Marincess (June 2022)
Deck Primer
After the support from Duels from the Deep, Marincess becomes a genuinely competitive rogue deck. The strategy now has 2 new monster extenders, Springirl and Sleepy Maiden, an incredible spell card, Marincess Dive, and two fantastic new link monsters, Aqua Argonaut and Coral Triangle. Along with an engine that provides near-endless amounts of recyclability and follow-up, Marincess is ready to grind out the best in the format, positioning itself as one of the strongest control decks in the game!
Main Deck- 41 cards
Marincess Engine (Monsters)
3x Marincess Blue Tang- Blue Tang is your most consistent starter. On Normal or Special Summon, she can send one Marincess monster from your deck to your graveyard. When she's sent to the Graveyard as material for a Water Link Monster, she can excavate the top 3 cards of the deck and, if there are any Marincess cards among those 3, she can add 1 to your hand, like a Normal Summoned Salamangreat Foxy. This 2nd effect is great for chain-blocking your Link-1 effects, and because the deck now plays more Marincess cards than ever before (19 in this build), your chances of adding a card off this excavation are about 80% or more if this is your starting play.
3x Marincess Sea Horse- Sea Horse occupies a unique place in the deck. On first release of the archetype, Sea Horse was the strategy's best Normal Summon and extender. Now, she's essentially the jack-of-all-trades of the deck, good for just about any occasion. She has no effect on summon (Adventurer Marincess is another possible build!), but can special summon herself to the zone a Marincess Link Monster points to without starting a chain. Additionally, in the Graveyard, she can special summon ANY Water monster from your hand to a Marincess Link Monster's arrow, but not on the turn she was sent. If she was a level 4, she'd be perfect but she's still an easy 3-of for her versatility.
3x Marincess Springirl- Marincess has a new level 4 extender! Springirl allows you to banish 1 Marincess monster from your graveyard and special summon herself. Previously, if your opponent managed to get rid of your Normal Summon with something like Swordsoul Blackout, the deck crumbled rather easily. But, thanks to cards like Springirl and Dive, this is less of a problem now! Additionally, when she's sent to the Graveyard as Link material, she can send cards from your Deck to the GY equal to the number of Marincess monsters you control, and inflict 200 damage for each Marincess card sent.
This effect might seem rather innocuous but it serves 3 important purposes. First, this effect can chainblock, extremely useful for preventing an Ash on your Sea Angel search. Second, the mill can help win in time in some cheeky scenarios. And third, (yes, this structure is a Vrains reference), not only can you mill cards that provide extension/be added back to hand with cards like Blue Slug, Coral Anemone, Marbled Rock, and Toadally Awesome but in the Adventurer or Swordsoul matches, milling a Token Collector for free can be a huge momentum swing.
2x Marincess Pascalus- I wasn't even playing Pascalus for a while, but I've seen the light. Pascalus can be hit-and-miss, but if you're playing Bahamut Shark and Toad, she is a must. On Normal OR Special Summon, Pascalus can Special Summon a Marincess monster from your hand, other than herself. This effect is near-useless if she's the only Marincess in your hand (especially if you open both copies of her), but if she isn't, she can be very powerful.
In a good hand, Pascalus can get Bahamut Shark into Toadally Awesome by your 4th summon, before you even go into your full Marincess combo, or slap down an early Crystal Heart. She also has a neat Graveyard effect where, other than the turn she was sent to the Graveyard, she can banish herself to add a Marincess spell/trap back to your hand. This means you can add back a Dive, a Battle Ocean, a Wave, whatever you may need. You really don't want to see two in- hand, hence not maxing out on her, and Blue Tang is your best 1-card starter, but Pascalus adds that extra layer of pressure that can mean everything in both the opener and the grind.
1x Marincess Sleepy Maiden- Sleepy Maiden is the strangest Main Deck Marincess to-date, but neatly fills a spot in the deck others can't. She's a level 5, which can be frustrating (you can’t use her for Sea Angel or Blue Slug), but she is a very unique special summon. Sleepy Maiden targets a Marincess card on the field, special summons herself, and, as long as she's on the field, that card cannot be destroyed by your opponent's card effects. This is great for protecting your Battle Ocean from cards from spell removals like Lightning Storm and Twin Twisters and also popular bosses like Baronne de Fleur and Destroyer Phoenix Enforcer. She can be an excellent simple extender, but if she's included on your endboard, the deck has another level of difficulty to crack.
