Introduction:

My name is

. I bring you a updated version of the Marincess Guide. This Guide has up to date combos that can help during this current format from when it was published and updated card ratios.

Marincess is a Water Attribute Cyberse Link Archetype from the Essence of Flora and Ocean Pack with majority of their cards in that pack alongside Trickstar. However some Marincess URs and SRs are not available in that pack and needs to be hard crafted.

Marincess main focus is relying on combos to build your links into an unaffected boss monster with a high attack stat. 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 having high attack beat sticks and beating over the opponent's monsters by battle and dealing high chunks of damage to their life points. 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 let's get down to the core cards.

Core Cards:

Main Deck:

Marincess Blue Tang
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 Loading... , Loading... or Loading... . 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
Marincess Sea Horse

Sea Horse is one of our best extenders and starters. She can inherit Special Summon herself to a zone a Marincess Link monster points to. Cause of this, she can synergise well with Loading... effect by using Sea horse as a starter. Sea Horse as an 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 point to. But that effect can't be used the same turn she is sent to the GY.

Marincess Pascalus
Marincess Pascalus

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, it's the risk we got to take as her being a combo starter and she 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.

Marincess Mandarin
Marincess Mandarin

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 Summon 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 Springirl
Marincess Springirl

Springirl is another one of our extenders and can act as a starter. She can banish 1 Marincess monster from our GY to Special Summon herself from our hand. When she is used for a link summon of a WATER monster, she can mill cards from the top of our deck to the GY equal to the number of Marincess monsters we control and inflict burn damage. While this effect doesn't seem useful. it's good for chain blocking Loading... effect from Loading... .

Marincess Sleepy Maiden
Marincess Sleepy Maiden

Sleepy is another one of our extenders. She can Special Summon herself from our hand by targeting 1 Marincess card we control, and that card cannot be destroyed by your opponent's card effects while Sleepy Maiden is on the field. This effect is mostly irrelevant as we mostly use Sleepy Maiden as Link material immediately after summoning her. She has a second effect where she can banish herself from the GY and Equip 1 Marincess Link Monster from our GY to one of our Marincess Link Monster on our field. These synergies well with Loading... without the need of Loading... .

Marincess Battle Ocean
Marincess Battle Ocean

Ocean is our main field spell that can make Marincess win games. It grants the unaffected status on any of our link monsters 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 + an 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 + 200 via ocean. We use Loading... effect to summon Loading... but then opponent plays Loading... tributing Loading... but not Loading... because she is unaffected by Loading... effect. Since we equipped 2 Marincess Link Monsters to Loading... midcombo as Nibiru interrupted our combo and potentially ended our turn. Coral will be 3400 ATK making her able to attack over Loading... or safe from Loading... attacking over Loading... .

Marincess Wave
Marincess Wave

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 a lot on Wave, and we usually search it via Loading... effect.

Marincess Dive
Marincess Dive

Marincess Dive is one of our best cards for multiple reasons. First, we can choose 1 of the 2 effects. Special Summon 1 non-Link Marincess monster from our GY OR Special Summon 1 Marincess Monster from our deck if Loading... is in play. This allows our strong extension plays based on what situation we're in and what combo board we are going for. Do note you can only activate 1 Dive per turn and will be locked into WATER monsters for the rest of this turn after resolution.

Extra Deck:

Marincess Blue Slug
Marincess Blue Slug

Blue Slug is one of our best Link starters. She can recycle any of our Marincess monsters in our GY back to our hand/Extra deck. Her link arrow pointing downwards provides extension play with Loading... Special Summon from the hand effect. Do note if you activate Blue Slug effect, you will be locked in WATER Monsters for the rest of this turn. So do note when you summon her and you going for Loading... play, don't use her effect.

Marincess Sea Angel
Marincess Sea Angel

Sea Angel is our Marincess Spell searcher. She can add either Loading... or 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
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 into WATER Monsters for the rest of this turn.

Marincess Crystal Heart
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
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 our hand. 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 Coral Triangle
Marincess Coral Triangle

Coral Triangle is our Marincess Trap searcher. She can send 1 WATER from our hand to the GY to add 1 Marincess Trap from your deck to our hand. Usually we add Loading... from our deck to our hand. She also has a GY effect where we can banish her from our GY to Special Summon Marincess Link Monsters from our GY who's total link rating = 3. Do note it has a HARD WATER summon restriction to use her effects. So, if you summon a non-WATER monster before you summon this card, you cannot activate this card's effects.

Other Core Cards:

Main Deck:

Additional mentions:

Extra deck:

Additional mentions:

Other Core Cards:

Mandatory Tech Cards:

Optional Tech Cards:

Additional Tech Cards:

Other Tech Cards:

Overview:

What board to aim for?

Seeing your Wincon?

Choosing being Argonaut or Bubble Reef

Engines

Adventure

Mathmech

Combos