Level 7 / WIND / Winged Beast / Effect / ATK 2000 / DEF 2800
Effect:
During the Main Phase, if you control no monsters, or control an "Adventurer Token" (Quick Effect): You can Special Summon this card from your hand. When a card or effect is activated while you control an "Adventurer Token" (Quick Effect): You can shuffle this card into the Deck, and if you do, negate that activation, and if you do that, destroy that card. You can only use each effect of "Wandering Gryphon Rider" once per turn.
Ratio: 1 (Optional Card)
Level 7 / WIND / DARK / Effect / ATK 2000 / DEF 2000
Effect:
During the Main Phase, if you control no monsters, or control an "Adventurer Token" (Quick Effect): You can Special Summon this card from your hand. If you control an "Adventurer Token" (Quick Effect): You can target up to 2 cards your opponent controls; give control of this card to your opponent, and if you do, return that card(s) to the hand. You can only use each effect of "Illegal Knight" once per turn.
Ratio: 1 (Optional Card - Go 2nd)
Level 3 / WATER / Spellcaster / Effect / ATK 1500 / DEF 1200
Effect:
If you control an "Adventurer Token": You can Special Summon this card from your hand. You can banish this card from your hand or GY; add 1 "Rite of Aramesir" from your Deck or GY to your hand. If you control an "Adventurer Token": You can place 1 Field Spell that mentions "Adventurer Token" from your Deck face-up in your Field Zone. You can only use each effect of "Water Enchantress of the Temple" once per turn.
Ratio: 3
Spell Card
Effect:
If you control no "Adventurer Token": Special Summon 1 "Adventurer Token" (Fairy/EARTH/Level 4/ATK 2000/DEF 2000), then if you do not control "Fateful Adventure", you can place 1 "Fateful Adventure" from your Deck face-up in your Spell & Trap Zone. You cannot activate the effects of monsters on the field the turn you activate this card, except Special Summoned monsters'. You can only activate 1 "Rite of Aramesir" per turn.
Ratio: 3
Spell / Continuous
Effect:
Once per turn, the first time a monster you control equipped with an Equip Spell would be destroyed by battle, it is not destroyed. You can only use each of the following effects of "Fateful Adventure" once per turn. During your Main Phase: You can add 1 monster that mentions "Adventurer Token" from your Deck to your hand, then send 1 card from your hand to the GY. If a monster(s) is Normal or Special Summoned: You can take 1 Equip Spell that mentions "Adventurer Token" from your Deck, and either add it to your hand or equip it to 1 "Adventurer Token" you control.
Ratio: 1
Spell / Equip
Equip only to a monster you control. You can only control 1 "Dracoback, the Rideable Dragon". You can only use each of the following effects of "Dracoback, the Rideable Dragon" once per turn. While this card is equipped to a non-Effect Monster: You can target 1 card your opponent controls; return it to the hand. If this card is sent to the GY: You can target 1 "Adventurer Token" you control; equip this card to that target.
Ratio: 1
The Adventure Engine has been among the most used engines in recent memory. With a 8 card investment (up to 10), 5 of those cards grant you a spell speed 1 bounce, free level 4 bodies, and repeatable omni-negate (if you play Gryphon), making it strong both on the play and on the draw. In exchange, the Adventure Engine forbids effects of Normal Summoned monsters (Though it does not cut you off of your normal summon entirely). While Ghoti has effective Normal Summons such as Beautunaful Princess, Lifeless Leaffish, and Paces, they are not mission critical and are vulnerable to handtraps. The Adventure Engine enables a different kind of Ghoti build focused on special summoning level 4 extenders and bosses and normal summoning the tuners to make Arionpos. Though its ceiling is high, the consistency leaves something to be desired, and the lines of play it enables can feel clunky.
Impact :
Raise the Ceilling : Extremely high ceiling, offering the deck a coveted omni-negate if you want to
Handtrap Resilient : Resilient to handtraps and interruption, helping the deck go second
Alternative Use : Of the three bricks, Fateful at least gets you to a level 4 body to Synchro with, and Gryphon is a body
Recursive : Grants repeatable advantage, adding Gryphon or Enchantress to hand every turn
Warps Deckbuilding : Cuts you off from more typical starters, making Ghoti plays difficult to turn on
Not Self-Sufficient : Need more level 4 extenders to not Synchro with the token if you use Gryphon, meaning you have to open 3 card combos
Akward Levels : Enchantress and Gryphon can't be used to extend Synchro plays due to their odd levels
Low Flexspots : Leaves very little room for handtraps/board breakers
Foolish Burial accesses Water Enchantress, and Water Enchantress accesses Rite of Aramesir. Rite of Aramesir summons a Level 4 Token and activates Fateful Adventure from Deck. Now Summon a monster from your hand, triggering Fateful to add Dracoback. Dracoback activates, equipping itself to the Token. Continue your plays from there.
Gryphon line : Activate the other effect of Fateful, adding Gryphon Rider and sending Dracoback. Dracoback activates, equipping itself to the Token. Now summon Gryphon Rider, and the negate is online. Continue your plays from there.
Optional cards
Gryphon : Provide an Omni-negate at the cost of keeping the token on the field, meaning you need more extenders.
Illegal Knight : Useful in side for go 2nd settings he helps to dismantle boards with the bounce.
Engine + Tuner + Extender
You know the drill
Safely extend with the protection of an omni-negate
There are a few other things you can do with Adventure:
If you only open Fateful, it's still a Level 4 extender, as it can add and discard an Enchantress that can add Rite.
You can also run "Illegal Knight" as a search instead of Gryphon, which provides a handtrap-esque double bounce instead of an omni-negate.