Additionally, in the Graveyard, she can banish herself to equip a Marincess Link Monster in the GY to another Marincess Link Monster on the field. This makes Sleepy Maiden a go-to send for Blue Tang, for times when Sea Angel gets negated or for Wonder Heart to put an extra body on the field.
1x Marincess Mandarin- Mandarin is likely the worst Marincess monster, but she deserves her spot in the deck. Mandarin can special summon herself to the zone a Water Link Monster points to if there are 2 or more Marincess monsters on the field, but she is banished when she leaves the field. Notably, this effect works in either the Graveyard or the hand, so she can be a great send off of Forbidden Droplet, Cynet Mining, Coral Triangle, or Great Bubble Reef, and can even help boost Bubble Reef's attack in a pinch. And, as she can be used for either of the Link-1s, she's still a one-card combo thanks to Marincess Dive.
3x Silent Sea Nettle- The only non-handtrap, non-Marincess monster in the Main Deck! Silent Sea Nettle is a level 4 extender that can special summon itself from the hand, as long as you control another Water monster, but it locks you into only summoning Water monsters for the rest of the turn... Yeah, I think we can live with that.
This card is straight-up perfect. Excellent for an early Bahamut into Toad, an easy way to continue a turn, and, while it's in the Graveyard, you can banish it to shuffle 3 Water monsters from the Graveyard back into your deck (this can also include another copy of the card, and can be used the same turn it special summoned itself!). Running low on Extra Deck resources? Silent Sea Nettle can fix that, easily. Even sending/milling the card isn't a loss by any means. Just an outstanding card.
Marincess Engine (Spells + Traps)
3x Cynet Mining- A neg-1 but a strong way to boost consistency, and if you send a Marincess card off of Cynet, it is more than likely the card will find itself back in your hand shortly. However, watch out for Droll and Lock bird in games 2 and 3. Droll isn't a silver bullet against the deck like it would be against something like Dragon Link or Drytron, but it can still hurt, especially if your first search is off of Cynet Mining.
3x Marincess Dive- Oh my God, is this card amazing! Marincess Dive is Monster Reborn for any non-Link Marincess monster but, if you have Marincess Battle Ocean up on the field, Dive can summon from deck. You want to open this card as much as possible. And remember that 3 different Marincess monsters can add this card back to your hand from the graveyard, so it will continually wind up back in your hand. As a note, the effects are bulleted, allowing the player to choose which effect they'd like to activate if Battle Ocean is on the field, playing around certain handtraps that may ruin your day otherwise.
1x Marincess Battle Ocean- The heart and soul of the deck, Battle Ocean is a fascinating and unique Field Spell. When it is face-up on the field, monsters in the Extra Monster Zone that were Link Summoned using Marincess Crystal Heart are unaffected by your opponent’s card effects, and all Marincess monsters gain 200 attack base plus 600 attack for every Marincess monster they're equipped with. How do Marincess monsters become equipped?
Well, when a Marincess is Link-Summoned to the Extra Monster Zone, Battle Ocean can equip up to 3 differently-named Marincess monsters from your Graveyard to the newly-summoned monster. This is amazing for giving your Marincess monsters some extra attack, and also provides some very interesting interactions with cards like Forbidden Droplet, which is getting a reprint in Duels from the Deep as well! Most funny scenario? A 3500 attack Marincess Blue Slug crashing into an Eldlich under Skill Drain.
2x Marincess Wave- Wave is a recursive, searchable monster negate that turns all face-up monsters on your side of the field into Towers (unaffected by opponent’s card effects). This card can even be activated from the hand if you control a Link-3 or higher Marincess monster! This is another key feature of your Marincess endboard, and being able to essentially put an Infinite Impermanence back in your hand every turn can make life quite difficult for your opponent. Because the card can be added by Coral Triangle, added back to the hand by Anemone, Marbled Rock, or Pascalus, isn’t a once per turn, and isn’t great going 2nd, 2 copies is the best ratio.
Utility (Handtraps + Going 2nd cards)
3x Ash Blossom and Joyous Spring- Too much use to not play at 3 in a mid-range deck!
3x Effect Veiler- Not as good as Infinite Impermanence but still hits a vast majority of decks, and while drawing Imperm off of Great Bubble Reef on the opponent’s turn is a dead card, Veiler is live from the get-go.
3x Infinite Impermanence- The better Veiler, good in just about every matchup.
2x D.D. Crow- Crow isn’t a once per turn, and is impactful against almost every meta deck save Floowandereze (it can still stop Stri but that’s about it).
1x Cosmic Cyclone- It’s an out to Mystic Mine, but also, banishing a Swordsoul Blackout before it can pop 2 of your cards, forcing an early Branded in Red, banishing a Discolosseum or Sunavalon Bloom, it certainly comes up.
