Cards are given a rating depending on if they are more fit to be played competitively or in casual play
Each cards is ranked from Competitive to Casual play (Competitive being the strongest and Casual the weakest) :
Competitive
Strong
Viable
Mediocre
Casual Play
Level 2 WATER / Fish / Effect / Tuner / ATK 0 / DEF 0
Effect :
You can banish this card you control; Special Summon 1 Fish monster from your hand, except "Paces, Light of the Ghoti". During the Standby Phase of the next turn after this card was banished: You can Special Summon this banished card. During your opponent's Main Phase, if this card was Special Summoned this turn, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Fish Synchro Monster using this card you control. You can only use each effect of "Paces, Light of the Ghoti" once per turn.
Paces is widely considered the weakest of the Ghoti tuners, but that doesn't mean it's not powerful. Of the three, it's the best Normal Summon, as seeing it and one of the deck's other Normal Summons is almost always a boon. It helps field higher-level Fish like Eanoc and Coelacanth, playing a key role in unique builds revolving around them. It's also particularly strong Turn 3+, as it can field whatever you searched off of Arionpos or Psiics on your opponent's turn to OTK. That being said, the best targets for Paces are the Fish that the deck already wants to Normal Summon, making Paces act more as a conditional extender than a true starter, leading most lists to cut it to 1 and banish it from deck with Arionpos. However, with Psiics revolutionizing the deck and White Aura helping add Fish to hand with little loss in advantage, Paces can be more proactive than before.
Rating : Strong
Impact :
Extension : Raises the ceiling on existing combos, such as with Lifeless Leaffish
Quick Synchro : Paces and Shif are what make Ghoti stand out from other strategies
Jank : Enables unique builds that rely on higher level Fish
Hard to Pin Down : Can still banish itself for cost if hit by Imperm, letting it come back next turn
Needs Friends : Needs to be drawn with a non-Tuner Fish to do anything proactive
Buried Alive : Has no way to get out of the GY after being used as Synchro Material, relying on others to do so
Level 2 WATER / Fish / Effect / Tuner / ATK 0 / DEF 500
Effect :
You can banish this card from your GY, then target 1 Fish monster you control; it gains 500 ATK until the end of this turn. During the Standby Phase of the next turn after this card was banished: You can Special Summon this banished card. During your opponent's Main Phase, if this card was Special Summoned this turn, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Fish Synchro Monster using this card you control. You can only use each effect of "Shif, Fairy of the Ghoti" once per turn.
Of the two Standby-summoning Tuners, Shif is the most versatile, as it has a built-in way to banish itself turn after turn. Because it banishes itself for cost, it's hard for the opponent to stop Shif from setting itself up. Thanks to Shif, Lifeless Leaffish is a quick yet effective 1-card combo, climbing into a Level 8 Fish Synchro, an Arionpos search, and Psiics as a spare body on field. While this will not win the game on its own, it sets up the resource loops that Ghoti utilizes to win in the turns to come. In certain builds, it's not even bad to draw, as it makes Arionpos alongside a Special Summonable Level 4 extender, which is then able to climb into Deep Beyond. That's only certain builds, though, as typically you want it out of your hand as soon as possible so it can do its thing.
Rating : Strong
Impact :
Self Sufficient : Proactively banishes itself while another Fish is on field, which is easy to accomplish
Compact : Enables the deck's main 1-card combo that's easy to extend beyond
Recursive : Easy to banish on the opponent's turn with Askaan, looping itself turn after turn
Vulnerable : It and Paces can be stymied from summoning with pretty much any board breaker
Bricky : A garnet in most cases, you want Shif anywhere else but your hand
Level 2 WATER / Fish / Effect / Tuner / ATK 0 / DEF 1000
Effect :
You can banish this card from your hand, then target 1 Fish monster in your GY; banish it. During your opponent's turn, if this card is banished: You can Special Summon it. If this card is Special Summoned, you can (except during the Damage Step): Immediately after this effect resolves, Synchro Summon 1 Fish Synchro Monster using this card you control. You can only use each effect of "Zep, Ruby of the Ghoti" once per turn.
