WATER
5Marincess Crown Tail
Archetype:
Marincess
ATK:
600
DEF:
2300
View:
3678
During damage calculation, if a monster battles another monster (Quick Effect): You can send 1 other "Marincess" monster from your hand to the GY; Special Summon this card from your hand, and if you do, the damage you take from that battle is halved. At the start of the Damage Step, if an opponent's monster attacks: You can banish this card from your GY; this turn, you take no battle damage that is less than or equal to the total Link Rating of the "Marincess" Link Monsters in your GY x 1000. You can only use each effect of "Marincess Crown Tail" once per turn.
Marincess Crown Tail — Power Evaluation
Final Score: 53 ± 5 · Confidence: Medium
- Intrinsic: 52 · Deck: 54 · Meta: provisional
- Primary role: Hand trap · Secondary: Utility, Battle damage control
Why it scores here
Marincess Crown Tail is a specialized defensive tool that shines within its archetype but lacks the standalone power or flexibility to score higher. The card provides situational battle damage mitigation through two conditional effects — one as a Quick Effect hand trap requiring another Marincess discard, and another from the graveyard with a scaling damage threshold based on Marincess Link Monsters. While it is a consistent inclusion in pure Marincess decks (47 decks, 74.5% pure Marincess), the card contributes no independent combo lines, generates no card advantage, and remains brittle against effect negation or hand denial. Its value is entirely defensive and archetype-specific, limiting its contextual power.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Searchable and playable within Marincess engines, but the first effect requires another Marincess in hand, limiting live activation rate; observed in 47 decks with 1.62 average copies. (observed) |
| Combo & Conversion | 35 | Text provides no independent combo generation or board extension; damage mitigation is defensive, not generative; zero combos recorded. (verified) |
| Resource Economy | 48 | First effect discards another Marincess to summon this card (net −1 hand, +1 board); second effect banishes from GY with no card draw; both are roughly even or slightly negative. (inferred) |
| Effect & Interaction | 52 | Halves battle damage and sets a threshold immunity based on Marincess Link Rating in GY; soft negation useful against burn and aggressive decks but situational against combo strategies. (verified) |
| Material Utility | 40 | Level 5 Cyberse with 600 ATK; functional as material but not particularly clean or generically supported; vulnerable if effect is negated. (inferred) |
| Resilience & Flexibility | 38 | Both effects are highly conditional: first locked without another Marincess in hand, second requires GY setup and opponent attack; Quick Effect timing provides minor flexibility but does not overcome brittleness. (inferred) |
| Deck-Building Efficiency | 58 | Runs efficiently in Marincess (47 decks, average 1.62 copies per deck with no documented garnet risk); requires hand and GY management but is not a dead brick in the archetype. (observed) |
Calculation
Weight profile: Primary role: Hand trap. Intrinsic ≈ 52, Deck ≈ 54, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Consistent inclusion in Marincess decks (47 decks, 1.62 average copies)
- Quick Effect activation provides reactive timing flexibility
- Damage mitigation scales with Marincess Link Monsters in GY
- All-in-one defensive package: hand trap plus GY utility
Weaknesses
- First effect requires another Marincess in hand — creates conditional activation and hand bottleneck
- Generates no card advantage and contributes no independent combo lines
- Low ATK (600) and no substantial body value if effect is negated
- Entirely defensive; damage mitigation is situational against combo-heavy metagames
- Brittle to hand denial, effect negation, or GY disruption
Counters / choke points
- Hand disruption (Decatron, Skull Meister) prevents hand effect activation
- Effect negation (Infinite Impermanence, Skill Drain) blanks both effects
- GY disruption (D.D. Crow, Droll & Lock Bird) prevents second effect activation
- Combo decks that bypass battle damage (Synchro, XYZ, Fusion strategies)
Best use
Defensive hand trap and battle damage mitigation. Decks: Marincess.
Evidence & gaps
- Verified: Card text and both effects present: Quick Effect hand discard for Special Summon plus damage halving; GY banish for damage threshold based on Link Rating; Archetype is Marincess (Level 5, Cyberse, WATER, 600 ATK, 2300 DEF); Appears in 47 decks; zero side deck runs; main deck only; Top partners are all Marincess cards with 95–100% co-deck frequency
- Observed: 47 decks running it; 74.5% are pure Marincess or Marincess-variants (35/47); Average 1.62 copies per deck; distribution: 1 copy (26 decks, 55%), 2 copies (13 decks, 28%), 3 copies (8 decks, 17%); Distinct archetypes: 12 (Marincess dominant; Mathmech, Harpie, Trickstar, others as minor tech); Recency: earliest 2022-10-23, latest 2026-09-13 (consistent inclusion over 4 years)
- Inferred: First effect activation requires another Marincess in hand — creates conditional access and hand resource cost; Quick Effect timing provides flexibility for reactive activation during damage calculation; Damage mitigation is soft negation, not hard removal or board disruption; No independent combo lines or board-building capability (inferred from zero combos in evidence); Level 5 Cyberse body is functional material but not generically supported outside Marincess
- Data gaps: No combos supplied — combo conversion axis is entirely text-inference; no observed role data (starter/material/payoff distribution) No banlist token — assumed unlimited (3 copies per format, default TCG/OCG/MasterDuel) No usage statistics (StatisticsCard) — archetype inclusion percentage and typical copies inferred from 47-deck sample only Limited guide coverage (1 guide, Vietnamese Duel Links format) — no TCG/OCG tournament analysis or performance data No ruled clarifications on timing edge cases or SEGOC interactions — effects appear clear but edge-case interactions unverified






