Tech card ratios vary wildly depending on what your main engine looks like. If you'd like guidance, consult our Discord server or our sample decklists.
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
The Ghoti Extra Deck is very adaptable, having plenty of flex slots available to support the main core. Explore the many Synchro, XYZ, Link, and even Fusion options we have available!
Strongest Extra Deck options
Level 10 WATER / Wyrm / Synchro / Effect / ATK 3000 / DEF 3000
1 Tuner+ 1+ non-Tuner Monsters
Effect :
For each banished card, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. If this card would be destroyed by card effect, you can banish 1 card from your GY instead. If a card(s) is banished (except during the Damage Step): You can banish 1 card each from both your opponent's field and GY. You can only use this effect of "Swordsoul Supreme Sovereign - Chengying" once per turn.
Bing Chilling has perfect synergy with the deck. It's a WATER, so it plays well with cards that WATER lock you, has a fantastic level at 10, and the deck's constant banishing natively triggers its effect during both turns. His destruction protection also recurs your banished resources from the GY, and gets certain Spells and Traps out of there to turn Dimension Shifter back on. It might not be optimal to make during your first turn, but it's extremely good at securing the field during a particularly grindy game.
Rating : Competitive
Impact :
Generic : This card is good into a lot of matchups
Battle Control : Not only will he gain ATK/DEF, he will also reduce opponent monsters stats making him even harder to fight head on
Great Synergy : Easy to proc banishment from field and GY
Self-Protection : His defensive effect make him harder to get rid of, perfect for grind game where your opponent will lack ressources
Additional Coverage : Banishing from the opponent's GY is something the pure archetype can't do
Grind Game Only : There are better cards to make during your first turn
Level 10 WATER / Aqua / Synchro / Effect / ATK 3000 / DEF 1500
1 WATER Tuner+ 1+ non-Tuner Monsters
Effect :
(Quick Effect): You can activate this effect; face-up monsters you control cannot be destroyed, or banished, by your opponent's card effects this turn. Then, if you activated this effect in response to your opponent's card or effect activation, and your opponent has a card(s) with that name on their field and/or GY, you can banish those cards. If a card(s) is banished by your opponent's card effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card. You can only use each effect of "Icejade Gymir Aegirine" once per turn.
Very strong against decks focusing on destroying, this card make them (or any Deck really) unable to destroy or banish your cards and if you chain it to a card effect you can banish all the cards with that name on the field and GY making it not only a strong defensive tool but also a great disruptive card. And if it get outed someway by your opponent, it can Special Summon itself from the GY if your opponent banish a card.
Rating : Competitive
Impact :
Good Protection : Gymir make your board immune to regular board breaker which is Ghoti biggest weakness
Strong Disruption : Banish all copies on the field and GY of the card that was previously activated in the chain
Recursive : Can Special Summon itself when your opponent banish a card
WATER Synergy : Can be played under WATER lock
Matchup Dependant : Into certain matchups game 1 Gymir can be ineffective
Level 8 WATER / Fish / Synchro / Effect / ATK 2800 / DEF 2000
1 WATER Tuner+ 1+ non-Tuner WATER Monsters
Effect :
When this card is Synchro Summoned: You can destroy all your opponent's Attack Position monsters. This card can make up to 2 attacks on monsters during each Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.
! Warning ! This card use a "When" which means it can "Miss Timing" learn more about the "When" timing on the Special Topic Discussion Page under the "When ruling" section.
