Marincess
Deck Primer
Utilize the consistent Marincess link climbing engine with additional WATER extenders to unlock Synchro and XYZ summoning for your Marincess strategy!
Pros:
Cons:
Synergies to keep in mind:
KEEP IN MIND:
This version of the deck focuses on the combos of the deck. In order to make it more competitive and replacing some of the cards with hand traps and the like, replace copies of extenders that are heavily reliant on having another resource to extend off of, such as Pascalus, Aqua Spirit, etc. Good things to sub in are Called by the Grave, Infinite Impermanence, and your favorite hand traps.
Pros:
- Still has normal access to the consistent Marincess link climbing engine, able to end on Great Bubble Reef or Wonder Heart with 3 equips in one turn with most hands.
- The deck only locks into WATER, thus you have access to many great WATER extenders such as Aqua Spirit, Crusadia Arboria, Fishborg Launcher, Crystron Halqifibrax, and more!
- Capability to generate tons of card advantage due to the self recycling nature of Marincess and the draw power of Great Bubble Reef. As long as you don't get OTK'd, you can still rebuild a broken board!
- Decent protection with the ability to easily make a towers-like boss monster, and good disruption with Marincess Wave, basically an archetype impermanence.
- Strong recent WATER synchro releases that can easily be gone into, such as Adamancipator Risen - Dragite and Deep Sea Princess Prima Donna.
- Many possible combo paths to get into Trishula, Dragon of the Ice Barrier.
- Turns out some of the best XYZs are WATER too, such as Abyss Dweller. The Bahamut Shark + Toad package is a good option too.
Cons:
- Fragile deck, can play around a couple disruptions with the right hand but still easily stopped.
- Relies heavily on managing your Link arrows, place things in the wrong zones and your combos can be cut short.
- Gets absolutely dumpstered by Nibiru, as the standard Marincess link climb puts you way above the Nibiru threshold.
- Relies heavily on the field spell. It's easily searched with Sea Angel and also easily retrieved when destroyed, but it'll be under fire quite a bit and hard to get back when banished (but not impossible due to Deep Sea Princess Prima Donna).
- Has a hard time against an established unbreakable board going second, as the true extensions of the Marincess board going into Synchros and such are usually only doable on your second turn unless your hand is just that good.
Synergies to keep in mind:
- Great Bubble Reef gets really big when you banish a lot of things. Many monsters in this deck banish as part of a cost, effect, or condition. Aqua Spirit and Scrypton banish a target to summon themselves, Mandarin and Sea Archiver banish themselves upon leaving the field after their extension, etc. Also, banishing your opponent's cards counts too, hence Trishula immediately buffs Great Bubble Reef by up to 1800 ATK.
- If you use backrow removal in your deck, use Cosmic Cyclone. Not because banishing spells and traps makes them harder to get back, but because it gives you higher chances of Deep Sea Princess Prima Donna's ability to summon from the deck to be live.
- Deep Sea Princess Prima Donna can get back something you banished with Pot of Desires upon leaving the field, at least according to how EDOPRO rules it.
KEEP IN MIND:
This version of the deck focuses on the combos of the deck. In order to make it more competitive and replacing some of the cards with hand traps and the like, replace copies of extenders that are heavily reliant on having another resource to extend off of, such as Pascalus, Aqua Spirit, etc. Good things to sub in are Called by the Grave, Infinite Impermanence, and your favorite hand traps.
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