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Tactic: Marincess – The Little Mermaid of the Ocean
Have you heard of the once famous Trickstar deck? This deck, if you watch the movie, belongs to Skye Zaizen, or the original Aoi Zaizen! In the movie, in addition to the above deck, she also owns an equally powerful deck, which is Marincess. Although only acting as a background for minor characters, her cards have also left a very strong mark on the players, especially those who love waifu :v. Here, let's learn about artwork... Ah mistake, learn about these girls and how to build into 1 complete Marincess deck!
I. Main cards:
Marincess Blue Tang
The first girl we will find out is Blue Tang. This is considered to be 1 of the strongest starters of Deck. When called to the field, Blue Tang will send me to the grave of 1 Marincess monster. There are quite a few targets for us to send to the grave, such as Marincess who have the ability to jump from their hands, such as Sea Horse, Springirl, Sleepy Maiden to then add to their hands thanks to the Blue Slug. Or beasts with good grave abilities such as Mandarin (to spam the field), or Pascalus (to recycle traps).
When sent to the grave to make Link Summon materials for WATER monsters, you can flip the first 3 cards of the deck and take 1 Marincess from the deck into your hand. You will often use this card to chain blocks for Link 1 monsters. Specifically: You will use Blue Tang to go to Blue Slug (for example), now, rank Blue Slug chain link 1, Blue Tang chain link 2. At that time, Blue Tang will help you dodge handtraps that can target Blue Slug, making the combo circuit more complete.
It can be said that Blue Tang is an extremely important card, the beginning of the operation system of the whole deck. Playing 3 is a no-brainer.
Marincess Sea Horse
2nd starter of the deck. The ability to jump yourself without creating chains is very strong, as long as you only need to own 1 Marincess link monster with an arrow that can only enter 1 Main Monster Zone box. Just 1 Sea Horse, you can create 1 link 3 easily. (Specific combos I will talk about later!). The 2nd effect is also very good, although rarely used, but sometimes helps you remove weights extremely well, allowing you to call up 1 WATER from your hand in the Marincess link box pointing to. Versatile and convenient, so the number of plays will be required to be 3.
Marincess Springirl
Springirl, who sounds like Sea Horse, also has the ability to jump on her own. However, Springirl must have 1 Marincess beast under the grave as a cost. Almost at the beginning of the game we don't have many Marincess in the grave, so Springirl will only act as an extender. The 2nd effect also helps us to chain blocks for Link 1 monsters, as well as support grave feeds to have more deployments of our other Marincess gameplay.
Should play 2-3.
Marincess Sleepy Maiden
Like the 2 beasts above, Sleepy Maiden is also a beast that knows how to jump on the field by assigning 1 Marincess card on the field. However, Sleepy Maiden is quite a few points weaker than Springirl. In addition to not being able to operate independently like Springirl, she also owns a pretty "big" level: Level 5. That is, if one bad day you don't get to 1 other starter or Marincess Battle Ocean, oh my god :v. Because of Level 5, you can't use it against Marincess's Link 1 monsters.
In return for the above shortcomings of Sleepy Maiden, she can support "attaching" 1 Marincess Link Monster from under the grave to 1 other Marincess link. Sleepy Maiden will help make the activation of Link 4 girls go more smoothly. Specifically how I will talk later!
Note: When called out the field by eff 1, it adds the specified card function that cannot be destroyed by the opp's hand. That is, when leaving the field or being negate-denied, this function also flies. Please pay attention!
Play 1 (easy brick).
Marincess Mandarin
Mandarin is also a pretty good extender to expand combos. Of course, the Mandarin cannot operate alone (due to its even stricter conditions, having to control 2 or more Marincess on the field). Plus, this is a beast that has the ability to emerge from the grave well. So I don't want to see it much in my hands, but I want to take it to the grave so I can use other extenders. This is possible thanks to Blue Tang and Foolish Burial.
Play 1-2. 1 if you want to cut the Mandarin to want to have other desired cards on hand.