Tired of Summoning Askaan? Just Mirror Force your opponent instead! Being a Fish Synchro monster means this card can be Synchro Summoned on your opponent turn, allowing the deck to boardwipe your opponent while they're setting up. If you aren't satisfied with that, just climb into Deep Beyond and wipe their board again! It's also a Battle Phase beast, infinitely summoning itself back as long as you can banish WATERs from grave, which the deck wants to do anyway. During your own Battle Phase, it also beats up any walls your opponent has, clearing the field for an easy OTK. However, because it only destroys Attack Position monsters, your opponent can simply summon monsters in Defense to play around it. Take advantage of this passivity, because White Aura Whale is a card your opponent must always respect
Rating : Strong
Impact :
Strong Disruption : Main Phase Mirror Force
Recursive : Invincible to battle destruction, and card effect destruction too
Battle Control : Strong card to fight in Battle Phase (2 Attack + Piercing Damage)
Secure Timing : Easier to summon as CL1 with Zep if opponent has no triggers
Telegraphed : Predictable if your opponent knows what's up
Only Water : All Materials must be WATER
Level 8 WATER / Rock / Synchro / Effect / ATK 3000 / DEF 2200
1 Tuner+ 1+ non-Tuner Monsters
Effect :
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can return cards your opponent controls to the hand, up to the number of excavated Rock monsters, also place the excavated cards on the bottom of your Deck in any order. When your opponent activates a Spell/Trap Card or effect, while a WATER monster is in your GY (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use each effect of "Adamancipator Risen - Dragite" once per turn.
Dragite is a ferociously strong endboard piece for the deck. Backrow negation is much rarer than monster negation, but is useful against absolutely any deck. Plus, its level makes it easy to make, being WATER allows it to play around locks, and it's the perfect level to go into Deep Beyond once its negate is expended. Just remember that you do need a WATER monster in your GY, so you always need to keep track of when to banish your Fish with cards like Snopios while Dragite is in play.
Run : Strong
Impact :
Good Synergy : Great level both to summon and to climb further off of
Good Disruption : Spell/Trap negates are hard to come by and extremely valuable
Good Beatstick : Gigantic ATK stat for its level
Alternative Use : Can actually bounce card if you play Nibiru in your Deck
Need GY : Can't be used if you are playing under Shifter or already banished all your Fish
RANK 4 WATER / Aqua / Xyz / Effect / ATK 1900 / DEF 1500
2 Level 4 WATER Monsters
Effect :
All face-up monsters on the field become WATER. Once per turn, during the Main Phase (Quick Effect): You can destroy 1 WATER monster your opponent controls, and if you do, inflict damage to your opponent equal to half the ATK it had on the field. If this Xyz Summoned card is destroyed: You can Special Summon "Stealth Kragen Spawn(s)" from your Extra Deck, up to the number of materials this card had, then you can attach up to 1 WATER monster from your GY to each of those Special Summoned monsters as material.
The best use for a spare Abyss Shark outside Links. Kragen contributes to the deck's primary win condition of keeping your opponent's bodies off the field. Its pop effect also doesn't target, so it's more challenging for your opponent to play around. It's not a win-condition on its own, and making it sometimes sacrifices a Deep Beyond setup, but it provides an incredible amount of insurance for your plays. That, and alongside Gozen Match, it is indeed a win-condition on its own.
Rating : Strong
Impact :
Good Disruption : Pop effect doesn't target and burns, so useful into time
Good Lock : Screws with decks reliant on controlling certain Attributes
Alternative Use : In niche situations, changing everything to WATER helps unlock your own summons
Deck Killer : Instant win alongside Gozen Match
Semi-Recursive : Can be looped indefinitely if you use "Kragen Spawn"
Low Stats : Can easely be passed by battle
LINK-2 WATER ↙️↘️ / Fish / Effect / ATK 1500
2 WATER Monsters
Effect :
Cannot be used as Link Material the turn it is Link Summoned. If this card is Link Summoned: You can Special Summon 1 Fish monster from your hand to your zone this card points to. You can target 1 other Fish monster you control and 1 card your opponent controls; banish those cards. You can only use each effect of "Abyss Keeper" once per turn.
Abyss Keeper is, functionally, a second Normal Summon. It helps access your high-level options like Eanoc or Coelacanth, and can provide extension in case you get interrupted or searched something like Paces mid-combo. However, this deck can easily use its whole hand to set up its combos regardless, so it only comes up once in a while. It's also an easily summonable board breaker, which helps this deck's rough time going 2nd.
