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
Level 7 WATER / Aqua / Tuner / Effect / ATK 1500 / DEF 2500
Effect:
This card's name becomes "Icejade Cenote Enion Cradle" while equipped with an Equip Card. You can discard 1 other "Icejade" card or WATER monster; Special Summon this card from your hand, then you can Special Summon 1 "Icejade Token" (Aqua/WATER/Level 3/ATK 0/DEF 0). While that Token is in the Monster Zone, the player who Summoned it cannot Special Summon monsters from the Extra Deck, except WATER monsters. You can only use this effect of "Icejade Ran Aegirine" once per turn.
Aegirine Rahn is a decent WATER extender, allowing you to make Chengying or Aegirine Gymir to insulate your plays and help break boards. It's searchable with Icejade Cradle (Which you can also discard for its effect) and serves as a great Small World bridge to almost the entire deck. It's also a great way to get Fish into the GY, especially Tuners. To top it off, if you want to summon the monster you discarded, you can just make Coral Anemone instead. However, requiring a specific discard to summon a monster that doesn't help you start plays is hard to justify. You need to draw Gymir alongside a good starter to get going, which the deck is already hurting for. She's great in builds that go all-in on WATER monsters, but if you're playing supplementary engines like Supay or Superheavy, steer clear.
Rating: Mediocre
Impact :
Strong Early: Chengying and Gymir apply immense pressure as soon as they hit the board
Accessible: Can be played at 6 copies alongside Cradle, potentially enabling more Icejades
Flexible: Recover whatever you discarded with Coral Anemone without your Normal Summon
Self-Dependent: Because of how her levels match up, she can only really be used as Synchro material with herself
Bricky: Requiring a WATER discard bottlenecks your hands, especially when WATER lacks good generic techs
Level 7 WATER / Fish / Effect / ATK 2800 / DEF 2200
Effect:
Once per turn: You can discard 1 card; Special Summon as many Level 4 or lower Fish monsters as possible from your Deck, but they cannot declare an attack and their effects are negated. When a card or effect is activated that targets this card on the field (Quick Effect): You can Tribute 1 other Fish monster; negate that effect, and if you do, destroy that card.
THE King Coelacanth, one of the face of Edision and the master of all Fish (After Deep Beyond). Coel is the go to if you want to overwhelm your opponents with a tons of synchros all at once and it's efficiency doesn't stop there, by summoning monsters from your Deck, Coel allow you access to a lot of ressources in a easy way at the cost of their effects being negated, it can even negate targeted effect on himself. All these wonderful things don't come without a drawback however, Coel is a massive handtrap magnet and it's sheer presence will make your opponent pop the ash, not only that but this is also the biggest Nibiru magnet of your Deck. If you can't negate it it's almost always a game loss. Use the big fish at your own risk.
Rating: Viable
Impact :
Explosive Combo: Coel allow for maximum ceilling combos outputing a lot of Extra Deck monsters with minimum effort
Accessible: This card can be searched mid combos with Psiic or Ice barrier which means you never need more than 1 copy in your Deck
Alternative Use: Coel can be used as XYZ or Link material which means it's odd level is not a total loss
Built-in Protection: Coel can targeted effects on himself
Handtrap Magnet : Not only it's a big red flag for your opponent it's also an immediate loss if your opponent has a Nibiru to clear your board
Discard: Discarding is something you usually don't want to do because this deck lack draw power
Overextend: More often than not you can get a board of similar value or close to it without Coel
Level 7 EARTH / Psychic / Effect / 2400 ATK / 2400 DEF
Effect:
If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.
Kashtira Fenrir is a house of a card that helps you play into anything. It provides board breaking support that Ghoti desperately needs, giving your opponent an asshole to deal with before they start picking apart Ghoti plays. However, playing Fenrir locks you out of strong WATER support cards like Abyss Shark, so the harder you lean into a WATER pile the weaker Fenrir becomes. As a result, Fenrir fits best in engine-focused Ghoti decks that play Supay, Superheavy, or Runick.