Zep is the least self-sufficient of the Ghoti tuners. It can only Synchro as a trigger on Special Summon, which is itself a trigger upon being banished on the opponent's turn, which it has no way of doing on its own. All it has on its own is its nearly useless hand effect. What Zep lacks in self-sufficience, though, it makes up for in collaborating with the higher level Ghoti monsters. Psiics, Arionpos, and Snopios can all banish it on your opponent's turn with relative ease, enabling access to Level 8 Fish Synchros at a moment's notice. Snopios especially uses Zep to play through interruption and board breakers while enabling the rare Turn 0 play. Additionally, Zep's Synchro being a trigger effect helps White Aura Whale not miss timing, thus allowing the deck to threaten several board wipes. This all makes Zep arguably the most important Tuner of them all, as it helps Ghoti survive the brutal environment of Yu-Gi-Oh! and live to see another duel.
Rating : Strong
Impact :
Snowballing : Enables Synchro climbs into our most powerful interactions
Less Predictable : Whereas Paces and Shif are telegraphed, Zep can surprise the opponent
Beyond Deep Beyond : Allows follow-up plays alongside Psiics and Snopios for when our board crumbles
Trigger Happy : Utilizes chainblocking to protect itself and others, and lets White Aura Whale resolve easily
Not Always Lost : Hand effect is no longer useless, as Kiif can pull it out for it to Synchro immediately
But Usually Lost : Hand effect is still almost useless, paling in comparison to how Snopios does the exact same
Not Self Sufficient : Heavily relies on one or more other Ghotis to do its job
Too Much Chain : The multiple chains it starts on the way to a Synchro Summon can make it more vulnerable to negates
Level 2 WATER / Fish / Effect / Tuner / ATK 0 / DEF 1500
Effect :
If you control a Fish monster: You can Special Summon this card from your hand. If a monster(s) is Special Summoned to your opponent's field: You can target 1 of them and 1 of your banished Level 6 or lower Fish monsters; banish both that opponent's target and this card, and if you do, Special Summon your targeted monster. During the Standby Phase of the next turn after this card was banished: You can Special Summon this banished card. You can only use each effect of "Keaf, Murk of the Ghoti" once per turn.
S:P Little Fish is an incredible support card that boosts the deck's ceiling and contributes to your resource loop. Its disruption is repeatable, accessible, and potent, finally giving the deck a way to play through Kashtira Fenrir. It also helps solve a major problem with the deck's resource loop; Ghotis that do something when banished, like Paces, Shif, Snopios, and Psiics, get trapped if they (or another copy) are banished again in the same turn, and Keaf yanks them free to continue providing value. Being a free body also helps enable Link plays or skip steps on our Synchro ladder, but it's situational as an extender.
Rating : Strong
Impact :
Improved Grind : Makes it harder to turn off our resource loop by recovering banished fish that struggle to escape
Recursive : Special Summons itself like the tuners to provide a repeatable, self-sufficient disruption
The Out : More immediate than the deck's other interruptions, meaning it can respond to key threats immediately
No Impact on Standard Combos : Only improves the end boards of hands where you draw too much engine
Dies to Removal : If it or the opponent's target are off the field at resolution, the whole effect fizzles
Level 4 WATER / Fish / Effect / ATK 1500 / DEF 0
Effect :
If a Fish monster(s) is banished (except during the Damage Step): You can Special Summon this card from your hand. During the Standby Phase of the next turn after this card was banished: You can target 1 of your "Ghoti" Traps that is banished or in your GY; Set that target. You can only use each effect of "Ixeep, Omen of the Ghoti" once per turn.
Ixeep is functionally a free extender. The deck banishes fish so often that its summoning condition will virtually always be met. It has a cool interaction with the field spell, as banishing for cost and adding Ixeep will trigger Ixeep's summon despite it not being in hand when the banish happened. This makes it very good at making Arionpos during either turn, as it can Synchro with a Tuner you either just banished or one that you're now free to Normal Summon. Even if you have another 4 on board like Lifeless Leaffish, it can still enable Rank 4 plays to go into Kragen, Abyss Dweller, or Bahamut + Toad. It also recycles traps, but this rarely matters, as those traps can't be activated the turn they're set, making it extremely slow.
