A improved(?) version based on my previous ghoti melffy spright deck with the aim to improve going first plays.
Note this deck is still being tested and I'm working on the right proportions for things to flow. I'm thinking of about 45 cards but would want more hand traps and not hurting consistency. any help/suggestion would be appreciated!
used crossout as a marker to split between archetypes (if it displays correctly)
Ghoti melffy synchro v1: https://ygoprodeck.com/deck/ghoti-melffy-synchrp-315705
My previous deck has some really explosive plays during my opponents turn and is very hard to stop unless they use field wipes at the very start which is surprisingly a huge weakness after I ate a lot of lava golems, ra eggs etc in locals.
I started to notice that the plays I can make my first turn are usually setting up plays (ss melffies at the end phase and banishing ghotis so they can explode in my opponents turn)
By adding spright into them I should be able to get more bodies on the field such as spright red/carrot, smashers to banish a ghoti, IP or some generic links to provide interuptions as well as forcing my oppoenet to deal with both my ghoti melffy line and my spright/link xyz line making my plays more solid and hard to completely interupt. The lv2 restriction from spright starters/gigantic spright matters little since the majority of my plays are in my opponents turn
Accel synchro stardust is a very interesting card and if paired with a ghoti tuner on field (ss by its own effect in the opponents turn): you can either use Accel's effect to get a stardust and synchro into Deep Beyond/Ruddy Rose or use the ghoti tuner to go into Deep Beyond. The opponent will need to spend 2 monster negates to fully stop this or face a board/grave banish. not to mention how easy it is to make Accel through the melffy searchers with pinny or hop ear.
As usual the side deck are cards that could be build into the deck for potentially more plays/consistency