Rating : Strong
Impact :
High Level Access : Easely bring Eanoc, Psiic or Coelacanth on the field
2nd Try : Help fixing bad hands or disruption
Board Breaker : The banish help you to play when going 2nd
Banish Fodder : Good target to banish with Chain, Askaan, or Fury
Low Stats : Vulnerable to being run over, since it's stuck in ATK position
Need all Targets : Both targets must be on field at resolution of banish effect
LINK-2 WATER ⬅️⬇️ / Cyberse / Effect / ATK 2000
2 WATER Monsters
Effect :
You can target 1 WATER monster with 1500 or less ATK in your GY; Special Summon it to your zone this card points to, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. If this card is sent from the field to the GY: You can target 1 "Marincess" card in your GY, except "Marincess Coral Anemone"; add it to your hand. You can only use each effect of "Marincess Coral Anemone" once per turn.
Anemone is a great extender mostly used to help you Synchro after a disruption or to fix a bad hand, it's easy to summon thanks to Abyss Shark being a nice material for it and Anemone can revive a monster with 1500 ATK or less (so any tuner or Lifeless Leaffish). Consider getting one to solidify your plays. Can also be used to go Into Abyss Keeper or bigger Link monsters.
Rating : Competitive
Impact :
2nd Try : Help fixing bad hands or disruption
Great Extender : Revive tuners or Lifeless Leaffish to the GY
Low Stats : Vulnerable to being run over, since it's stuck in ATK position
Link-2 DARK ⬅️➡️ / Warrior / Effect / ATK 1600
2 Effect Monsters
Effect :
If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.
A staple for every decks that can possibly make it, the strengh of Little Knight has been proved countless time. Not only this card is a generic disruption it also provide some kind of synergy for Ghoti by banishing fish from your own GY you can start plays that might not be possible on your 2nd turn. It's only downside is the generic WATER Lock that all non-WATER cards suffer from.
Rating : Competitive
Impact :
Generic : This card is good into a lot of matchups
Combo enanbler : Little Knight can banish a ghoti from the GY to start plays
Strong Disruption : Banish all copies on the field and GY of the card that was previously activated in the chain
Water Lock : Conflict a bit with "Abyss Shark" and with "White Aura" engine
Link-4 WATER ⬅️↙️⬇️➡️ / Cyberse / Effect / ATK 2600
2+ WATER Monsters
Effect :
Once per turn, during each Standby Phase: You can banish 1 WATER monster from your GY or face-up field; draw 1 card. Each time a monster(s) is banished face-up: This card gains 600 ATK for each, until the end of this turn. You can send 1 WATER monster from your hand to the GY; Special Summon 1 of your banished "Marincess" monsters. You can only use this effect of "Marincess Great Bubble Reef" once per turn.
A good option in deck focused around WATER, Bubble Reef allow you to get rid of cards that usually stick on the board like Anemone or Coelacanth and replacing them with a strong beatstick that can impossible to pass by Battle very fast for each card banished. Bubble Reef allow you to banish Psiic during your opponent's Standby Phase granting you not only a safe fish search and a level 6 body but also a draw giving you even more power to disrupt your opponent. And if all of this wasn't enough Bubble Reef can Special Summon Anemone if she is banished granting her a 2nd use and turning live her 2nd effect like since she will be able to recycle Bubble Reef creating a slow but secure loop. Her materials requirement is sadly holding her back a bit but this is thankfully compensated by Anemone Link rating.
Rating : Strong
Impact :
Amazing Beatstick : Bubble Reef can turbo faster than Deep Beyond if you make a lot of banish
Combo enanbler : Combining with Psiic, Bubble Reef allow you to get a search during your opponent Standby Phase
Draw : Draws cards in a deck hungry for draw power
Alternative Use : Can bring back Coral Anemone and Anemone can recycle Bubble Reef
Ressource Heavy : Can be difficult to make turn 1 if you don't use Coelacanth
Link-2 WATER ⬇️➡️ / Reptile / Effect / ATK 800
2 monsters with different names
Effect :
You can banish 1 monster from your face-up field or GY, with 2000 or less ATK, then target 1 face-up monster on the field; make its ATK become equal to the original ATK of the monster banished to activate this effect (until the end of this turn), then if you banished a monster that was originally Reptile, draw 1 card. You can only use this effect of "Haggard Lizardose" once per turn.
