By only playing Shif and Zep you are forcing yourself to synchro summon back to back. What if you need to remove a spell/trap or a normal summon with Ascaan but want to hold your bigger board wipes like Whale or Beyond? *The more common scenario and problem is this though:* What if your opponent goes to BP with a normal summoned monster to remove Shif? You can't synch with it in BP, so you are forced to remove it in MP since you are also not playing Sleipnir. You are forced to synch because of this and you also have to synch into Whale or Beyond because Zep needs to synch immediately after summoning itself. So you lose all your Ghoti interruptions by a blank normal summon that threatens to out Shif in BP. I would highly suggest to play all 3 names. If you are set on 3 ghoti tuners in total, play 1 of each instead of 2 Shif. Shif is better because if you get impermed on Arionpos, you can still banish it from gy. But if it resolves, it doesn't matter as you get to your 2 names anyway. Shif/Paces + 1 Runick already gives you Arionpos+Psiics on field as well as Paces and Shif both banished. *Shif/Paces + 1 Runick Spell = 3 synchro summons* NS Shif/Paces Activate Runick for Geri Synch into Arionpos and banish Psiics, Psiics summons itself back by banishing Shif/Paces Psiics eff to search and banish Paces/Psiics On your opponent's standby phase you have: Arionpos, Psiics, Shif, Paces That equals 3 synchro summons because you also get Zep through Psiics (If you play Slopios that you can search with Arionpos during the opponent's turn and time the Zep banish to whenever you want in MP) *As for the other cards:* 1 Psiics is enough, you don't need 2. It would be more advisable to play 1 Keaf instead of the 2nd Psiics and also add in 1 Slopios. That essentially gives you infinite grind game with these 3 as well as extra interruptions. Not only does Keaf give you infinite grind game by summoning back your banished lvl 6 or lower fish (recycling your Arionpos, Psiics or Slopios) but it also is a reoccuring monster banish interruption. Slopios is a pseudo interruption as it allows to banish other monsters when they leave the field. Like Slopios' eff on flamberge for example would stop it's floating ability. The more important part though is, it is another non-tuner and let's you time your Zep summon whenever you like. Let's say you end up with the board i mentioned above: Arionpos, Psiics, Shif, Paces You can synchro 8 the Arionpos and paces for Ascaan, Arionpos banishes itself to search for Slopios, Ascaan banishes 1 card and itself, then Ascaan summons itself back by banishing Paces in this case from your gy. Now, Shif and Psiics can make Whale whenever you want to lightning storm your opponent's monster row. Since you have now both Shif and Psiics in gy, you can whenever the time calls for it banish both for Slopios to summon itself and Slopios eff to target itself. Then Psiics summons itself by banishing Ascaan/Whale. Psiics on summon effect to search Zep and banish it. Zep summons itself and synchs with whatever synchro 8 you kept into Beyond for a board wipe. Then Slopios banishes either Zep or the synchro 8 in gy to add itself back to hand from banished. I usally keep Ascaan in gy for the follow up turn. So if i banish it with Slopios, Ascaan can summon itself back again. You can also set this up differently, so that search Zep with Psiics and banish itself on summon and then later on banish the Zep with Slopios from the hand to get in on board and synch into Beyond with either of your lvl 8 Synchros. On the next standby phase you also get back 4 more bodies in Beyond, Keaf, Paces and Shif with Slopios in hand. You can also use an alternative sequence where you get 1 banish with Ascaan und 2 board wipes with Beyond. *Regarding the Earthbound engine:* I also play the Earthbound engine as i find it to be the most flexible tuner package for this deck in particular. However, i play it a bit differently. Sure, Keeper summons Sweeper and you can go directly into Arionpos. But if they imperm you on Arionpos you really don't extension plays, unless you open duality and another runick with it. It also takes away the ability to Hugin during draw phase because you want the EMZ free to summon Freki, if they Imperm on Ground Keeper instead. You will usually open 2 Runick Spells with this many in the deck. So i think the better sequencing to play through 2 interruptions