Rating: Strong
Impact:
Field Presence: The biggest asshole on the block, immediately threatening the board with powerful disruption
Efficient: Uses no resources to slam down on the board, in fact getting more for follow-up
Fixes Problems: Ghoti's biggest problems are weak starters and going second, which Fenrir helps alleviate
Lacks Synergy: Aside from being a good staple, contributes almost nothing to Ghoti's engine, and conflicts with larger ones
Awkward Level: The best Synchro synergies it has are with Archethys, who isn't frequently played
You may see that Ghoti is a deck focused on banishing its own cards and think that Shifter is an automatic inclusion, but the reality is far more complex. Much of Ghoti's engine - Askaan, Snopios, and Arionpos especially - rely on using the graveyard as a resource, which Shifter completely cuts off. Though those are huge elements of our engine, sometimes summoning Paces and Shif every turn is good enough against a deck that Shifter completely and utterly cripples. As a result, Shifter should only be used when how much it hurts Ghoti is outweighed by how much it hurts your opponent.
Rating: Competitive in Side, Strong in Main
Impact:
Ends Games Quickly: Sometimes if you drop Shifter in Draw there's nothing your opponent can do
Contributes to OTKs: Deep Beyond's ATK reaches unfathomable heights under it
Good Level: In the very rare situation where you have no choice but to Tribute Summon Shifter, being level 6 is great
Ends Games Quickly: Ghoti shines in the grind game, but our grindiest cards need the GY to function
Floodgate: Makes you win, but does not make you friends
Level 5 WATER / Fish / Effect / 1200 ATK / 700 DEF
Effect :
If this card is used for the Xyz Summon of a "Number" monster, it can be treated as a Level 3 or 4 monster. If all monsters you control are WATER (min. 1): You can Special Summon this card from your hand, and if you do, add 1 Level 3, 4, or 5 Fish monster from your Deck to your hand, except "Abyss Shark". For the rest of this turn, you cannot Special Summon monsters, except WATER monsters, also, double the first battle damage inflicted to your opponent this turn by your "Number" monster battling another monster. You can only use this effect of "Abyss Shark" once per turn.
THE reason to play a WATER-focused Ghoti build. Abyss Shark not only searches extenders like Silent Angler and White Sunfish, but also helps get plays started by finding Lifeless Leaffish (Especially strong with Paces). Its level may seem awkward, but in combo builds it enables the exceptionally powerful White Aura Monoceros on your way to Archethys, and in every other build it's half of Marincess Coral Anemone, which helps access a Tuner dumped off of Lifeless Leaffish. You can even use it for Kragen! Even though Abyss Shark does nothing on its own, it ties together Fish piles that Ghoti was designed to facilitate.
Rating: Competitive
Impact:
Synergy: Has a plethora of strong search targets that tie WATER decks together
Accessible: Searchable off of Psiics and Arionpos
Follow-Up: You always start Turn 3+ with a WATER on field, so Abyss Shark lets you take control of the game
Non-Synchro Summons: Enables strong Coral Anemone and Stealth Kragen lines
Does Your Taxes: Cleans your house too
Inflexible: Its requirement and lock make it suboptimal in engine-focused builds
Non-Synchro Summons: Not great for Synchro Summons outside of situational Monoceros lines
Bricky: With too many high-level monsters, sometimes you can't even get a WATER on field
Level 4 WATER / Wyrm / Effect / 400 ATK / 2000 DEF
Effect :
If you control no Effect Monsters: You can Special Summon this card from your hand. If a face-up non-Effect Monster(s) you control is destroyed by battle or card effect: You can banish this card from your hand or GY, then target 1 of those destroyed monsters; Special Summon it, then you can destroy 1 monster your opponent controls. You can only use each effect of "Tenyi Spirit - Shthana" once per turn.
A level 4 WATER that summons itself on an empty board. What more could you want? Lets you summon Abyss Shark while preserving your normal, and lets you normal a Tuner to summon Arionpos. Unfortunately, Shthana isn't a fish, so it doesn't benefit from other synergies. It's quite literally just a free dude in a deck that desperately needs free dudes.
