Marincess | Duels from the Deep
Deck Primer
We're a little over three months away from the new Marincess support in Legendary Duelist: Duels from the Deep. While that's still far away the new cards have been announced for quite a while now, giving us plenty of time to deckbuild, test ratios and optimize the new era of Marincess decks.
Marincess
Marincesses are a link climbing deck that aims to create an unaffected boss monster. Like every link archetype it has a Link-1 that searches the Field Spell. The Field Spell - Marincess Battle Ocean - gives the boss monster a huge ATK boost (up to 2000) and makes it unaffected if summoned with Marincess Crystal Heart. Since Marincess end in a high ATK monster that's equiped with even more monsters players can be caught off guard and don't realise all they have to do is out the field spell to remove the monsters protection and ATK buff. Marincess Wave is another means to protect your monsters. It both negates an opponent's monster and makes all your monster unaffected by your opponent's card effects. If you control a Link-3 or higher Marincess it turns into a handtrap. Keep in mind Wave has to actually negate the targeted monster in order for your monster to become unaffected. They have high recursion from the GY and a very good grind game. They are weak to backrow removal and (used to) lack almost any non-generic interaction besides the (used to be) unsearchable Wave. Anemone triggers if it leaves the field so always equip it with Battle Ocean. If your monster gets removed during your opponent's turn Anemone will trigger for extra recursion.
New Support
I'll quickly go over some of the new, relevant cards.
Marincess Sleepy Maiden: Specials Summons herself by protecting a Marincess card. Equips a Marincess Link monster from your GY to a Marincess Link monster you control. --> Extender, niche protection and helps with OTK'ing.
Marincess Springirl: Banishes a "Marincess" monster from GY; Special Summons itself. Mills cards equal to the number of "Marincess" monsters if it's linked off for a WATER Link monster and has a little burn effect. --> Extender and may fill up GY with ressources.
Marincess Dive: Special Summons non-Link "Marincess" monster from GY or if you control Battle Ocean Special Summons one "Marincess" monster from deck. --> Extender.
Marincess Coral Triangle: Link-3 that discards a WATER; searches a "Marincess" Trap Wave. Very strong extender past your first turn. --> Archetypal Trap Searcher and Extender past first turn.
Marincess Aqua Argonaut: Link-4 that targets a WATER you control and a card your opponent controls; returns them to hand (Ignition Effect). Summons a Marincess monster equipped to it; Negates Spell/Trap avtication and destroy. --> Spell/Trap negate and card removal.
Old Combos
These are the combo lines you can do in current Marincess decks. These lines are still good to know so I'll go over these first.
1-card combo: Marincess Blue Tang OR Marincess Sea Horse OR Cynet Mining + Card to send (to add Blue Tang)
2-card combo: Marincess Blue Tang/Sea Horse + Marincess Mandarin/Pascalus/Cynet Mining/WATER extender OR 2 out of Marincess Mandarin/Pascalus/Cynet Mining
New Combos
1-card combo: Marincess Blue Tang OR Marincess Sea Horse OR Cynet Mining + Card to send (to add Blue Tang) OR Marincess Mandarin + Springirl
2-card combo: Marincess Blue Tang/Sea Horse + Marincess Mandarin/Pascalus/Springirl/Dive/Battle Ocean/Cynet Mining/WATER extender OR 2 out of Marincess Mandarin/Springirl/Pascalus/Dive/Battle Ocean/Cynet Mining (+ card to send unless paired with Mandarin) (Springirl + Mandarin or Battle Ocean + Dive does not work)
Additional Cards
Marincess Basilalima offers protection before Wave is used. Good if you have enough in hand already and don't need Tang's mill.
You have many extenders so there's a r4nk engine in here. With one more extender you may be able to use two level 4s to go into Bahamut Shark, summon Toadally Awesome and then use Shark as the extender for the Link-4 while also searching Wave.