1x Called By The Grave- Can we just ban this sacky-ass card already?
3x Forbidden Droplet- Marincess struggles with going 2nd into an established board. It can play through multiple disruptions, but being able to set up while breaking is difficult. Droplet is a massive boon to the deck for both your going first and second plays. Marincess cards sent to the Graveyard off of Droplet won’t stay there long.
Additionally, Battle Ocean’s effect to equip Link Monsters isn’t a once per turn, so you can use Droplet while link climbing going 2nd. Additionally, sending a Coral Anemone off of Droplet in the S/T zone will put a Marincess card back in the hand, so you can even gain free resources/follow-up off of negating your opponent’s monsters!
Extra Deck
The Marincess Links
2x Marincess Blue Slug- Blue Slug is a very simple Link-1 that adds back a Marincess monster from the Graveyard on Link Summon. It can only be summoned once per turn, but you’ll want two of these in the grind game. Remember, as soon as you use this effect, you’re locked into Water monsters. Some builds may care about that, but this one doesn’t at all.
2x Marincess Sea Angel- On Link Summon, Sea Angel adds a Marincess spell to hand. Previously, the only spell was Battle Ocean but now, Sea Angel can add Dive, which makes her so much more powerful! It is very likely that your opponent will attempt to negate Sea Angel, so if you have a way to chain-block her search, it is wise to use cards like Blue Tang and Springirl as material. Playing 4 Link-1 monsters is excellent for the grind game and resource management.
1x Marincess Crystal Heart- Crystal Heart is the only card in the extra deck that isn’t necessarily a piece of disruption or advantage generation, but it is entirely unique. She’s unaffected by monster effects while in the Extra Monster Zone, which is very funny if your opponent uses Nibiru while she is the only monster on the field (she is often the 5th summon), and has a niche battle protection effect for herself and other Marincess monsters that has come up precisely 1 time in dozens of hours of playtesting.
Crystal Heart is in the Extra because, with Battle Ocean up, any Link-Summoned monster in the EMZ that uses her as material is unaffected by your opponent’s effects. This means no Nibiru, no Super Poly, no effect destruction, no banishing, any of these monsters can only be tributed or destroyed by battle under this protection. Very interesting card.
2x Marincess Coral Anemone- Coral Anemone is a 2000 attack Link-2 that can special summon any Water monster with 1500 or less attack from your Graveyard to a zone she points to, without negating their effects. This is very powerful, but it does target and does have to summon to her link zone, so Imperm, Crow, Veiler, Gamma, and Ghost Ogre can all interact with her. If your hand has a good starter and extender, make Anemone using Crystal Heart and prevent your opponent from being able to interact with her.
When sent from the field to the Graveyard, Anemone can add any Marincess card from the Graveyard to the hand. She does not have to be sent by card effect or anything, so even sending her as a cost for Droplet triggers this effect. This is normally the card you’ll most want equipped to your Marincess Link Monsters.
1x Marincess Marbled Rock- The original Marincess boss monster still has a place in the deck! Once per turn, Marbled Rock can add 1 Marincess card back to your hand from the Graveyard, similar to how Coral Anemone works when she’s linked off. In battle, she has a non-once per turn ability to send a Marincess monster from hand to the Graveyard to prevent damage/battle destruction when she or another one of your monsters is attacked. Mostly, she’s used for link-climbing in later turns to recur resources, and having a 2500 body on a Link-3 is nothing to sneeze at, especially when she reaches 4500 under Battle Ocean with 3 equips.
1x Marincess Coral Triangle- The new Link-3! Coral Triangle can send 1 Water monster from your hand to the Graveyard to add a Marincess trap, which is just Wave for our purposes. Any level 4 or lower Marincess monster can get to Coral Triangle + Wave, which makes this very easy to accomplish even without a strong starter or extenders. Searching Wave is amazing for the deck, as it no longer has to focus so much on drawing into the card for turn or off of Bubble Reef.
Her Graveyard effect can provide immense crackback if your opponent isn’t prepared. If only your opponent controls a monster, you can banish Triangle from the Graveyard and special summon any number of Water Link Monsters from the Graveyard whose total Link Ratings equal 3. This is usually Anemone + Angel/Slug, but can also include Marbled Rock, Crystal Heart, Eria, and so forth. The effects of these monsters are also not negated. So essentially, if you make Triangle as part of your turn 1 combo, your next turn is already set to go, even if there aren’t any cards in your hand. Coral Triangle is a huge boost for the deck!