He can get rid of Nib tokens with his easy summon condition, his attribute allow him to work under WATER lock, he can draw you a card if you banish him and he can even reduce opponent monsters ATK disabling potential annoying towers that you couldn't pass with effects or enable potential follow-up. Overall Haggard Lizardose is a good balanced card that can do a lot without excelling in any domain due to it's banish restriction, if you are looking for a cheap alternative for cards like S:P or Starslayer this might be one of them granted it's a lot less efficient in terms of disruption.
Rating : Viable
Impact :
Battle Control : Haggard Lizardose can reduce opponent ATK monster to 0 or close to it if you banish low levels fish (or himself)
Water Synergy : WATER attribute allow him to work under Sardine lock
Follow-up enanbler : Haggard Lizardose can banish tuners and low level fish monsters enabling potentials combos or follow-up
Draw : Draw cards in a deck hungry for draw power if you banish himself
Alternative Use : Haggard Lizardose can get rid of Nib tokens or cards stolen with from opponent field in a much easier way than Eria
Restricted banish : The 2000 ATK or less restriction cut you from recursive combos with cards like Askaan
Level 10 FIRE / Dragon / Synchro / Effect / ATK 3200 / DEF 2400
1 Tuner+ 1+ non-Tuner Monsters
Effect :
If this card is Synchro Summoned: You can banish all cards from the GYs, then, if this card was Synchro Summoned using "Black Rose Dragon" or a Plant Synchro Monster as material, you can destroy all other cards on the field. When your opponent activates a card or effect that would destroy a card(s) (Quick Effect): You can Tribute this card; negate the activation, then you can Special Summon 1 "Black Rose Dragon" from your Extra Deck or GY.
In case you thought Deep Beyond couldn't get any bigger. Without a way to make it on the opponent's turn with a card like Hop Ear Squadron, it's primarily an OTK enabler that blanks any Graveyard-based follow-up the opponent could have. In case you somehow couldn't OTK after making this, all of your banished resources will recur on the following turn, allowing you to expend the last of their hand and close out the game. If you can make it on the opponent's turn though, it's an extremely powerful alternative to Deep Beyond against Graveyard reliant strategies like Tearlament.
Rating : Viable
Impact :
Deck Killer : Can make you win if you manage to use the effect at the right timing
Deep Beyond Turbo : Help to stack Ghoti of the Deep Beyond attack to reach insane values
Explosive : Extremely good if you play ways to summon it on the opponent's turn such as Accel Synchro or Hop Ear
Alternative Use : Resets Dimension Shifter
Accelerated Game : Burns your ressources much faster by denying your GY reliant effects which can have a bad impact on your grind game
Matchup Dependant : Not every deck rely on the GY
Level 9 WATER / Fish / Synchro / Effect / ATK 1000 / DEF 1000
1 Tuner+ 1+ non-Tuner Monsters
Effect :
Gains 500 ATK/DEF for each card in your hand. You can only use each of the following effects of "Ravenous Crocodragon Archethys" once per turn.
If this card is Synchro Summoned: You can draw cards equal to the number of non-Tuners used for its Synchro Summon.
(Quick Effect): You can discard 2 cards, then target 1 card on the field; destroy it.
Outside of the Ghotis and White Auras, Archethys is the only other Fish Synchro we can summon during the opponent's turn. Draw power is very good, as is a quick effect pop, but its draw effect has a heavy cost of discarding 2 cards in an already hand-hungry deck. It's also an odd level to make, requiring White Aura Monoceros to climb into, and it can't climb further beyond itself. It is a good extender for combo builds on your own turn though, as if you can make White Aura Monoceros, you can make this.
Rating : Mediocre
Impact :
Always Available : Can be Synchro Summoned during the opponent's turn
Draw : Draws cards in a deck hungry for draw power
Self-Sufficient : Uses the draws to feed its own effect, allowing you to load up your GY
Good Disruption : Can target any card on the field
Akward Level : Odd level means making it is situational
Small Reward : Will only ever draw 1 card, unless you run level 2 non-Tuners
Heavy Cost : Discarding 2 cards is a hefty cost for a targeted destroy
Level 8 WIND / Dragon / Synchro / Effect / ATK 2500 / DEF 2000
1 Tuner+ 1+ non-Tuner Monsters
Effect :
If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon using monsters you control as material. For the rest of this turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.