would be: *Ground Keeper + 2 Runick Spells + 1 Discard plays through 2 HT's (on Hugin and Ground Keeper):* Summon Hugin during DP, discard 1 card to search for Fountain (most people Ash or Imperm this) Then NS Ground Keeper in MP and use the eff (let's say they handtrap this again as they might even think you play Earthbound Runick) Use Hugin and Ground Keeper to make Metal Marcher, which revives Ground Keeper Now use your 2nd Runick to summon Freki, Freki and Keeper into Arionpos, banish Shif/Paces from the deck Then Synch Metal marcher and Arionpos into Crocodragon Arionpos CL1 banish itself to search Keaf from deck, Crocodragon CL2 to draw 1 card Crocodragon is a fish, so you can SS Keaf from hand On your opponent's standby phase Paces/Shif comes back Now you have: Crocodragon, Keaf, Paces/Shif, 1 draw from Croco and 1 other card in your hand If they threaten to go BP with their normal summon to remove Keaf or your Ghoti tuner of choice, you can use Croco to discard 2 and pop it If they Special Summon anything, use Keaf to banish both itself and their monster to summon back Arionpos Now you can use Arionpos and Shif/Paces to make Ascaan/Whale while whenever you like. Arionpos triggers again to add to your hand the missing Ghoti tuner for example Ascaan/Whale then you give either a targeted card banish or a lightning storm on monsters So you get 1 monster banish with Keaf, 1 card banish/lightning storm for monsters, 1 card pop and follow up with Keaf, and both Paces and Shif in rotation. Through 2 handtraps and Droll proof unless you open with Stone Sweeper to search for Ground Keeper.
Sorry it took a while for me to get back to this. That's actually insane! Would you want to share you list? Been lowkey thinking about rivisting this deck for the regional, but I got a lot of work to do it seems lol
the deck looks awesome. I only dont like one thing about this, which is the fact that your ghoti play with this deck allows you two interactions, which are gonna be technically at the same time, meaning you are forced to use them at the same board state basically. (hope this makes sense. (also this deck feels like it is missing out a bit on the grind game ghotis have, but maybe the runicks make up for it) Nonetheless insane video
Yeah that’s the only downside compared to pure when you can trigger a card like zepp separately later in the turn. The other way I like grinding is getting back shif each turn and recycling baronne for a pop and a negate to help simplify the game state
This is a cool deck I do agree with others in saying that adding a couple other names but im gonna try ghis out I hope youve been havinf luck with the Fish!
I think there's a lot of room for the deck to grow. The most innovation came from a lot of comments on this video. I have a newer version on my channel that's maybe a month-ish old now.
I feel like you’re going to miss out a lot on timed interactions with this deck. Considering that in runick ghoti you have both 2 tuners (zep too) and hop ear squadron, as well as your runick spells implemented in the main combo. If this is just a for fun list then there is nothing inherently wrong with it, but playing it at a competitive level would need tuning. The threat of quick synchroing with either quick banish zep through snopios lines or a 2 tuner + 8 applies a heavy amount of pressure on your opponent that forces their hand.
I think the only thing you’re missing out on is hop ear and being a non water tuner isn’t always ideal. You resolve two synchros in this build just the same without being forced to play extra names. I think the main thing you might miss out on is the new white aura cards which look really cool
You argued that you play heaps of runick names because of the extension available. But from the one combo you showed, if you get hnd trapped on the level 6, no extension does anything at all
Yes and no. Similar logic applies to bystial runick if you hit the right spot. The argument would be using a runick to get the level 5 if your level 1 tuner gets hit to continue comboing. If your level six gets hit and you have shiff in hand you could always prioritize that as a discard off hugin then banish itself so you can still play. Duality is also an option to get another tuner in rotation. There's a lot of ways to play, but for just the one card combo hitting the level 6 is definitely the right call on trying to stop the combo for sure!
