My name is
Marincess is a WATER Attribute Cyberse Link Archetype from the Essence and Flora Ocean Pack. There are currently no URs for Marincess making it one of the cheapest decks to pick up and play.
Marincess' main focus is relying on combos to build your links into an unaffected boss monster with a high ATK. Marincess also packs a very high recovery rate returning resources it has used back to your hand ready for its next turn plays.
Our main win condition is mainly having high ATK beat sticks and beating over the opponent's monsters by battle and dealing high chunks of damage to their LP. Marincess is mainly a go first deck getting the boss monster out with far less interruptions to deal with. But can perform decently going second but at more risk of disruption depending on the opponent's board and hand.
Right lets get down to the core cards.
Marincess Blue Tang
Blue tang is one of our best Starters. If Normal or Special Summoned, She can send 1 Marincess monster from our deck to the GY. Usually our main target to send to the GY via her effect is either Loading... for 1 card combo or Loading... for 2 card combo. When she is used as a Link Material for a WATER Monster. She may add 1 Marincess card from the top 3 cards from your deck.
Marincess Sea Horse
Sea Horse is our best extender and starter. She can inherit Special Summon herself to a zone a Marincess Link monster points oo. Cause of this, she can synergise well with Loading... effect by using Sea horse as a starter. Sea Horse as a extender provides most of our main Marincess plays by her Special Summon effect making her mandatory for every Marincess Deck. She also has a GY effect where she can banish herself to Special Summon any WATER monster from your hand to a zone a Marincess Link monster points to. But that effect can't be used the same turn she is sent to the GY.
Probably one of our more annoying starters but she can be one of our best starters based on our hand. If Normal or Special Summoned, She can Special Summon any Marincess monster from our hand in defense position except for another Pascalus. Her Effect to Special Summon 1 Marincess from our hand provides most of the 2 card and potential 3 card combos making her a Very good card overall in the deck. While she can brick in our hand if we have no Marincess or extender, its the risk we got to take as her being a combo starter is that important for Marincess. She also has a strong GY effect by banishing herself to return one of our Marincess Spell or Traps from our GY to our hand. But that effect can’t be used the same turn she is sent to the GY.
Mandarin is another one of our extenders. If in our hand or GY while we have 2 or more Marincess monsters on our field. She can target 1 WATER link we control and special herself to a zone that Link monster points to. But she will be banished when she leaves the field. Her effect allows out to extend our combos to achieve our 2 card combo board. Her being banished allows us to perform our turn 3 combo with Loading... for our potential win condition.
Marincess Battle Ocean
Ocean is our main field Spell. This card makes Marincess win games. It grants the unaffected status on any of our link monsters in the extra monster zone that used Loading... as a Link Material and it gives any Marincess Link monster we summon the option to equip up to 3 Marincess link monsters from our GY to give it 600 ATK per Marincess card equipped + a additional 200 ATK on all our Marincess monsters.
Ocean is not a once per turn effect on Equipping monsters so you can perform later turn combo plays by equipping Loading... to you Link Summoned Blue Slug and Link her off sending Loading... to the GY triggering her effect to return a Marincess card from our GY to our hand/Extra Deck for extra plays.
Ocean also not being a once per turn makes it a safety net when summoning Loading... when using Loading... as a Link Material mid combo by equipping Loading... and Loading... to her giving her 1200+ ATK with an additional 200 via bATTLE oCEAN. We use Loading... effect to summon Loading... but then opponent plays Loading... tributing Loading... but not Loading... cause she is unaffected by Loading... effect. Since we equipped 2 Marincess Link Mosters to Loading... midcombo as Nibiru interrupted our combo and potentally ended our turn. Coral will be 3400 ATK making her able to attack over Loading... or safe from Loading... attacking over Loading... .
Wave is our best Marincess Trap card. It provides 3 roles in order depending on your Marincess link you have in play.
Link-1+: Target negates 1 of your opponent's monsters.
Link-2+: Gives all your current monsters on the field unaffected by your opponent's card effects. Both these effects last until the end of the turn.
Link-3+: You can play this card from your hand.
Marincess relies alot on Wave for alot of the time but the issue is, we need wave in our starting hand or hard draw it during our draw phase or Loading... Standby Phase effect.
Marincess Blue Slug
Blue Slug is one of our best Link starters. She can recycle any of our Marincess monsters from our GY back to our hand/Extra Deck. Her link arrow pointing downwards provides extension play with Loading... 's effect to Special Summon. Do note if you activate Blue Slug effect, You will be locked in WATER Monsters for the rest of this turn. So keep in mind when you summon her and you going for Loading... play, don't use her effect.
Marincess Sea Angel
Sea Angel is our Marincess Spell searcher. Currently there is only 1 Spell available for us right now which is Loading... . She can guarantee our main optimal plays by searching our field Spell. Do note that Sea Angel points to the Left so be careful on making your plays like with Loading... inherit Special Summon effect.
Marincess Coral Anemone
Coral Anemone is one of our best Link-2 monsters. She can Special Summon any WATER monster with 1500 or less ATK back on your field to a zone she points to, making us extend our plays into our boss monster. She also has a floating effect if sent from the field to the GY. You can return 1 of your Marincess cards back to your hand/Extra Deck. Do note that if you activate her first effect, you will be locked in WATER Monsters for the rest of this turn.
Marincess Crystal Heart
Crystal heart is our main piece in our combo. She will provide any link monster that we summon using her as Link Material to be unaffected by your opponent's card effects while Loading... is in play (on our side). She also has an additional effect of protecting herself from battle by discarding 1 Marincess card but this effect is irrelevant most of the time as she is used for as a Link Summon immediately after she is summoned in nearly all cases.
Marincess Marbled Rock
Marbled rock is one of our Semi-boss monsters. She provides all the resource recovery the deck needs. One during your turn, you can return 1 Marincess card from your GY back to your hand/Extra Deck providing resources for your plays or disrupting your opponent as she can return Loading... from our GY back to out hand also. She also has a battle protection effect to any of our monsters to prevent both battling monsters from being destroyed by battle and reduce battle damage to 0 by discarding 1 Marincess monster. This effect is hand to keep Marbled rock alive from being destroyed by battle.
Marincess Wonder Heart
Wonder Heart, One of our worst boss monsters that has an animation. All she does is provide battle protection and Special Summons an Equipped Link Monsters to attack with. She also has a floating effect to Special Summon 1 Link-3 or lower Marincess monster from our GY. I would not recommend running her at all as there are better options that exist.
Marincess Great Bubble Reef
Ah yes the biggest of all bubbles. Great bubble reef is our true main boss monster. What makes her good is in several ways:
- Every Standby Phase you can banish 1 WATER from your field or GY, Draw 1 card (Do not that she can banish herself which you never ever do)
- Each time a monster from either player is banished. She will gain 600 ATK for each one (do note this is a mandatory effect).
- You can send 1 WATER from your hand to the GY, Special Summon 1 of your banished Marincess monsters, which can provide extra plays for potentially lethal damage.
She as our boss monster provides the deck with the strength it needs for draw power into our hand Traps and next turn play, a overall high attack stat for a lot of monsters to cannot destroy her in battle and can combo into our win condition by Special Summoning one of our banished Marincess Monsters.