Rating: Strong
Impact :
Free Dude: Sometimes you just need a free dude
Activated Effect: Procs Minairuka! Wow!
Only Good Early: Not very effective when drawn later into the game
Limited Synergy: Not being a fish means it can't generate long-term value
Level 4 WATER / Fish / Effect / 1500 ATK / 1600 DEF
Effect :
When this card is Summoned: You can send 1 Fish monster from your Deck to the GY, except "Lifeless Leaffish". You can banish this card from your GY, then target 3 Fish monsters in your GY; shuffle those monsters into your Deck, then draw 1 card. You can only use each effect of "Lifeless Leaffish" once per turn.
If there's any tech card with an argument to be part of the main archetype, it's Lifeless Leaffish. Leaffish send Shif is the deck's sole 1-card combo, which gets to a level 8 Fish Synchro and an Arionpos search on the opponent's turn. Ghotis generally like being in the graveyard anyway, as they can be banished with Askaan, Snopios, and Psiics to continue playing the game. Once you're in the grind game, Leaffish helps you gain the upper hand with much needed recycling and draw power. Despite this, Lifeless isn't extremely powerful independently; Its 1-card combo isn't much, and usually requiring your Normal Summon means it's sometimes challenging to extend further with certain hands. But Lifeless Leaffish is quite literally the best we have.
Rating: Competitive
Impact:
Resource Generation: One of the only way to generate resources from Deck with your Normal Summon
Efficient: Though not potent, Leaffish's 1-card combo is often enough to give you a second turn to really get going
Easy Template For Extension : Leaffish meet almost every extenders conditions on top of starting plays
Handtrap Magnet: Sometimes if this gets Ashed or Impermed your turn just ends, and often your game with it
Slow Recycling: Three fish plus Lifeless is surprisingly hard to get in the GY, so the draw isn't guaranteed
Level 4 WATER / Fish / Tuner / Effect / 400 ATK / 400 DEF
Effect :
You can reveal this card and 1 other WATER monster in your hand; Special Summon 1 of them and discard the other. You can only use this effect of "Fishborg Harpooner" once per turn. If this card is sent to the GY as Synchro Material for a WATER monster: You can negate the effects of 1 Effect Monster your opponent controls, until the end of this turn.
Newest addition to the Fish family, Fishborg Harpooner is one if not the only decent Level 4 tuner that you can access in this deck. His great synergy coupled with his effect allow to Summon cards from your hand that you would usually brick on like Coel or Psiic. While it does improve already existing lines by giving ou alternative access to them it sadly does nothing to help with the deck consistency which we lack of, great card in water focused list but not much anywhere else.
Rating: Viable
Impact:
Hand Unblocker: Summon cards that would usually be a brick
Accessible: Searchable off of Psiics and Arionpos
Niche use : Being a Level 4 tuners means you use keaf to Synchro summon with it
Discard: Discarding is something you usually don't want to do because this deck lack draw power
Level 4 WATER / Fish / Effect / 1500 ATK / 500a DEF
Effect :
When a WATER monster's effect is activated (Quick Effect): You can Special Summon this card from your hand. You can banish 1 face-up Fish, Sea Serpent, or Aqua monster you control, then target 1 face-up card on the field; negate its effects until the end of your opponent's turn. You can only use each effect of "Minairuka" once per turn.
A searchable floodgate out? Holy moly! Unfortuately, Minairuka is worse than it appears. Being a Quick Effect "When" means your opponent has to not have a response to your effects. Because this is Yu-Gi-Oh!, they usually always do when you're playing into an established board. Not great when Minairuka's primary use is dealing with established boards. In theory, Minairuka can be a solid board breaker and an extender that doesn't lock you like Silent Angler, but in reality it's very difficult to use in reality.