Not really sure what the advantage here is when compared to ghoti runick or just simply earthbound good stuff runick . If you wanna play earthbound ghoti then i would say you dont even need runick as the runick are just to reach that lv 6 synchro threshold consistently while providing value on their own if not needed which earthbound already does (atleast reaching lv6 part). The biggest point of interaction always occurs at lv 6 and no amount of extension from runick/earthbound can help with that so i just dont think the value of playing both the engines in the deck , maybe its just me tho. And if you have to choose runick is just so much better. Also i dont really understand so many runicks personally, no combo with so many runicks in hand is bad in so many ways. The draws of your runick can fetch you your combo pieces instead of disruption as your deck is still full of them not to mention that most decks have such a strong engine that they can actually play through 2-3 solid runick interruptions and who am i kidding its very unlikely that you will hv more than 2 good interruptions against their deck w/o combo.
Overall you're not wrong. The updated version I did of this helps to fix some of these problems. I think a lot of it in the early stage was "oh free level 6 ghoti starter must be good" lol
Ghoti runick is always fun but im sorry i just think hop ear +cupid add + the add from arionpos is a fire tech and its not worth the earthbound but i like the innovation
Thanks! I'm not sure how good pure ghoti will actually be, but I initially leaned towards more one card starters. I'll definitely try adding hop back in!
Typically when you go second you know you are going to get a draw so you can side out runicks and go down to about 18-20 of them and occasionally some other engine pieces for better non-engine
Similar to what scampbell said. It's kinda weird siding since I like keeping a lot of runicks in. I lean more towards cards like superpoly and evenly as go second options and floodgates you could possibly draw into going first. I typically side out 1 of each of the "bad" runicks along with a duality and usually one stone sweeper. That gives you six cards to side in as a start.
By only playing Shif and Zep you are forcing yourself to synchro summon back to back. What if you need to remove a spell/trap or a normal summon with Ascaan but want to hold your bigger board wipes like Whale or Beyond?
*The more common scenario and problem is this though:* What if your opponent goes to BP with a normal summoned monster to remove Shif? You can't synch with it in BP, so you are forced to remove it in MP since you are also not playing Sleipnir. You are forced to synch because of this and you also have to synch into Whale or Beyond because Zep needs to synch immediately after summoning itself. So you lose all your Ghoti interruptions by a blank normal summon that threatens to out Shif in BP.
I would highly suggest to play all 3 names. If you are set on 3 ghoti tuners in total, play 1 of each instead of 2 Shif. Shif is better because if you get impermed on Arionpos, you can still banish it from gy. But if it resolves, it doesn't matter as you get to your 2 names anyway. Shif/Paces + 1 Runick already gives you Arionpos+Psiics on field as well as Paces and Shif both banished.
*Shif/Paces + 1 Runick Spell = 3 synchro summons*
NS Shif/Paces
Activate Runick for Geri
Synch into Arionpos and banish Psiics,
Psiics summons itself back by banishing Shif/Paces
Psiics eff to search and banish Paces/Psiics
On your opponent's standby phase you have: Arionpos, Psiics, Shif, Paces
That equals 3 synchro summons because you also get Zep through Psiics
(If you play Slopios that you can search with Arionpos during the opponent's turn and time the Zep banish to whenever you want in MP)
*As for the other cards:* 1 Psiics is enough, you don't need 2. It would be more advisable to play 1 Keaf instead of the 2nd Psiics and also add in 1 Slopios. That essentially gives you infinite grind game with these 3 as well as extra interruptions. Not only does Keaf give you infinite grind game by summoning back your banished lvl 6 or lower fish (recycling your Arionpos, Psiics or Slopios) but it also is a reoccuring monster banish interruption. Slopios is a pseudo interruption as it allows to banish other monsters when they leave the field. Like Slopios' eff on flamberge for example would stop it's floating ability. The more important part though is, it is another non-tuner and let's you time your Zep summon whenever you like. Let's say you end up with the board i mentioned above: Arionpos, Psiics, Shif, Paces
You can synchro 8 the Arionpos and paces for Ascaan, Arionpos banishes itself to search for Slopios, Ascaan banishes 1 card and itself, then Ascaan summons itself back by banishing Paces in this case from your gy. Now, Shif and Psiics can make Whale whenever you want to lightning storm your opponent's monster row. Since you have now both Shif and Psiics in gy, you can whenever the time calls for it banish both for Slopios to summon itself and Slopios eff to target itself. Then Psiics summons itself by banishing Ascaan/Whale. Psiics on summon effect to search Zep and banish it. Zep summons itself and synchs with whatever synchro 8 you kept into Beyond for a board wipe. Then Slopios banishes either Zep or the synchro 8 in gy to add itself back to hand from banished. I usally keep Ascaan in gy for the follow up turn. So if i banish it with Slopios, Ascaan can summon itself back again. You can also set this up differently, so that search Zep with Psiics and banish itself on summon and then later on banish the Zep with Slopios from the hand to get in on board and synch into Beyond with either of your lvl 8 Synchros. On the next standby phase you also get back 4 more bodies in Beyond, Keaf, Paces and Shif with Slopios in hand. You can also use an alternative sequence where you get 1 banish with Ascaan und 2 board wipes with Beyond.