Marincess Crystal Heart is not as important anymore but should not be disregarded since it makes your monster unaffected during your turn, too. Marincess Marbled Rock gives extra recursion which is good to have past turn 1 to play through more interaction. Marincess Wonder Heart is a terrible card turn 1 but enables an OTK without having to use Accesscode, which would disable a lot of effect that would otherwise lock you into WATER.
The Side deck is additional handtraps and Crossout targets. Since Battle Ocean is no longer a brick (you can then search Dive instead with Angel) I recommend playing 2. Before I played 1 Battle Ocean - 3 Dive but there's virtually no reason to play that over 2 -2 since opening one of them means searching the other. You could always play 2 Battle Ocean - 3 Dive.
There's plenty of Level 4 extenders. Tenyi Spirit -Shthana, Silent Angler and Abyss Shark (with 1 Silent Angler). Depending on how many you play making r4nks becomes even easier.
Changes to the decklist
Since I last uploaded this list I added a copy of Sleepy Maiden. Now I don't think she's mandatory to include in every decklist. Her biggest downside is her level but what she does she does pretty well. Ideally you end with Aqua Argonaut in your EMZ so once you're going for the OTK you would have to waste a lot of resources setting up a Marincess Wonder Heart in your EMZ to have her equipped with Mariness Link monsters. Milling Maiden off of Blue Tang allows your Wonder Heart in the MMZ to be equipped with a Marincess Link monster, making it easier to OTK through monsters. Her extension is also pretty great, considering the protection persists (or should, haven't checked out any rulings yet) even if she leaves the field. Since she can protect any Marincess card she can permanently protect your Field Spell from destruction, which is absolutely insane. Outing the Field Spell is how you out this deck, once the Field Spell gains protection you're in a fantastic spot. All you gotta do now is negate non-destructive effects that could out your Field Spell and you're good to go.
I also updated some handtraps but obviously handtraps will adapt to the meta so at the end of the day they can be whatever.
If you're not on Crossout you could get away with running less handtraps and either play more extenders or some backrow removal if you want.
Marincess
Marincesses are a link climbing deck that aims to create an unaffected boss monster. Like every link archetype it has a Link-1 that searches the Field Spell. The Field Spell - Marincess Battle Ocean - gives the boss monster a huge ATK boost (up to 2000) and makes it unaffected if summoned with Marincess Crystal Heart. Since Marincess end in a high ATK monster that's equiped with even more monsters players can be caught off guard and don't realise all they have to do is out the field spell to remove the monsters protection and ATK buff. Marincess Wave is another means to protect your monsters. It both negates an opponent's monster and makes all your monster unaffected by your opponent's card effects. If you control a Link-3 or higher Marincess it turns into a handtrap. Keep in mind Wave has to actually negate the targeted monster in order for your monster to become unaffected. They have high recursion from the GY and a very good grind game. They are weak to backrow removal and (used to) lack almost any non-generic interaction besides the (used to be) unsearchable Wave. Anemone triggers if it leaves the field so always equip it with Battle Ocean. If your monster gets removed during your opponent's turn Anemone will trigger for extra recursion.
New Support
I'll quickly go over some of the new, relevant cards.
Marincess Sleepy Maiden: Specials Summons herself by protecting a Marincess card. Equips a Marincess Link monster from your GY to a Marincess Link monster you control. --> Extender, niche protection and helps with OTK'ing.
Marincess Springirl: Banishes a "Marincess" monster from GY; Special Summons itself. Mills cards equal to the number of "Marincess" monsters if it's linked off for a WATER Link monster and has a little burn effect. --> Extender and may fill up GY with ressources.
Marincess Dive: Special Summons non-Link "Marincess" monster from GY or if you control Battle Ocean Special Summons one "Marincess" monster from deck. --> Extender.
Marincess Coral Triangle: Link-3 that discards a WATER; searches a "Marincess" Trap Wave. Very strong extender past your first turn. --> Archetypal Trap Searcher and Extender past first turn.
Marincess Aqua Argonaut: Link-4 that targets a WATER you control and a card your opponent controls; returns them to hand (Ignition Effect). Summons a Marincess monster equipped to it; Negates Spell/Trap avtication and destroy. --> Spell/Trap negate and card removal.