1x Marincess Aqua Argonaut- Marincess’ new Link-4 is also likely their best to date. On your turn, Argonaut can bounce 1 Water monster you control and 1 card your opponent controls back to hand. On your opponent’s turn, she can negate the activated effect of a Spell/Trap by special summoning a Marincess Link Monster she’s equipped with (watch for Ogre!), and while she’s in the Extra Monster Zone, your opponent can only attack her.
Normally, she is unaffected and at somewhere between 3700-4900, depending on your equips, so destroying her in battle is easier said than done. This is also great if an opponent attempts to destroy Toadally Awesome in battle before you’d like to use their effect to negate, or to out Sleepy Maiden to go after your field spell. In my opinion, the deck’s best endboard for power and follow-up is an unaffected Argonaut in the EMZ equipped with Anemone + 2 others, Sleepy Maiden in defense (summoned by targeting Battle Ocean), Toadally Awesome, Coral Triangle in the Graveyard, and 3 cards in-hand, including Wave. This board is not only difficult to crack, with multiple pieces of interaction, but also provides 3 possible follow-ups from Triangle, Toad, and Anemone.
1x Marincess Great Bubble Reef- Great Bubble Reef is another eccentric, 3-effect Link-4 in your arsenal! Each time a monster is banished face-up, Bubble Reef gains 600 attack for the duration of that turn (this card is hilarious against Fairy Tail Snow), and during the Standby Phase, she can banish 1 Water monster from your Graveyard or face-up field to draw 1 card.
By sending a Water monster from your hand to the Graveyard, Great Bubble Reef can special summon back any of your banished Marincess monsters, including Link Monsters, without negating their effects. And, once again, if she is outed and in the graveyard, you have 5 different monsters that can put her back in the Extra deck!
1x Marincess Wonder Heart- Wonder Heart is mostly used to push for damage. Some people play Accesscode/Transcode instead of, say Eria and Wonder Heart, but I enjoy not having to worry about the Water lock, and Wonder Heart has tricks that Accesscode simply doesn't. When she battles an opponent’s monster, she can special summon a Marincess monster she’s equipped with, and protects herself from damage/battle destruction. If she is destroyed on the field by your opponent, she can special summon a Link-3 or lower Marincess from your Graveyard.
Wonder Heart can help close out games, or get in some quick damage in a pinch. I really like doing a combo in the late game, if I’m not at lethal, where I’ll make Marbled Rock, add back a Marincess card, summon Wonder Heart, equip Wonder Heart with Marbled Rock, attack with Wonder, summon Marbled, attack with Marbled, and then go into one of the other Link-4s in Main Phase 2. It’s a little dance of link juggling that I find super fun!
The Marincess Extra Deck Supporting Cast
1x Eria The Water Charmer, Gentle- Eria is likely summoned the least out of every monster in this Extra Deck but, for her particular niche, she is extremely useful. Eria can get an annoying Contact “C”, Nibiru, or Knightmare Corruptor Iblee off of your board, as she just takes 2 monsters including a Water, but on destruction, she can also add any of your Water monsters to your hand, save Pascalus and Sleepy Maiden.
Additionally, though her effect to special summon a Water monster from your opponent’s Graveyard will come up only on occasion, I have been able to take cards such as Swordsoul of Mo Ye and Tenyi Spirit Shthana to make Bahamut Shark, though in theory, you could also take cards such as Sky Striker Ace Shizuku, Plunder Patroll cards, and even Swordsoul Supreme Sovereign Chengying.
1x Bahamut Shark- This card just reads “Slap together 2 level 4 Water monsters, detach 1 material, and summon one of the best negations in the game.”
1x Toadally Awesome- As many people already know, Toadally Awesome is entirely befitting of their name. Their effects are:
1. Standby Phase: Detach 1 material, special summon 1 Frog from the deck (is not used in this deck)
2. When your opponent activates an effect (Monster, Spell/Trap), you can send 1 Aqua monster from your hand/field (including itself!) to the GY to negate that effect, destroy the card, and set the negated card to your field.
3. If this card is sent to the GY (in any way), you can target 1 Water monster in your Graveyard (including itself, again!) and add it back to your hand.
Toad is just incredible. The negation is excellent, the set card can have a variety of uses, and the ability to recur itself or any of your Marincess monsters makes the deck even more difficult to fully take down.
Side Deck
Tailor this to your locals/liking! Remember that, going first, Marincess can also play under cards like Skill Drain, Gozen Match, Rivalry of Warlords, and Summon Limit, to name a few!
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