*Regarding the Earthbound engine:*
I also play the Earthbound engine as i find it to be the most flexible tuner package for this deck in particular. However, i play it a bit differently. Sure, Keeper summons Sweeper and you can go directly into Arionpos. But if they imperm you on Arionpos you really don't extension plays, unless you open duality and another runick with it.
It also takes away the ability to Hugin during draw phase because you want the EMZ free to summon Freki, if they Imperm on Ground Keeper instead.
You will usually open 2 Runick Spells with this many in the deck. So i think the better sequencing to play through 2 interruptions would be:
*Ground Keeper + 2 Runick Spells + 1 Discard plays through 2 HT's (on Hugin and Ground Keeper):*
Summon Hugin during DP, discard 1 card to search for Fountain (most people Ash or Imperm this)
Then NS Ground Keeper in MP and use the eff (let's say they handtrap this again as they might even think you play Earthbound Runick)
Use Hugin and Ground Keeper to make Metal Marcher, which revives Ground Keeper
Now use your 2nd Runick to summon Freki,
Freki and Keeper into Arionpos, banish Shif/Paces from the deck
Then Synch Metal marcher and Arionpos into Crocodragon
Arionpos CL1 banish itself to search Keaf from deck, Crocodragon CL2 to draw 1 card
Crocodragon is a fish, so you can SS Keaf from hand
On your opponent's standby phase Paces/Shif comes back
Now you have: Crocodragon, Keaf, Paces/Shif, 1 draw from Croco and 1 other card in your hand
If they threaten to go BP with their normal summon to remove Keaf or your Ghoti tuner of choice, you can use Croco to discard 2 and pop it
If they Special Summon anything, use Keaf to banish both itself and their monster to summon back Arionpos
Now you can use Arionpos and Shif/Paces to make Ascaan/Whale while whenever you like.
Arionpos triggers again to add to your hand the missing Ghoti tuner for example
Ascaan/Whale then you give either a targeted card banish or a lightning storm on monsters
So you get 1 monster banish with Keaf, 1 card banish/lightning storm for monsters, 1 card pop and follow up with Keaf, and both Paces and Shif in rotation.
Through 2 handtraps and Droll proof unless you open with Stone Sweeper to search for Ground Keeper.
agreed for sure
do u use a similar list?
Sorry it took a while for me to get back to this. That's actually insane! Would you want to share you list? Been lowkey thinking about rivisting this deck for the regional, but I got a lot of work to do it seems lol
any chance you could drop your list in here? two of my fav archetypes mixed together, I'm sold
the deck looks awesome. I only dont like one thing about this, which is the fact that your ghoti play with this deck allows you two interactions, which are gonna be technically at the same time, meaning you are forced to use them at the same board state basically. (hope this makes sense. (also this deck feels like it is missing out a bit on the grind game ghotis have, but maybe the runicks make up for it) Nonetheless insane video
Yeah that’s the only downside compared to pure when you can trigger a card like zepp separately later in the turn. The other way I like grinding is getting back shif each turn and recycling baronne for a pop and a negate to help simplify the game state
This is a cool deck
I do agree with others in saying that adding a couple other names but im gonna try ghis out
I hope youve been havinf luck with the Fish!
