Combo guide
Marincess is a midrange deck that can accrue tons of advantage off of one card, which even in worst case scenarios like drawing Pascalus and nothing else will still net you an interruption in Wave and a ridiculous amount of followup after getting its board broken.
A big issue the deck has is that, just like its fellow animal-based Cyberse-type control deck with huge amounts of recursion coming from the main cast in the VRAINS anime, Salamangreat, it dies really hard to Nibiru.
To alleviate this weakness, where others see fit to play Crossout, which does go well into the deck, since it can fit a whole bunch of handtraps, I preferred to go with the option that probably won't cost me well over a hundred dollars and use a lot of WATER level 4 extenders to go into Bahamut Shark (who doesn't just represent an omninegate, but is also a free water body) by the 4th summon, with the added bonus of being decent at playing through interruptions other than handtraps when going second and helping you end on some of the strongest disruptive rank 4s in the game, like Kragen, Abyss Dweller or Toadally Awesome.
Access to Stealth Kragen, particularly, can put this deck over the top, since it's sort of a boneless Destroyer Phoenix Enforcer, having a quick, non-targetting pop every turn and being able to float into itself while getting your resources back through Kragen Spawn, which you can attach Toad to from the GY.
Foolish Burial Goods lets you send Ice Barrier to grab either one of your best extenders, Abyss Shark, or Gameciel to break boards (you can bounce Gameciel with Argonaut btw, it's really funny when it happens). Additionally, you can sometimes also send Fury of Kairyu-Shin to dodge stuff like DPE, or a Marincess backrow to add back with Rock/Anemone, which usually only comes up after you eat an Ash on Sea Angel.
Some rationalizations for changes I've made over other marincess builds and the previous versions of this deck:
Mandarin isn't here because I've tried to lab plenty of combos using her, but I've only found that she helps you with making Argonaut unaffected through the field in some pretty specific hands and she isn't a very good card to draw. The setup she requires means she's pretty bad for extending after your combo gets interrupted too.
Sleepy Maiden being level 5 and therefore not normal summonable or able to go into the link-1s or the Xyzs makes her kind of bad and testing the deck in real games has led me to believe the combos where you send her with Tang and use her effect to equip Anemone to Argonaut without needing the field aren't optimal most of the time, so I dropped her.
I run 3 Pascalus because she helps a lot with making rank 4s while doing the Marincess stuff and a lot of people just shotgun imperm/veiler on her, which rarely does much of anything. She also gets you back Wave, Dive or Ocean, if it got destroyed, back to your hand turn 3 to go for the kill which is pretty good.
I don't run Accesscode because almost every one of your really good cards locks you into water monsters and Argonaut ends up accomplishing pretty much the exact same thing while being easier to make, but I don't think it's necessarily wrong to run it if you can find space in your extra for it and Transcode.