The Most Distant, Deepest Depths
The Most Distant, Deepest Depths

The Most Distant, Deepest Depths – #POTE-EN090

While you control a Fish Synchro Monster, this card cannot be destroyed, or banished, by card effects. You can only use each of the following effects of “The Most Distant, Deepest Depths” once per turn. You can banish 1 Fish monster from your hand or GY; add 1 “Ghoti” monster from your Deck to your hand. If a Fish monster(s) is Normal or Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can target 1 Fish monster you control; banish it, and if you do, add this card to your hand.

Date Reviewed:  November 2nd, 2022

Rating: 3.33

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

The Most Distant, Deepest Depths is a Field Spell with a few effects ALL Field Spells wish they had.

Protection against being banished or destroyed by card effects as long as you control a Fish Synchro. You are only playing this in a heavy Fish-Type strategy or the Ghoti archetype, both which would specialize in Fish Synchro Monsters. Just keep Askaan on the field and you’ll always have your Field Spell.

Banish a Fish in the hand or grave for a Ghoti monster search from the deck gives TMDDD the now expected search ability all Field Spells have. Hand being involved with banishing instead of just the grave or worse, the field, doubles your chances of getting to the Ghoti you want, a good 1-for-1 that also can work with the previously-mentioned Askaan. Banish Askann for the Ghoti search and Askann will trigger and Special Summon itself if you banish a Fish. Deepest Depths can facilitate one of your Synchro Monster’s Special Summon to keep it on the field to protect the Field Spell itself.

Finally, (card has a a lot of effects) if you summon a Fish in any fashion while Deepest Depths is in the grave, you can swap a Fish on the field to add Deepest Depths to your hand. There is the banish on the field that was previously missing, though here it is more acceptable. You are going to run three of this card, so you won’t need to use this effect unless it can open up a big turn for you. Unlike the search ability, which you’ll want each turn, you don’t need to activate this effect unless you are pressed to.

The Most Distant, Deepest Depths has three different effects and all of them are good. Good search for Ghoti, protection for itself, and can pop back to your hand, all of which revolve around having enough Fish-Type monsters to banish. Hmm, tomorrow’s card can get you lots of those.

Advanced-3.5/5     Art-4/5

Until Next Time

Crunch$G Avatar

As it’s standard for every archetype to get a Field Spell now, we look at the one for Ghoti with The Most Distant, Deepest Depths.

Deepest Depths is a Field Spell that cannot be destroyed or banished by card effects while you control a Fish Synchro, giving itself some protection, mainly from the effect of your own boss monster. The remaining effects are a hard once per turn. The first effect lets you banish a Fish from your hand or graveyard to add a Ghoti monster from your Deck to your hand, giving you a way to search out the Ghoti monsters you need while using graveyard resources and getting cards banished. Second effect triggers when a Fish monster(s) is Normal/Special Summoned while this card is in the graveyard, letting you banish a Fish you control to add this back to your hand. I dunno how much you’d want to banish your cards on the field for this, but it at least has some recovery and triggers your Ghoti effects. It’s a solid Field Spell for the archetype overall, brought down a little by not being a Ghoti card, so hopefully future support makes this searchable.

Advanced Rating: 3.5/5

Art: 5/5 Space is pretty.

Dark Paladin's Avatar

Looks like we snuck a Field Magic in here and midweek brings us The Most Distant Deepest Depths.  That name is a bit redundant but let’s take a look.  Controlling a Fish Synchro protects this card from being destroyed or removed via Card Effects.  Which is…something.  It’s useful enough, protecting your Field Magics is important.  Each of the following can be used Once per Turn:

Remove a Fish Monster from your Hand or Grave to add a Ghoti Monster from your Deck to your Hand.  Versatility in the removal here is greatly appreciated, and an open door to fetch whatever Theme Monster you want as well is awesome.  This is the winning Effect on this card.  

And the card can cycle itself from your Grave to your Hand if you Normal/Special Summon a Fish, by then Targeting and removing a Fish you control (save the Damage Step).  Removal is obviously the game for these guys, but that seems an awfully convoluted and complicated way just to retrieve this card. 

It should balance out eventually, and I honestly wouldn’t use more than one of these, if you’re using it at all.  Like the rest of the week so far, it helps, just not quite enough overall.  I don’t think it’s beneficial ENOUGH to warrant playing, but it helps JUST enough to use one if you desire.

Rating:  3/5

Art:  This, again, looks more like space than the depths, but I really like the center colors and their contrast against the darkness of the edges and boarders.  4.5/5

Mighty Vee

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