Marincess Pascalus
Pascalus is a starter, but not so good starter in the deck. Pascalus does not have the ability to jump on its own, only works to the maximum when you have it and 1 other Marincess except Pascalus in his hand, only supports creating 1 more body. In addition, Pascalus also has 1 pretty good ability. When it's under the grave, unless it's sent down, you can recycle 1 Marincess Spell/Trap under the grave by banishing it. Target is often seen as Marincess Dive and Marincess Wave – the strongest duo in the deck.
Play 2, because if you hold 3 or more cards it will become a dumbbell.
The remaining Marincess monsters are neither good nor recommended for use in the Main Deck.
Marincess Battle Ocean
This is the Field Spell, the main card of the deck. Search was obtained by Marincess Sea Angel. The "ocean battlefield" will greatly enhance the strength of our Marincesses. When Link Summon goes to the Extra Monster Zone, you can equip up to 3 Link Marincess, thereby enhancing the power and expanding the hidden abilities of the girls. In addition, when using Crystal Heart as an ingredient, that Marincess will not be affected by the opponent's effect. That is, if opp wants Nibiru now, there is no chance.
Small note: If the field is broken, then all possibilities imposed on Marincess link are gone, i.e. the ability to unaffected as well as the increased effort also disappears. Please note!
Play 2, because tactically we will spin around this card.
Marincess Dive
Great addition. Now, Marincess has less trouble lacking an extender than before. Dive will assist you in recalling 1 Marincess that is not a link from the grave or deck (if there is a Battle Ocean). Not only that, but Dive is also managed by Sea Angel, making our staging easier than ever!
Playing 3 is a no-brainer.
Marincess Wave
The deck's Infinite Impermanences are stronger but much stronger. When you have 1 Marincess link, you are entitled to negate the effect of 1 monster on the field. If you control 1 monster link from 2 or more Marincesses, all your monsters will be immune to the card effect. If you control 1 monster Link 3 or more Marincess, you are allowed to use it as an activated handtrap at any time.
In addition to preventing extremely difficult obstacles from opponents, Wave also helps you protect. A good move is that when the opponent controls 1 monster effect that they launch Nibiru to finish you, you can click Wave. At that time, Nibiru's Tribute is an eff, so your monsters will not be cleaned up, only the opponent will suffer the consequences. This card does not cost you any turn, which means you can size as many cards in your hand as you want. This is a pretty good trap that many decks want to have.
Note: Like the Sky Striker cards, if you can't negate the monster effect, you don't benefit from preserving the Wave effect!
Play 3 because of how useful it is.
Other spells/traps are really not useful and should not be used.
Extra Deck:
Marincess Blue Slug + Marincess Sea Angel
Blue Slug supports you to recycle, is a very effective combo opening card. Target often sees it as Sea Horse, or other extenders to expand combos. Or the Blue Tangs, Pascalus to prepare for the next turn.
Since DP26, Sea Angel's role has completely changed. From a little-used card (only used to search the field), now the target of Sea Angel has been expanded. We can search for Dive, so that if the hand is not too pretty, we can still end the board with a link 3 beast to play in the next turn.
Each type plays 2, as we need slots to accommodate other Marincess
Marincess Coral Anemone
Coral Anenome will help you pull 1 monster onto the field to continue filming. From Coral Anenome, we can easily make a combo of 1 Link-3 card as follows: Normal 1 Marincess, link to Sea Angel, click eff to search for Marincess Dive. Then click the Dive to call back to the Marincess beast just now. Use the above 2 to Link Summon Coral Anenome. Anenome flashed and called Sea Angel to get from there to Link-3. But remember, you have to call that beast up to the zone that this card points to. So, if you eat Ghost Orge & Snow Rabbit, you won't be able to summon it (because you don't know the zone). You need to pay attention to this!
In addition, Coral Anenome also possesses extremely good recyclability. When sent from the yard to the grave, you can pick up any 1 Marincess card from the grave. Targets for this card are quite diverse, can be Wave to continue, or other combo pieces to continue spinning or turning after spinning. But this addition is not as important as preserving the field. Therefore, if there is a Battle Ocean field that uses Coral Anenome as a material, if possible, rank Battle Ocean chain link 1, Coral chain link 2. By doing so, Battle Ocean will be protected, not infected with Ghost Orge. (If Belle could have been opp, Belle would have been in eff Coral before.)