Rating : Viable
Impact :
Field Presence : Free level 4 body, the intended non-Tuner for Arionpos
Field Spell Synergy : The field spell meets its summon trigger condition before it's even in your hand
Slow Recycling : You can't activate the trap you set with this effect the same turn, making the effect next to useless
Trapped : Once Ixeep is banished, it has no way to recover itself, relying on Kiif and having no way to return to hand
Level 6 WATER / Fish / Effect / ATK 2100 / DEF 0
Effect :
IIf this card is Normal or Special Summoned: You can target 1 of your banished Level 4 or lower Fish monsters; Special Summon it in Defense Position, but negate its effects. You can banish 1 Fish monster from your hand or face-up field; add 1 "Ghoti" Trap from your Deck to your hand. You can only use each effect of "Eanoc, Sentry of the Ghoti" once per turn.
While it doesn't fit in every build, Eanoc enables a backrow-focused control style of play. Ghoti's backrow is quite potent, with Chain especially allowing the deck to play through pretty much anything, and Eanoc is the only in-engine means of searching them. It also helps recycle smaller fish that may have gotten trapped, ensuring that they're live to summon again on the next turn. However, being a Level 6 monster with no means of summoning itself, Eanoc relies on other cards to get on the field, and thus bricks up your hand frequently. That being said, the summoning power of Psiics and the White Aura engine makes it much more viable than it was in the past.
Rating : Casual Play
Impact :
A Different Angle : Allows access to the deck's cracked backrow that it otherwise lacks access to
Self Sufficient Search : Can use the same fish it summoned as the one to banish for the search
Guoglim Lines : Enables our worst synchro to do something productive, turning an 8 into Deep Beyond
Bricky as Hell : You need to Normal/Special Summon him by using other resources, such as Paces or Abyss Keeper
Slow : Because it negates the Fish it summons, it can't be used for any plays on the opponent's turn
Vulnerable to Interruption : The search is completely stifled by the likes of Ash and Droll
Level 6 WATER / Fish / Effect / ATK 2100 / DEF 0
Effect :
During the Main Phase (Quick Effect): You can banish 2 Fish monsters from your hand and/or GY; Special Summon this card from your hand. If this card is Special Summoned: You can target 1 face-up card on the field; banish it when it leaves the field. If this card is banished: You can banish 1 Fish monster from your GY; add this card to your hand. You can only use each effect of "Snopios, Shade of the Ghoti" once per turn.
Snopios is basically a Fish-type Dragon Ruler, singlehandedly feeding the deck's Fish-based banish loops, and thus has an extremely wide array of applications. Because his effects are Quick Effects that banish for cost, it synergizes extremely well with Zep, whose summon effects only work on the opponent's turn, and Psiics, who can eat Snopios to search another Fish and enable Snopios to wield its unique interruption offensively. Snopios, Zep, and Psiics in tandem work together to play through board breakers and interruptions, reminding your opponent that they're never safe from the deep. It also works very well as a banish from deck off of Arionpos, as it can banish one of Arionpos's materials to add itself back immediately.
Rating : Competitive
Impact :
Resilience : Banishing for cost protects your GY from disruptions like Mudora
Unique Disruption : Snopios's on-summon effect helps get your resources banished or denies your opponent of a GY effect
Endlessly Recursive : As long as you have Fish to feed it, Snopios will keep coming back
Chainblocking : With clever timing, Snopios's on-summon effect can chain block almost any trigger effect you need
Turn 0 Turbo : In Fish-heavy builds, Snopios and Zep/Psiics makes Askaan or White Aura Whale on the opponent's first turn
Trapped : If the add back to hand is negated, or if banished twice in one turn, you won't be able to get Snopios back
Brick Limbo : An awesome find in your opener if you open other engine, but does nothing on its own
Level 6 WATER / Fish / Effect / ATK 2400 / DEF 0
Effect :
If this card is Normal or Special Summoned: You can add 1 Fish monster from your Deck to your hand, except "Psiics, Moonlight of the Ghoti", then banish 1 Fish monster from your hand or face-up field. If this card is banished: You can banish 1 Fish monster from your hand, face-up field, or GY, except "Psiics, Moonlight of the Ghoti"; Special Summon this card. You can only use each effect of "Psiics, Moonlight of the Ghoti" once per turn.