Any new updates or cards you tried? I added bystial for fun. They seem to synergize
I think there's a lot of room for the deck to grow. The most innovation came from a lot of comments on this video. I have a newer version on my channel that's maybe a month-ish old now.
I feel like you’re going to miss out a lot on timed interactions with this deck. Considering that in runick ghoti you have both 2 tuners (zep too) and hop ear squadron, as well as your runick spells implemented in the main combo. If this is just a for fun list then there is nothing inherently wrong with it, but playing it at a competitive level would need tuning. The threat of quick synchroing with either quick banish zep through snopios lines or a 2 tuner + 8 applies a heavy amount of pressure on your opponent that forces their hand.
I think the only thing you’re missing out on is hop ear and being a non water tuner isn’t always ideal. You resolve two synchros in this build just the same without being forced to play extra names. I think the main thing you might miss out on is the new white aura cards which look really cool
cant wait to see what this man cooked
You argued that you play heaps of runick names because of the extension available. But from the one combo you showed, if you get hnd trapped on the level 6, no extension does anything at all
Yes and no. Similar logic applies to bystial runick if you hit the right spot. The argument would be using a runick to get the level 5 if your level 1 tuner gets hit to continue comboing. If your level six gets hit and you have shiff in hand you could always prioritize that as a discard off hugin then banish itself so you can still play. Duality is also an option to get another tuner in rotation. There's a lot of ways to play, but for just the one card combo hitting the level 6 is definitely the right call on trying to stop the combo for sure!
Not really sure what the advantage here is when compared to ghoti runick or just simply earthbound good stuff runick . If you wanna play earthbound ghoti then i would say you dont even need runick as the runick are just to reach that lv 6 synchro threshold consistently while providing value on their own if not needed which earthbound already does (atleast reaching lv6 part). The biggest point of interaction always occurs at lv 6 and no amount of extension from runick/earthbound can help with that so i just dont think the value of playing both the engines in the deck , maybe its just me tho. And if you have to choose runick is just so much better.
Also i dont really understand so many runicks personally, no combo with so many runicks in hand is bad in so many ways. The draws of your runick can fetch you your combo pieces instead of disruption as your deck is still full of them not to mention that most decks have such a strong engine that they can actually play through 2-3 solid runick interruptions and who am i kidding its very unlikely that you will hv more than 2 good interruptions against their deck w/o combo.
Overall you're not wrong. The updated version I did of this helps to fix some of these problems. I think a lot of it in the early stage was "oh free level 6 ghoti starter must be good" lol
Would love to see games with this
Definitely gonna get some live duels in!
What are your thoughts on back mutation?
I like it a lot! I think it needs the right home. It can be good here, but I think it would be most neat to see in the Spright runick fur hire deck
Ghoti runick is always fun but im sorry i just think hop ear +cupid add + the add from arionpos is a fire tech and its not worth the earthbound but i like the innovation
Thanks! I'm not sure how good pure ghoti will actually be, but I initially leaned towards more one card starters. I'll definitely try adding hop back in!
@@YGOPD hop is basicallly a Ghoti card but for generic synchros it’s very good
How do you even side with this deck lol
Typically when you go second you know you are going to get a draw so you can side out runicks and go down to about 18-20 of them and occasionally some other engine pieces for better non-engine
Similar to what scampbell said. It's kinda weird siding since I like keeping a lot of runicks in. I lean more towards cards like superpoly and evenly as go second options and floodgates you could possibly draw into going first. I typically side out 1 of each of the "bad" runicks along with a duality and usually one stone sweeper. That gives you six cards to side in as a start.