It's been quite a while since the last one and don't worry, I don't plan to write this one exclusively in Nickelback song titles.
New Fish in the Ocean
Marincess was never a bad archetype to begin with. That was in large parts thanks to their Cyberse typing which in and of itself boosts the powerlevel of any of its given archetypes. Still, it felt like these fish were floating around the East Blue rather than the Grand Line if you know what I mean. They could pack a punch, take a bite but all in all weren't all that frightening.
But guess what, we're swimming with the big boys now. There's plenty of fish in the Ocean and the Ocean just, got, bigger. Let's talk support.
The Goodies:
Marincess Springirl: Or Spring Girl? Either way this card's great. It's a level 4 extender with a trigger effect if sent to the GY, allowing for more *in deep, echo-y voice* CHAINBLOCKING. It can mill cards from the top of the deck equal to the number of Marincess monsters you control. Lemme translate. "Here's another shot at Wave". So many cards can recycle from the GY, this is an add effect with an attitude.....or additude SORRY
Marincess Sleepy Maiden: What's this? Another extender? Konami is going wild today. It's biggest weakness is its level. It's a *gags* Level 5 *shudders*. It's a pretty free extender, requiring no banishing or a set amount of Marincess monsters on the field. Any Marincess equals 2 Marincesses with this tired gal. The problem is that the Marincess Link-1s need a Level 4 or lower Marincess monster, don't ask why.
Marincess Dive: And for the third card I present you: An..extender? Did Konami really just print three in-archetype extenders? Who of you madmen sold their soul to Konami again, huh? Leaving aside the large amount of firstbornes Konami is bound to receive in about 2-3 business days, this card is actually pretty bonkers. It's a Special Summon from the GY for your non-Link Marincess monsters or, if you already control Battle Ocean it straight up Special Summons from deck. That means that drawing Battle Ocean doesn't actually make you brick since you can then add this to hand instead using Sea Angel. This card also allows any Level 4 or lower Marincess Monster to enable a Link-4. Without the Field Spell but if you're loaded with handtraps and a Wave, who cares?
Marincess Aqua Argonaut: I don't know if here name is derived from a certain useless goddess of if she used to accompany Jason on their search for their golden Feeces. Fleeces. I mean Fleece. Something golden that's not poop. Anyways she's the newest Link-4 and despite her name is pretty dang useful. She Special Summons one of her equiped Marincess Links in order to negate a Spell/Trap card or effect. Pretty cool. The worst part about her is that you now need too decide between her negate and Bubble Reef's draw. If that seems too hard just go with your heart, your gut or whatever is found beneath, whichever one helps.
The Oopsie Daisies:
Marincess Bubble Ring: This card is a situational attack negate and I think that's all that needs to be said. Very slow, very weak, someone was hesitant to give up their firstborne and this is our punishment. Thanks..
Marincess Circulation: This trap is kinda like Snow. You swap one WATER Link for a Marincess Link with the same rating. Super duper situational. While it's cool to think that you could use Aqua's S/T negate or draw a card with Bubble Reef and then tag them out for the other I'd really prefer any other card in my deck over this one.
What's remained
Let me start by saying no two Marincess decklists are the same. They tend to be very different from one another. Some might play way more extenders, some may still be on the Frogs. For this one I took my old version and updated it accordingly. I'd consider my decklist to be quite teched while some prefer it simple. However I like the tech choices and I think they're strong. I'm not gonna go over my Dinomiscus or Fury-Torrential ratios, I've done that in the past already. It's the same idea of running a good amount of handtraps, some backrow to protect your tower for a strong turn 1 that exceeds the standalone Marincess combo line to then finish off your opponent with an unfair amount of ressources on the following turn.
What's changed
For starters, I added the new stuff but I think you figured. Sleepy Maiden is a one off for me since it doesn't equal full combo, is "just" an extender and this deck plays plenty. It's nice to have tho. Springirl is another three off since it's Level 4. I upped Pascalus up to two copies, although even three would be viable now. There are way more targets and she tooo can climb into a Link-4 now. Also, her recursion matters more as there are more good S/Ts which can be recursed. Dive's a three off for me since it's just really powerful. I added Sea Nettle since there's plenty of WATER boss monsters now to OTK and turn 1 it's just the best Level 4 extender.
I got rid of the frogs. What I didn't like about them is how win more Swap Frog felt. You needed a really good hand if you wanted to summon Toadally Awesome within 5 summons. And summoning Toadally after your combo felt very win more since at that point any form of extra interaction is great. Swap is very heavy on the ressources and with the new Level 4 Marincess and the Spell which can also be used to summon a Level 4 I found that this decklist can summon Toadally way more consistently that the previous one, which relied on pretty much exactly Swap and a good hand. Of course I've previously neverleaned hard into the Level 4 extenders but now I feel quite confident in cutting the Swaps without lowering this decks ceiling.
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