Rating: Mediocre
Impact :
The Out: Ghoti's sole out to Skill Drain, and can help deal with TCBOO and Summon Limit as well
Breaking Boards: A 2-turn negate is nice for dealing with any number of tough boss monsters
Accessible: Searchable by Abyss Shark and the deck's other Fish searchers
Bad Conditions: Your opponent effectively has control of when Minairuka is allowed to summon itself, and thus use its effect
Slow: As an extender, it's allowed to summon itself just a bit too late in the standard combo to be effective
Silent Angler has way more synergy than cards like Shthana, but requiring a WATER on field is a serious downside for a deck that has trouble starting plays. It's the best search with Abyss Shark bar none, as you can immediately summon it and use it as material for Kragen or Arionpos. But the summon isn't no strings attached; Not being able to summon from hand is significant for cards like Paces, Abyss Keeper, and Kiif. Despite that, Silent Angler is elegant in its simplicity, and is a great extender regardless.
Rating: Competitive
Impact:
Simple: Easy extender to get on board and start summonin'
Chainless Special: Lack of activation sets it apart from Shthana and Abyss Shark, which can be negated easily
Hand Lock: Angler being the last card you can summon from your hand cuts you off of some combolines like Coel
Level 4 / DARK / Aqua / Effect / ATK 1800 / DEF 1300
Effect:
During your Main Phase: You can Special Summon this card from your hand, and if you do, send 1 monster from your hand to the GY, then, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Scheiren" once per turn.
Ratio: 1
Generic Extender who also provide some milling allowing a potentiel access to more Fish, sadly being held back by the fact that it's a limited card on top of not sharing any Type/Attribute synergy however. Can be used in lists with a high numbers of cards that you want to mill.
Rating : Viable
Impact:
Deck Milling : Sending fish to the GY let you use them as fuel for other effects and get better access to them
No Type/Attribute Synergy: Shthana is often just better, situations where Sakitama is superior are very rare
Level 4 LIGHT / Fairy / Spirit / Effect / 400 ATK / 900 DEF
Effect :
Cannot be Special Summoned. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand. You can only use each of the following effects of "Sakitama" once per turn. You can reveal this card in your hand; immediately after this effect resolves, Normal Summon 1 Spirit monster from your hand. If this card is Tributed: Target 1 Spirit monster in your GY; add it to your hand.
A good extender with no restriction for people who use non-WATER focused builds, the lack of Type/Attribute synergy is a bit of a downside however.
Rating : Viable
Impact:
Unconditional: The purest Free Guy around, you don't even need an empty field
Good Level: This plus a Tuner is all you need!
No Type/Attribute Synergy: Shthana is often just better, situations where Sakitama is superior are very rare
Level 2 WIND / Beast / Effect / 300 ATK / 600 DEF
Effect :
During your opponent's Main Phase (Quick Effect): You can target 1 face-up monster you control; Special Summon this card from your hand, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only this card you control and that target. You can only use this effect of "Hop Ear Squadron" once per turn.
Interesting card, "Hop Ear Squadron" works like a Synchro Summon handtrap allowing you to make any Synchro Summon during your opponent's turn that you could not summon like "Baronne de Fleur" or "Accel Synchro Stardust Dragon". Especially efficiant in a Ghoti-Melffy variant thanks to the Melffy cards who can search "Hop Ear Squadron" making it even better this card can be played instead of a regular handtrap like "Ash Blossom & Joyous Springs" for example.
Rating : Viable
Impact :
Handtrap : "Dodge" effects of cards like Dark Ruler no More or Evenly Matched since it says in hand
Synchro Opener : Give access to Synchro Summon you could get locked out during your turn like "Baronne de Fleur"
1 Material : Can only Synchro Summon with the targeted card
Not Searchable : Can only be hardraw unless you play the Ghoti-Melffy variant
Level 2 DARK / Machine / Effect / 700 ATK / 0 DEF
Effect :
During your Main Phase: You can Special Summon this card from your hand, then take 700 damage, also while it is face-up in the Monster Zone, you cannot Special Summon from the Extra Deck, except Synchro Monsters. If a face-up Dragon Synchro Monster(s) you control is Tributed or banished (except during the Damage Step): You can banish this card from your GY, then target 1 of those monsters; Special Summon it. You can only use each effect of "Assault Synchron" once per turn.
