Ghoti of the Deep Beyond – #POTE-EN000
1+ Fish Tuners + 1+ non-Tuner monsters
The original ATK of this card becomes 500 x the number of banished monsters. If this card is Synchro Summoned during your opponent’s turn: You can banish all cards on the field. During the Standby Phase of the next turn after this card was banished from the Monster Zone: You can Special Summon this banished card.
Date Reviewed: November 4th, 2022
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Ghoti of the Deep Beyond is another Synchro Fish and the last card of the week.
Needing a Fish Tuner unlike Askaan, this Level 10 Fish Synchro is fueled by banished monsters. 500ATK x the number of banished monsters can make this card a crazy OTK threat if it wasn’t for that Fish Tuner stipulation. With no generic Fish Tuner to be thrown within a banish deck, Ghoti of the Deep Beyond looks to stay within the Ghoti archetype for now. Realistically, you only need six to make it worth the commitment for the Synchro Summon (2 Level 4’s and a Level 2 Tuner).
If you Synchro Summon GotDB during the opponent’s turn you get an incredible field-wipe, banish style. Paces, Shif, Zep, are all Level 2 Tuner Fish that can facilitate this Synchro Summon during your opponent’s turn. Guoglim, Spear of the Ghoti is a Level 8 that can banish your opponent’s monster in battle, however, Askaan is Level 8 and can Special Summon itself whenever a Fish-Type is banished, giving you more to work with than just Superancient Deepsea King Coelacanth leaving some Level 4 Fish for your opponent’s turn. If you happen to have eight or more Fish banished you can use Ghoti Cosmos to Special Summon Deep Beyond and trigger the banish effect (as well as have at least 4000ATK). Both would be good choices to get to Ghoti of the Deep Beyond. Deep Beyond Special Summoning itself next Standby Phase after banishing everything makes up for it having to banish during your opponent’s turn only, the only real downside to this card.
Ghoti of the Deep Beyond rewards your Ghoti archetype for all the banishing they do. Yes, several Ghoti monsters can be Special Summoned from being banished, however, you likely will have several Fish to fuel the ATK of this monster. Even as a weak Synchro Monster, that banish field-wipe is an incredible effect to have and can help fuel this monster’s ATK.
Until Next Time
The week ends off with the main boss monster of the Ghoti archetype, and something you want to summon on the opponent’s turn as much as possible: Ghoti of the Deep Beyond.
Deep Beyond is a Level 10 WATER Fish Synchro with ? ATK and 0 DEF, so mainly the same solid traits we’ve seen all this week. Materials are any number of Fish Tuners and any non-Tuner(s), so Ghoti can pretty easily make this with all the Tuners and non-Tuners they need. The original ATK of this card becomes 500 times the number of banished monsters, so this can get pretty big pretty fast. The main effect triggers when this is Synchro Summoned on the opponent’s turn, letting you banish all cards on the field. It’s a banishing field wipe, which is pretty strong, and ensures you want to get your Ghoti Tuners banished so they come out on the opponent’s turn to let you Synchro Summon this to begin with. Final effect triggers during the Standby Phase of the next turn after this was banished from the Monster Zone, letting it come back so you can keep making use of the massive ATK this will likely have. This card is pretty much the end goal for Ghoti, summon this as often as you can on the opponent’s turn and keep wiping the board so it comes back with a ton of ATK. I do hope Ghoti get more to do besides this, but it’s a nice boss monster to end the week.
Advanced Rating: 3.5/5
Art: 5/5 The ultimate space fish.
What is this, the Water/Fish/Ghost version of Dartz’s Divine Serpent Geh? Anyway, the week closes with another Synchro. Ghoti of the Deep Beyond is a Level 10, Water/Fish Synchro, with ? atk and 0 def. Synchro Summon is performed by 1+ Fish Tuners and 1+ non-Tuners. Original atk becomes 500x the total of Monsters currently removed. So you can build that up pretty quickly playing Ghoti, AND that’s not factoring whatever removal you may be doing to your opponent…or what they may be doing too. So the potential here is definitely large for a tremendous attack. If Synchro Summoned during your opponent’s Turn (again to reference Monday) you can remove ALL cards on the Field from play. That is one hell of a Field nuke. They’re hard enough to come by and this is a full blown remove from play Field nuke. Plus, it of course, revives itself during the next Standby Phase, if you desire after being removed. So here’s the thing…this card, while I’m really leaning towards good, just doesn’t have enough going for it. Level 10 Synchro requires LOTS of resources, and while the removal is the name of the game here, as well as a removal Field nuke being amazing, this thing has no protection, can still just continuously be taken down, and what’s to stop anyone from bringing removed cards back? This guy may win a game here and there, but it’s unwieldly and unreliable. Certainly one of the more fun and interesting cards we’ve reviewed in a while, though.
Art: 5/5 Halloween was Monday, but this is the creepiest (and coolest) art of the week, no question.
Finishing the week is the official boss of the Ghoti archetype, Ghoti of the Deep Beyond, a level 10 WATER Fish Synchro monster. It needs a Fish Tuner and any other monsters, but for reasons that’ll soon be apparent, you’ll pretty much only be using it in Ghoti decks anyway. While 0 defense won’t be going places, ? attack means we’ll have to read on to see.
Deep Beyond’s original attack becomes 500 times the number of banished monsters; while this is theoretically a stronger multiplier than the legendary Gren Maju da Eiza, it unfortunately won’t reap the benefits from various Pots. Neither of Deep Beyond’s effects are once per turn, though the chances that you’ll be able to abuse them are astronomically low. Deep Beyond’s first effect is triggered if it’s Synchro Summoned during your opponent’s turn, banishing every card on the field. A banishing nuke is among the strongest in the game, and ideally it’ll provide fuel for Deep Beyond’s attack gain as well. While Deep Beyond will banish itself as well, the second effect has that covered; if it’s banished, you can Special summon Deep Beyond during the next Standby Phase. The deck’s gameplan is pretty straightforward; nuke your opponent’s board, then hopefully OTK with Deep Beyond. In my experience, you will likely have to summon 2 of them, because you can reach 4000 attack fairly easily, but good luck surviving with only Deep Beyond on the board. Summoning it isn’t too much trouble with Ghoti’s new support, but as a deck they still flounder (haha) due to being too slow and grind-oriented. Hopefully they get new cards to speed them up some.
Art: 4.5/5 Again, superb art, kinda reminds me of Kos from Bloodborne.
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