Old Combos
These are the combo lines you can do in current Marincess decks. These lines are still good to know so I'll go over these first.
1-card combo: Marincess Blue Tang OR Marincess Sea Horse OR Cynet Mining + Card to send (to add Blue Tang)
- NS Blue Tang/Sea Horse. If Blue Tang, effect to mill Sea Horse
- Link Tang/Horse into Blue Slug
- Trigger CL1 Slug to add Sea Horse to hand, CL2 Tang to excavate the top three cards and add an excavated Marincess card
- SS Sea Horse
- Link into Sea Angel, effect to add Battle Ocean // activate Battle Ocean before step 8
- Link Slug and Angel into Splash Mage, effect to SS Tang/Horse
- Link both into Coral Anemone, effect to SS Splash Mage
- Link both into Marincess Great Bubble Reef
- Trigger CL1 Anemone to add back Tang, CL2 Battle Ocean to equip Links in GY // equip 2-3 Links, keep at least 2 WATER + Horse in GY
- 4600 ATK monster that gains more ATK and draws you another card. No interaction but the drawing power allows for good use of handtraps. Access to Wave makes it unaffected
2-card combo: Marincess Blue Tang/Sea Horse + Marincess Mandarin/Pascalus/Cynet Mining/WATER extender OR 2 out of Marincess Mandarin/Pascalus/Cynet Mining
- NS Tang/Horse. If Tang, effect to mill Horse // or Mandarin if Horse is in hand
- Link Tang/Horse into Slug
- Trigger CL1 Slug to add Horse to hand, CL2 Tang to excavate // Order doesn't matter if you milled Mandarin. CL2 Tang baits Ash, CL2 Slug baits Belle
- SS Horse
- Link into Angel, effect to add Battle Ocean // activate Battle Ocean before step 9
- Summon extender
- Link extender and Slug into Crystal Heart
- Link Heart and Angel into Coral Anemone, effect to SS Crystal Heart
- Link both into Marincess Great Bubble Reef
- Unaffected 46oo ATK monster that gains more ATK and draws you cards.
New Combos
1-card combo: Marincess Blue Tang OR Marincess Sea Horse OR Cynet Mining + Card to send (to add Blue Tang) OR Marincess Mandarin + Springirl
- For Mandarin and Springirl: NS Mandarin, link into Slug, DON'T use Slug's effect. Banish Mandaring for Springirl. Link Springirl into Sea Angel and the rest is the same
- For any starter but Blue Tang:
- Same combo up to step 5
- Link Slug and Angel into Coral Anemone, SS any Marincess
- Link both into Marincess Coral Triangle
- Trigger CL1 Anemone to add back Tang/Horse, CL2 Battle Ocean to equip all 3 Marincess Link monsters from GY
- Effect Triangle to discard Tang/Horse and add Wave
- 3500 ATK monster that becomes unaffected after negating a monster effect with Wave
- For Blue Tang:
- NS Blue Tang, effect to mill Sleepy Maiden
- Link Tang into Blue Slug
- CL1 Slug targeting Maiden, CL2 Tang
- SS Maiden
- Link both into Coral Anemone, SS Tang.
- Link Tang into Sea Angel and add Marincess Dive
- Link Anemone and Angel into Coral Triangle and trigger Anemone to add back Tang or Maiden
- Triangle effect, discarding the added Marincess to search Wave
- Use Dive to SS Tang or Maiden
- Link Triangle and the other Marincess for Marincess Aqua Argonaut.