Usually you Normal Summon a Tuner and then you Special Summon extenders, but "Assault Synchron" offer a different approach. By Special Summoning himself for only 700 LP he has to capabilities of reinforcing plays that start with Lifeless Leaffish by offering a direct access to Arionpos without badly impacting your endboard. His only downside is it's own lack of WATER/Fish synergy as well as conflicting restrictions with Abyss Shark forcing you to use Assault Synchron first.
Rating : Strong
Impact :
Field Presence : The only maindeck extender accesible for a cheap condition
Synchro Opener : Give more chances of getting access to Synchro Summon you could get locked out usually
No Type/Attribute Synergy : This can be a big problem if your other extender does not have synergy as well
Conflicting Requirements : The restrictions force you to use him first if you have "Abyss Shark" in hand
Mermaid Shark being able to search both Abyss Shark and White Aura Sunfish allow you to get extra consistency for both Pure and White Aura at the cost of being a vulnerable card to Ash and Imperm. Can be used as an alternative Normal Summon to lifeless or the tuners depending on how your list is built.
Rating: Viable
Impact:
Resource Generation: One of the only way to generate resources from Deck with your Normal Summon
Efficient: Though not potent, Leaffish's 1-card combo is often enough to give you a second turn to really get going
Easy Template For Extension : Leaffish meet almost every extenders conditions on top of starting plays
Handtrap Magnet: Sometimes if this gets Ashed or Impermed your turn just ends, and often your game with it
Level 1 WATER / Fish / Effect / 0 ATK / 0 DEF
Effect:
When this card is Normal or Special Summoned: You can banish this card; Special Summon 1 Level 4 or lower Fish monster from your Deck, except "Beautunaful Princess". You can only use this effect of "Beautunaful Princess" once per turn.
Special Summons from the Deck are always really strong. Normal Summoning Beautunaful is essentially Normal Summoning whatever Fish you need to fix your hand... Unless it gets Ashed. Because Tuna leaves you with an empty field, Ash Blossom often leaves you a sitting duck, without even Abyss Shark to help you without a plethora of extenders in hand. An Emergency Teleport is usually too good to pass up, but if you see Tuna in your hand, think twice before firing it off
Rating: Strong
Impact:
Emergency Teleport: Additional copy of any other Fish starter
Less Negatable: Banishes for cost on a Summon trigger, so immune to targeted negation
Accessible: While you can't search it with Abyss Shark, you can search it with Psiics, Arionpos, or Piri Reis Map
Follow-Up: Searching Tuna off of Arionpos lets you do whatever you want turn 3+
Ash Magnet: Playing through a negated Beautunaful requires an unbelievable hand (though it is possible)
Spell / Normal
Effect :
Banish 1 card from your Deck, face-up. During your 2nd Standby Phase after this card's activation, add that card to the hand.
Good card overall but not mandatory it can banish any "Ghoti" card such as Psiics or Snopios to activate it's effects on banishment or during the next Standby Phase (for the tuners and Kiif). Great if you are on a budget list.
Rating : Strong
Impact :
Banish Search : Banish any "Ghoti" to make use of it's effects
Better Banish : Trigger Psiics and Snopios effects unlike Crossout Designator
Limited Card : You won't open it consistently
Outclassed : Crossout Designator is overall a better card since it also provide protection
Spell / Normal
Effect :
At the start of your Main Phase 1: Add 1 monster with 0 ATK from your Deck to your hand, but halve your LP. After adding it to your hand, until the end of the next turn after this card was activated, you cannot activate the added monster's effects, or the effects of cards with its name, until you Normal Summon that monster or a card with its name.