Arguably the best main deck monster alongside Snopios, Psiics completely revolutionizes the deck. Psiics is your primary means of searching out-of-engine fish on your own turn, and thus bridges native Ghoti plays into Abyss Shark, the White Aura engine, and Superancient Deepsea King Coelacanth wombo combos. Since it's also a free level 6 body on banish (Perfect for backing up your board with Dragite), Psiics dramatically increases the ceiling and resilience of your first turn plays, as long as you have enough fish in hand to keep it fed. To top it all off, it serves as extra copies of Zep for the purpose of Turn 0 Snopios plays!
Rating : Competitive
Impact :
Field Presence : Additional Body to go into Level 8 Synchros
Chainblocking : Its synergistic trigger effects help protect it and your other fish from negation
Wide Search : Not restricted to Ghoti monsters or level, letting it search exactly what you need
Raising The Ceilling : Searches extenders on your own turn, unlike Arionpos who's search is often part of our endboard
Flexibility : The ability to easily search on the opponent's turn gives creative pilots ways to play around Droll and Lock Bird
Half a Brick in Hand : Relies on the rest of the engine to function, as it does nothing without a way to get banished
Spell / Field
Effect :
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.
Ghoti's archetypal Field Spell makes it nigh unstoppable in the grind game. Depths gets all of the Ghoti names in rotation and keeps them in rotation by generating resources every turn. Stopping it from doing so turn after turn is a tall order, as it protects itself from removal. It's even nice to see in multiples, as its GY effect can chainblock Deep Beyond and other important effects. It's not an instant inclusion, however. While it's an extremely strong search spell for Ghoti, the Ghotis themselves lack independent power and rely on other Fish to start plays. Additionally, higher level Ghotis require materials in the GY to gain advantage off of being banished. As a result, Depths only serves to improve hands that are already good, and only in builds that play lots of Fish without supplementary engines. Those builds are better than ever though, as Psiics and Kiif are both strong banishes and strong searches, and the White Aura engine provides plenty of fuel to use for searching.
Rating : Viable
Impact :
Synergy : Ghoti monsters work well together, and Depths ensures that you see multiple names
Advantage : Ghoti combos can be hand-hungry, and using the GY to get more resources from deck is huge
Recursion : In a grindy game, the amount of protected advantage Depths offers turn by turn is unmatched
Free Body : The banish meets the condition of Ixeep before it's added to hand, letting you summon it immediately
Win More : Ghoti struggles to start plays on their own, meaning Depths only searches extenders
Home to No Others : Only strong when playing a critical mass of in-engine Fish
Trap / Normal
Effect :
Banish 1 face-up Fish monster you control; Special Summon 1 of your "Ghoti" monsters that is banished, or in your hand, Deck, or GY, with a different original name from the monster banished to activate this card, but banish it when it leaves the field. You can only activate 1 "Ghoti Chain" per turn.
Chain, like many modern archetypal Trap cards, is an extremely broken piece of support held back by the inherent challenges of being a Trap card. It only functions if you open a good enough hand without it, it's useless going 2nd (which Ghoti struggles with already), and the one Ghoti monster that's able to search it is unplayable outside of builds specifically tailored to it. In such builds, Chain is Eanoc's best search target. When everything comes together, Chain is an extremely strong card that helps protect your board from interruption and blowouts. It can even turn a mediocre hand into an extremely potent one. But those situations don't fix any of Ghoti's inherent problems, especially with more streamlined support.
Rating : Viable
Impact :
Board Presence : An in-archetype E-Tele is inherently strong for any deck, making sure you can play through anything
Chainable : Resistant to backrow removal, and helps guard against targeted negation and removal
Searchable : In addition to being a key piece in Eanoc builds, it's an extremely strong set off of Triple Tactics Thrust
Slow : Traps do not provide immediate value, and Ghoti Chain is no exception
Extender : Ghoti's monsters lack main deck interruption outside of Kiif, meaning that Chain is reactive rather than proactive
Trap / Normal
Effect :
Apply these effects in sequence, based on the number of banished Fish monsters.