Fine successor to "Crystron Halqifibrax", Accel Stardust is a 1 card combo to make a Level 10 Synchro monster. Not only it tribute himself to Special Summon "Stardust Dragon" it also allow you to make a Synchro Summon with ANY monster on your field (you don't even have to include "Stardust Dragon") also the monster Synchro Summoned by this effect is unaffected by your opponent activated effects (this include "Stardust Dragon"). Perfect to Summon a boss monster adapted to the current deck you are fighting against with an additional protection, Accel Stardust is another great pivot for the deck.
Rating : Strong
Impact :
Deck Pivot : Allow you to respond to pretty much any situation thanks to his great Synchro Summon
Free Summon : You can keep the "Stardust Dragon" Summoned by his effect
Strong Protection : The Synchro Summoned monster AND "Stardust Dragon" will be immune to activated effect (which cover almost everything)
Extra Space : Require to play "Stardust Dragon" in the Extra Deck
Water Lock : Conflict a bit with "Abyss Shark" and with "White Aura" engine
Level 8 WIND / Dragon / Synchro / Effect / ATK 3000 / DEF 2500
1 Tuner+ 1+ non-Tuner Synchro Monsters
Effect :
Once per turn, when another monster's effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles an opponent's Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.
A very solid option but not enough to be a must have. Crystal Wing is the yin to Dragite's yang: A beefy Level 8 negate that can easily go into Deep Beyond once its negate is spent. Crystal Wing is even more resilient in the Battle Phase, with lots of built-in ATK gains. Arionpos + one of our Tuners is a perfect way to make it, as we can search Snopios for follow-up during our opponent's turn, and the threat of Deep Beyond backed up by a monster negate is pretty scary. That being said, the situations in which you can make Crystal Wing are more niche than those where you can make Dragite, so it's overall better suited to combo-centric builds that aim to Synchro on your own turn.
Rating : Competitive
Impact :
Strong Negate : Monster negate and destroy, which the deck lacks
Battle Control : Built-in Honest ATK gain on negate make it invincible by battle
Out Protector : Protect you from Nibiru which is a deck killer against us
Water Lock : Conflict a bit with "Abyss Shark" and with "White Aura" engine
Level 7 WATER / Fish / Synchro / Effect / ATK 2500 / DEF 1500
1 WATER Tuner+ 1+ non-Tuner Monsters
Effect :
When this card is Synchro Summoned: You can target 1 Fish monster in your GY; Special Summon it, but it cannot attack this turn. You can only use this effect of "White Aura Monoceros" once per turn. If this card you control is destroyed by your opponent's card and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.
! Warning ! This card use a "When" which means it can "Miss Timing" learn more about the "When" timing on the Special Topic Discussion Page under the "When ruling" section.
Being an absolute must have in Coel Turbo Decklist, this is not the case in pure or variant ones. Monoceros can provide an useful effect and being able to be Synchro Summoned during the opponent's turn help you to keep the grind going, However it's weird level make it very hard to actually plus of the effect. Mostly used in combination with "Ravenous Crocodragon Archethys" since it's the easiest card to summon with "White aura monoceros" it can be a nice budget package to draw a card and getting one disruption.
Rating : Mediocre
Impact :
Always Available : Can be Synchro Summoned during the opponent turn
Good Extender : Can Special Summon any Fish monster from your GY
Recursive : Can be Special Summoned from the GY indefinitely if destroyed by battle or card effect
Miss Timing : Special Summon can miss timing
Akward level : Weird Level 7 body that make it hard to use for Synchro Summon
Level 6 WATER / Fish / Synchro / Effect / ATK 2000 / DEF 1300
1 WATER Tuner+ 1+ non-Tuner Monsters
Effect :
If this card is Synchro Summoned: You can Special Summon 1 Level 4 or lower Fish monster from your hand or GY in Defense Position, then you can Special Summon 1 monster with the same name from your GY. You can only use this effect of "White Aura Porpoise" once per turn. If this card you control is destroyed by an opponent's card and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.