- Banish Maiden in GY to equip Argonaut with Coral Anemone
- 2300 ATK monster with a S/T negate that becomes unaffected after negating a monster effect with Wave
2-card combo: Marincess Blue Tang/Sea Horse + Marincess Mandarin/Pascalus/Springirl/Dive/Battle Ocean/Cynet Mining/WATER extender OR 2 out of Marincess Mandarin/Springirl/Pascalus/Dive/Battle Ocean/Cynet Mining (+ card to send unless paired with Mandarin) (Springirl + Mandarin or Battle Ocean + Dive does not work)
- For opening Battle Ocean/Dive and any of the latter combo pieces // not Tang/Horse/Cynet
- NS starter
- Link into Sea Angel right away, effect to add Battle Ocean/Dive // the one you don't have access to
- Activate Battle Ocean, then Dive afterwards to SS Blue Tang from deck, effect to mill Sea Horse
- Link both into Coral Anemone
- Effect Anemone to SS Tang
- Link off Tang into Slug
- Trigger CL1 Slug targetting Horse, CL2 Tang
- Link Slug and Anemone into Coral Triangle, trigger Anemone to add Marincess monster to hand
- Triangle effect, discard the previously added monster to add Wave
- SS Horse
- Link Triangle and Horse into Marincess Aqua Argonaut
- Trigger Battle Ocean, equipping Triangle, Anemone and another Marincess Link
- 4300 ATK monster with Spell/Trap negate and a monster effect negate after which it becomes unaffected for the turn
- For opening Tang/Horse and any additionally mentioned card
- Same 2-card combo up to step 6 // depending on the extender you might have to summon it earlier. eg Pascalus as your NS to SS Tang/Horse
- Link Slug and Angel into Anemone, effect to SS a Marincess from GY
- Link Anemone and Marincess into Triangle
- Trigger Anemone to add Marincess monster to hand
- Triangle effect, discard previously added monster to add Wave
- Link Triangle and extender into Marincess Aqua Argonaut
- Trigger Battle Ocean, equipping Triangle, Anemone and another Marincess Link
- 4300 ATK monster with Spell/Trap negate and a monster effect negate after which it becomes unaffected for the turn
Additional Cards
Marincess Basilalima offers protection before Wave is used. Good if you have enough in hand already and don't need Tang's mill.
You have many extenders so there's a r4nk engine in here. With one more extender you may be able to use two level 4s to go into Bahamut Shark, summon Toadally Awesome and then use Shark as the extender for the Link-4 while also searching Wave.
Marincess Crystal Heart is not as important anymore but should not be disregarded since it makes your monster unaffected during your turn, too. Marincess Marbled Rock gives extra recursion which is good to have past turn 1 to play through more interaction. Marincess Wonder Heart is a terrible card turn 1 but enables an OTK without having to use Accesscode, which would disable a lot of effect that would otherwise lock you into WATER.
The Side deck is additional handtraps and Crossout targets. Since Battle Ocean is no longer a brick (you can then search Dive instead with Angel) I recommend playing 2. Before I played 1 Battle Ocean - 3 Dive but there's virtually no reason to play that over 2 -2 since opening one of them means searching the other. You could always play 2 Battle Ocean - 3 Dive.
There's plenty of Level 4 extenders. Tenyi Spirit -Shthana, Silent Angler and Abyss Shark (with 1 Silent Angler). Depending on how many you play making r4nks becomes even easier.
Changes to the decklist
Since I last uploaded this list I added a copy of Sleepy Maiden. Now I don't think she's mandatory to include in every decklist. Her biggest downside is her level but what she does she does pretty well. Ideally you end with Aqua Argonaut in your EMZ so once you're going for the OTK you would have to waste a lot of resources setting up a Marincess Wonder Heart in your EMZ to have her equipped with Mariness Link monsters. Milling Maiden off of Blue Tang allows your Wonder Heart in the MMZ to be equipped with a Marincess Link monster, making it easier to OTK through monsters. Her extension is also pretty great, considering the protection persists (or should, haven't checked out any rulings yet) even if she leaves the field. Since she can protect any Marincess card she can permanently protect your Field Spell from destruction, which is absolutely insane. Outing the Field Spell is how you out this deck, once the Field Spell gains protection you're in a fantastic spot. All you gotta do now is negate non-destructive effects that could out your Field Spell and you're good to go.
I also updated some handtraps but obviously handtraps will adapt to the meta so at the end of the day they can be whatever.
If you're not on Crossout you could get away with running less handtraps and either play more extenders or some backrow removal if you want.
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