1+: Your Fish monsters cannot be destroyed by battle this turn.
4+: The activation and effects of Fish monster effects activated on your field cannot be negated this turn.
8+: Special Summon 1 Fish Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.)
You can only activate 1 "Ghoti Cosmos" per turn.
This card is unplayable in any serious build. The effects are not as easy to trigger as you would think; To Ghoti, the banish pile is an ever-shifting colony, and fish constantly move in and out. The more fish you have banished at a time, the less those fish are contributing to your gameplan more than a janky reactive Trap card. The new support helps with this to a degree, and Cosmos does address some of Ghoti's flaws, but it does so in an exceptionally clunky manner that only serves to force you into suboptimal lines, bad deckbuilding decisions and reckless play. If you really want to, play it as a fun-of in an Eanoc brew.
Rating : Casual Play
Impact :
Fixes Some Problems : Ghoti is vulnerable to the battle phase, and getting our Tuners negated really sucks
But Not All : Ghoti still struggles with quick spot removal and especially going 2nd, and Cosmos does not help
Slow : Trap Card. Enough said. Even if you activate it in Draw, which you're usually doing, it is still slow and winmore.
Requires Setup : If being a Trap Card wasn't bad enough, it requires specific setup lines that only good hands can get to
Not A Win Condition : The 8+ effect reads crazy, but you can win the game anyway before having 8 banished Fish
Trap / Continuous
Effect :
You can target 1 Fish monster you control and 1 monster your opponent controls; banish both monsters until your next Standby Phase. If a Fish monster(s) is Special Summoned to your field while any card is banished: You can banish this card from your GY or your face-up Spell & Trap Zone; all Fish monsters you currently control gain 100 ATK for each currently banished card, until the end of this turn. You can only use each effect of "Ghoti Fury" once per turn.
While it was once another strong piece of Eanoc Control comparable to Chain, the release of Kiif and S:P Little Knight have taken much of the spotlight off of Fury's previously unique effect. It's biggest boon is removing monsters until your next Standby phase, when a monster is much less useful to your opponent, allowing you to pick apart boards and clear the way for direct attacks. It also has no conditions for activating it besides having a Fish on field, so it's not as easily worked around as Kiif or S:P. It can even enable huge OTK pushes after swarming the field. However, Fury is just more of what the deck is already good at doing, so it's seldom worth running.
Rating : Viable
Impact :
Slippery : Interacts with boards in weird ways, protecting your monsters while removing the opponents'
Repeatable : Can banish monsters turn after turn, letting you pick and choose your battles as you grind away resources
Security : More ways to chainblock, yippee!
Slow : Does nothing going second, as with every other Trap card, and struggles to provide immediate value
Redundant : Doesn't offer new possibilities to the deck
Level 6 WATER / Fish / Synchro / Effect / ATK 2100 / DEF 0
1 Tuner + 1+ non-Tuner monsters
Effect :
If this card is Synchro Summoned: You can banish 1 Level 6 or lower Fish monster from your Deck. If this card is sent to the GY as Synchro Material: You can target 1 Fish monster in your GY; banish that target, then you can add 1 Fish monster with an equal or lower Level from your Deck to your hand. You can only use each effect of "Arionpos, Serpent of the Ghoti" once per turn.
The heart and soul of the deck, Arionpos is Ghoti's best starter and playmaker. On your turn, the banish from deck is excellent for getting Paces or Shif into rotation. On your opponent's turn, it's one of the best ways to proc Psiics and Zep, providing access to Level 8 Synchros with just Lifeless Leaffish. Its search effect can not only chainblock resolutions of the big fish, but it can also be chainblocked itself to protect its search. Its search isn't locked to Ghotis, so you can search powerful follow-up cards like Abyss Shark or White Sardine. Most Ghoti endboards look like Arionpos pass, and for damn good reason.
