Fun fact, Marincess was the first decklist I've ever uploaded and as you can probably imagine, it was bad. Very. Bad. My spicy techs consisted of Lappis Dragon and a singular Effect Veiler. Also my backrow removal was Mystical Space Typhoon. But let's be real, who could blame me? After all, they had just received some new shiny print. Obviously this was not an ideal deck and heavily restricted by my finances and the cards I had available. Although building a proper deck from the start instead of buying 20 more cards after realising this deck was bad would've probably saved me a nickel back.
Someday I'll take the old deck and burn it to the ground, but until I can afford to literally burn my money, I'll just use this afternoon to build a better deck.
The starter gotta be somebody and in this case it is Marincess Blue Tang. She's a rockstar. She's the lovechild of Salamangreat Foxy and Gazelle. Wherever she goes Marincess Sea Horse won't be far away. Tang sends Horse and that's enough to climb all the way into your link-4. Altough is it yet lacking it's protection.
"What protection?"
you might ask. If everyone cared and in case nobody knows what the Marincess archetype actually does let me give you a quick explanation of what the deck intends to do. It intends to build a tower, like a really tall one, just shy of God having to intervene. Your field spell makes any link monster in your EMZ that used Marincess Crystal Heart as material unaffected by your opponents card effects. Oh and your Marincess link monster in the EMZ will receive an ATK boost of up to 2000.
So, you have an unaffected 5200 ATK beatstick on the board, you're feelin' way too damn good about yourself, as if you're flying like a satellite a million miles an hour. But then it hit's you. This isn't too bad but you've ended on a board that has no interaction. All your opponent has to do is remove one measly field spell. They've figured you out! You think there's no savin' me now and with shakin' hand your're going through your remaining cards until you stumble upon one very interesting trap card in your hand. Marincess Wave.
Marincess Wave.
The heart and soul of your deck (well besides the other good cards). If you control a link-3 or higher Marincess monster it serves as a handtrap that is both Infinite Impermanence and Miscellaneosaurus combined. Pair that with handtraps, TT (searched off of Fury to protect your monsters) and Dinomiscus and you're having yourself a genuinely decent board. How do we get to Wave? We go diggin like Animals. Marincess Heatsoul Great Bubble Reef draws you a card every Standby Phase and Tang excavated 3 cards and if they're still buried too deep in your deck Phantazmey can help you get 'em up.
"Where there's water a flood will soon follow." - Me.
Looking at a photograph of Marincesses one might think they'd be fishes. After all that's what they're named after (besides Great Bubble Reef. What is she, like, their home?) but in actuality they are all cyberse. Meaning you can access Accesscode under Rivalry. Rivalry, while disabling your frog engine, still allows you to use any of your link monsters and while Gozen Match might permit the usage of your Code Talkers, you still have Toadally Awesome and the Marincess Towers going for you. Fact ist, if you can play through your floodgates better than your opponent it will usually work out in the end.
"So many two-of's. Do you wanna see them, like, sometimes but not all the time?"
Oh how you remind me of my younger self, always eager to ask questions. I'm trying not to love you but you're really make writing these so much easier for me. You'll be drawing a lot of cards during your opponent's turn, making cards that activate in hand very powerful. That's why Trap Trick is only on one copy, as it only has 2 targets, one of which can activate in hand. I rather see more handtraps (including traps in hand) than drawing into a trap trick during my opponents turn. Drawing extender's is fine too, since they're helping you play through interaction during your turn. I found Silent Angler - Marincess Mandarin to be better at 2-1 than at 1-2 since one is millable and the other has an easier summoning condition anyways. But you only wanna see it sometimes yknow. Dinomiscus technically is at 3 with trap trick, I just want the 3rd Dinomiscus to be more flexible and turn into Wave on command. TT is not a Trap Trick target since it's most wanted from Fury of Kairyu-Shin. There again I found 2-1 to be the optimal ratios as the extra Furies don't do much in hand and there aren't to many cards that discard.
Diversity
Didn't know where to put this but on a more serious note, Marincesses are actually very adaptable. If you already have access to wave you can end on Marincess Marbled Rock to recycle your cards during your turns. Also the recursion from Marincess Coral Anemone and Marbled Rock means that one singular Marincess starter can be added back twice allowing for two discards for full Swap engine at no additional costs for discard.
Anypoop that's it for the decklist.
Never again but I made like 21 Nickelback references in here.