Heavely recommended with the White Aura Package, Porpoise offers new ways to extend and Synchro Summon. By Special Summoning up to 2 copies of the same card on your field, you can use those materials to go into different Synchros or Links plays depending on the situation, the rest of the White Aura cards offers more coverage by treating themselves as tuners (or not). It's a good card to play for your turn 2+ since you should have a lot of materials in your GY.
Rating : Strong
Impact :
Always Available : Can be Synchro Summoned during the opponent turn
Good Extender : Can Special Summon a lot of good targets
Recursive : Can be Special Summoned from the GY indefinitely if destroyed by battle or card effect
Need White Aura : Porpoise potential is greatly reduced without White Sardine and White Sunfish
Level 4 WATER / Machine / Synchro / Effect / ATK 2500 / DEF 1500
1 WATER Tuner+ 1+ non-Tuner Monsters
Effect :
Once per Chain, during your opponent's Main or Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using materials including this card you control. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 "Crystron" monster in your GY, except a Synchro Monster; Special Summon it.
A suboption seeing plays in decklists using the Ice barrier package or more Level 2 non-Tuners. Crystron Quandax offer the amazing possibility of not only Synchro Summoning any Synchro Monsters without restrictions during your opponent's turn, but he can also do it during the Battle Phase ! Combined with his Level 4 he will synergize perfectly with every Level 6 monsters we usually play and offer a wider range of responde to your opponent plays. It's downside is it's level, sadly Ghoti play close to 0 Level 2 non-tuners outside Kiif, this means you will have to rely of outside synergy to use him consistently.
Rating : Viable
Impact :
Deck Pivot : Allow you to respond to pretty much any situation thanks to his great Synchro Summon
Not Enough Materials : The deck lack Level 2 non-Tuners to make it consistently
RANK 4 WATER / Sea Serpent / Xyz / Effect / ATK 1700 / DEF 1400
2 Level 4 Monsters
Effect :
While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.
Abyss Dweller not only raise by 500 the ATK of all your WATER monsters it can also completely shut off any card effect in the opponent GY greatly increasing your chances of winning if said deck rely on those effects.
Rating : Strong
Impact :
Deck Killer : Can make you win if you manage to use the effect at the right timing
Matchup Dependant : Not every deck rely on the GY
RANK 2 WATER / Aqua / Xyz / Effect / ATK 2200 / DEF 0
2 Level 2 Aqua Monsters
Effect :
Once per turn, during the Standby Phase: You can detach 1 material from this card; Special Summon 1 "Frog" monster from your Deck. Once per turn, when your opponent activates a Spell/Trap Card, or monster effect (Quick Effect): You can send 1 Aqua monster from your hand or face-up field to the GY; negate the activation, and if you do, destroy that card, then you can Set it to your field. If this card is sent to the GY: You can target 1 WATER monster in your GY; add it to your hand.
Generic negation tool for Ghoti, Toadally awesome can not only negate the activation of a card it can also set it on your own field so you can use it later if possible, he can also recycle any WATER monster (including himself) when sent to the GY. However there is no proper way to summon him (unless you play Ghoti-Spright) so you also need to play Bahamut Shark to be able to use it.
Rating : Competitive
Impact :
Strong Negate : Omni negate is always good
Hostage : Steal opponent cards
Recycling : Recycle any WATER monster in you GY
Extra Space : Require to play "Bahamut Shark" in the Extra Deck
Banned cards that remains good options
Level 10 WIND / Warrior / Synchro / Effect / ATK 3000 / DEF 2400
1 Tuner+ 1+ non-Tuner Monsters
Effect :
Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.
You knew it was going to be here. Baronne provides an extremely powerful omni-negate, which is even more important for a deck that focuses on removal as interaction. Its generic pop is also great for clearing boards before going in for the OTK, which is further backed up by the omni. Its tag-out effect is even useful for getting more bodies on the field with which to Synchro Summon. However, the deck can't make it easily during its first turn outside of specialized combo builds, so it's cuttable.
Rating : Competitive
Impact :
Generic : This card is good into a lot of matchups
Strong Negate : Omni negate is always good
Strong Disruption : Destroy a card for free
Alternative Use : Makes great use of the tag-out with the other Synchros
Water Lock : Conflict a bit with "Abyss Shark" and with "White Aura" engine
Ressource Heavy : Difficult to make Turn 1