells are hard once per turns!
Since you have very little reason to attack, anti-attack Traps like Gravity Bind are perfect for this deck!
REMEMBER:
Activating a Field Spell card while you already control one will send that field spell to the GY!