Rating : Competitive
Impact :
Starter : Once on field, banishing one Ghoti from deck is all you need to turn the Ghoti engine online
Followup : Searches strong cards that help you on Turn 3+
Generic : Enables running a smaller Ghoti package alongside engines dedicated to making Arionpos
Ash-Proof : Your opponent will try to Ash its effect, and you will get to explain why they can't
Chokepoint : Ash is not the only handtrap that exists, and Arionpos is the best target for most others
LEVEL 8 WATER / Fish / Synchro / Effect / ATK 2700 / DEF 0
1 Tuner + 1+ non-Tuner monsters
Effect :
If this card is Synchro Summoned: You can target 1 Fish monster you control and 1 card your opponent controls; banish them. If this card is banished: You can banish 1 Fish monster from your GY; Special Summon this card. You can only use each effect of "Askaan, the Bicorned Ghoti" once per turn.
On its way to Deep Beyond, Ghoti seeks to control the board, and it does so with Askaan. Its ability to banish any card on field is huge for picking apart monster-focused combos and removing problematic backrow. Afterwards, it serves as a recursive high-level body to Synchro climb into the deck's win condition and contribute to OTKs. However, Askaan's banish only happens once, so after that it's just a big guy. But that big guy serves a very important function regardless, as it can push the game into positions where the Battle Phase matters.
Rating : Competitive
Impact :
Removal : Picks apart boards and outs backrow, forcing your opponent into Plan B
Recursion : Returns to the field immediately to serve as the non-Tuner for Deep Beyond
Synergy : Banishes the Tuner that made it from the GY, ensuring follow-up next turn
Going Second : If you can get to it, Askaan helps break established boards while effortlessly setting up Beyond
Generic : No summoning restrictions make it flexible
Only Once : Its removal is only on Synchro Summon, so it isn't as repeatable as you'd think
Gets Trapped : Situations where it can get banished twice in a turn are frequent, in which cases it's thoroughly stuck
LEVEL 8 WATER / Fish / Synchro / Effect / ATK 2700 / DEF 0
1 Fish Tuner+ 1+ non-Tuner monsters
Effect :
At the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster. During your opponent's Standby Phase: You can banish this card, then, if the monsters used as material for this card's Synchro Summon are all in your GY, you can Special Summon all of them, but banish them when they leave the field. You can only use each effect of "Guoglim, Spear of the Ghoti" once per turn.
Not useless, but not good. Non-Targeting removal is awesome on paper to bypass protection, but it only banishes what it can target for an attack, making its utility limited. The recycling effect enables some goofy combos with Eanoc and Snopios for quick Deep Beyond setups, but goofy is all that they are, and you'll typically have already banished its materials by the time the Standby Phase rolls around. It's just far too vulnerable and situational to run in an Extra Deck that becomes increasingly tighter as Ghoti evolves.
Rating : Casual Play
Impact :
Going Second : Strong during the Battle Phase to out a problematic monster, then mutate into something else
Niche Function : Guoglim can respond to situation only Deep Beyond can for less cost
Outclassed : When it comes to breaking boards, Askaan is often infinitely more practical
Situational : Its second effect takes setup to be effective, and there's usually a better, more resilient option
Restrictive : Needs a Fish Tuner for some reason, I doubt the second effect is broken anywhere else
Level 10 WATER / Fish / Synchro / Effect / ATK ? / DEF 0
1+ Fish Tuners+ 1+ non-Tuner monsters
Effect :
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.
The funniest fish of them all. Resolving Deep Beyond is how you win games, and the entire deck is designed to help it resolve. Even if you don't get to it on Turn 2, Ghoti's grind game picks through enough of your opponent's resources that Deep Beyond is sure to seal the deal when it does hit the field. The only bad thing about Deep Beyond is that your opponent usually scoops before it resolves.
Rating : Competitive
Impact :
THE Win Condition : Very few decks can come back from a boardwipe midway through their turn
Protected : The deck has numerous ways to protect it from both targeted and chained negation
Potent : Its boardwipe doesn't target or destroy, and if that doesn't do the trick, it's big enough to beat over anything
Not Once Per Turn : The reaction from your opponent on learning this fact is priceless every time
The Dieroll : Deep Beyond only wiping the board on the opponent's turn exacerbates the deck's issues on the draw
Allergic to the GY : Deep Beyond turns offline completely if it ever hits the GY, necessitating a means of recycling it
Predictable : Smart opponents can force Deep Beyond out early, making you vulnerable to OTKs afterward