Because of its extreme extending and recycling capabilities, play 2
Marincess Marbled Rock
Marbled Rock will support you with the ability to heal to continue playing. Besides, although rarely used, Marincess Marbled Rock also protects monsters on the field from being destroyed when attacked by the enemy and protects players from damage when fighting.
Play 1.
Marincess Coral Triangle
Coral Triangle will help you search the Wave, at the cost of sending 1 Water – usually taken by Coral Anenome – to the grave. The Triangle has greatly increased the speed and maneuverability of the Marincess. In addition, the Coral Triangle also serves as a perfect comeback card. If the opp is the only one controlling the beast, you can banish to call the Water link beast which has a total Link Rating of 3. Coral Triangle helps you control the game from zero very well.
As good as it is, the number of Waves is quite limited, it is not a necessary card for combos. As well as the summon conditions are quite difficult (it must be Marincess), late in the game when you are almost out of Marincess, this is not a good card.
Therefore, the number of plays will be 1.
Marincess Crystal Heart
Not too much prominence. Mainly we will use it to link up 1 Link-4 beast to help that beast become unaffected when there is a Battle Ocean field.
Play 1.
Marincess Wonder Heart
As you have noticed, our Marincess cards all have 1 restrict, which is to only call the WATER beasts to the field. Therefore, it is almost impossible to use Accesscode Talker to OTK. Instead, we'll use Wonder Heart as our primary OTK tool. When fighting 1 rival beast, you can call 1 that is being equip by this card to the field (mostly). Along with Battle Ocean as well as Sleepy Maiden, you can increase the damage to over 5000, which can easily finish off the opp if there is 1 more link monster on the field. However, you can trim Wonder Heart because the amount of damage it causes is not much compared to Bubble Reef.
Play 0-1.
Marincess Great Bubble Reef
If, in the worst case, you don't have a field and need to tackle a big boss, how do you do it? This is one of the best workarounds for you. The ability to add hands in both opp and turn yourself is also very interesting, at the cost of banish 1 WATER from the yard or grave, supporting increased resources. In addition to the 600 ATK increase effect with each banish, Great Bubble Reef can take down high-powered and nasty beasts without the need for a field. At the same time, it can help you OTK too.
Play 2 because if Marincess is banish is sure to lose
Play 1.
II. Supporting cards:
The Ash Blossom & Joyous Spring, Maxx "C" cards are quite familiar, so I would like to refrain from.
Searcher for every Cyberse deck, why not play?
Play 3.
Is 1 Monster Reborn mobile of Cyberse in general and Deck in particular. This will be an important card in the late game for us to maintain combos.
The familiar pair of cards. Because our deck sometimes has the ability to go to 2 levels 4 at the same time, you can use these 2 cards if you have a slot.
Number 4 is a very good Xyz disruption card, destroying 1 WATER monster and then causing damage with half that monster's power. Combining the effect of turning beasts on the field into WATER, Stealth Kragen can destroy tendons like rival monsters, preventing opp from setting up the field. This is 1 strong beast. Combined with Gozen Match, you can create a rather annoying world for opp (only summon beast Water).
Advantages and disadvantages:
Marincess in particular as well as Cyberse in general are decks capable of creating good combos. However, compared to some other decks, Marincess has the upper hand in the following points.
First, Marincess possesses the ability to overcome the interruptions of opponents quite well. If compared to Ignister, if Ignister eats 1 handtrap, you will be able to pass that turn. However, with Marincess, because your extender is quite large, you can immediately switch to the plan B and C that you have set. 2nd, Marincess needs few cards in the Main Deck to operate. Therefore, you can add common cards such as Nibiru, handtraps,... to get in the way of opponents. 3rd, this strength is like Salamangreat, Marincess's ability to recycle resources is extremely good, with tools such as Blue Slug, Coral Anenome, Coral Triangle or Marbled Rock.
However, besides that, Marincess has quite fatal weaknesses. That is our monster boss, to unaffected must depend on the survival of the field. If the field is lost, the amount of reinforcement will be lost (increased or unaffected lost). Although the ability to recover resources is quite good, burning resources is extremely fast. With each summon to the boss, it takes us almost half an extra to get there. Therefore, Pot of Prosperity, although very powerful, is difficult to use in decks.
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