Usually played with "Beautunaful Princess" to search it, Piri can also search tuners or kiif depending on the situation providing virtual copies of said cards. However not only does it halve your LP (which can be a determinent during a tournament since the player with the lowest LP lose if time run out) but you are also forced to use this card first during your Main Phase 1 And you are forced to Normal Summon what you searched, meaning it can't be used to add ressources in hand.
Rating : Strong
Impact :
Search Tuners: Great combined with "Beautunaful Princess" or if you play a low ammount of tuners in your deck
Virtual Copy : Additional copy of any Fish monsters with 0 ATK
Lose to Time : Dividing your LP can have a consequent effect if you play at a tournament
Fored Normal : What you search you Normal Summon otherwise it's dead in hand
Mostly used with "Ice Barrier" to Search Fish monster, "Foolish Burial Goods" can also be used as a weaker "Terraforming" to send the field spell from your Deck to the GY and then activate it's effect to add it to your hand.
Rating : Mediocre
Impact :
Foolish Search : Can send "Ice barrier" for Search or "The Most Distant, Deepest Depths" for pseudo "Terraforming"
Half a Brick : It's a brick if you hard draw "Ice barrier"
"White Mirror" is a great card to extend or save a combo by Special Summoning a monster you sent to the GY it can even give you an additional copy of whatever you have Special Summoned with it. Be careful however this card can make "Lifeless Leaffish" miss his timing if you decide to add another copy. While remaining a winmore card it has amazing synergy with the "White Aura" engine since it was tailor made to work with the archetype.
Rating : Mediocre
Impact :
White Aura Synergy : Massively Raise the ceilling of your play combined with the White Aura engine
Double Copy : Search an additional copy of what you Summoned giving you more fuel
Winmore : It only help when you are already in a good situation
Conflicting Timing : It will make Lifeless Leaffish miss his timing if you choose to add another copy
DRNM is a premiere board breaker, Thanks to Ghoti new support we can finally make use of it. Many decks take advantage of Dark Ruler by picking their board apart during Turn 2 and cleaning up in the subsequent Battle Phase and White Aura Whale help you do just that. A decent card to consider in your Side Deck both as a board breaker and as a Crossout target since DRNM is a devastating card against Ghoti !
Rating : Viable
Impact :
Strong Disruption : Blanket, unrespondable negation
Monster Shutdown : Completely Shutdown decks relying on a solid board of monsters
Matchup Dependant : Not every decks rely on monster board
Spell / Quick-Play
Effect :
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.
"Crossout Designator" has an amazing synergy with this Deck not only it can negate annoying cards for us it can also banish our own card to proc their effects the next Standby Phase (mostly for the Ghoti Tuners) acting like a "Gold Sarcophagus" if you are not running it in Pure yet definitively consider doing so.
Rating : Competitive
Impact :
Quick Negate : Protects your plays from hand traps
Alternative Use : Can banish your own "Ghoti" cards to proc them the next Standby Phase
Bricky Targets : The more target you run the more bricky the Deck will be
Trap / Normal
Effect :
When an attack is declared involving your opponent's monster: Change that opponent's monster's ATK to 0, negate its effects, also it cannot change its battle position. You can banish this card from your GY; send 1 Level 5 or higher WATER monster from your Deck to the GY, then, you can add 1 WATER monster from your GY to your hand, also, until the end of your next turn after this effect resolves, you cannot Special Summon monsters, except WATER monsters. You can only use this effect of "Ice Barrier" once per turn.
A decent option for WATER heavy decks, "Ice Barrier" is a great way to Search for high Level Fish monsters since it can easely be sent to the GY with "Foolish Burial Goods" it can also recycle any WATER monster from your GY in case you need it or be used as a defensive card if you hard draw it. However we have better way of accesing our cards nowayday to make it obsolete, consider in budget lists.
Rating : Mediocre
Impact :
Foolish Search : Search any high Level 5 or Higher Fish monster giving more access to card like King Coelacanth
Alternative Use : Can be used as a defense card if draw
Half a Brick : You want to foolish it not draw it