Trap
NormalMarincess Current
Archetype:
Marincess
View:
3463
When a "Marincess" Link Monster you control destroys an opponent's monster by battle: Inflict damage to your opponent equal to the Link Rating of that monster you control x 400, then, if you destroyed an opponent's Link Monster by that battle while you controlled a Link-2 or higher "Marincess" monster, inflict damage to your opponent equal to that destroyed monster's Link Rating x 500. You can only activate 1 "Marincess Current" per turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
Marincess Current — Power Evaluation
Final Score: 41 ± 5 · Confidence: Medium
- Intrinsic: 36 · Deck: 47 · Meta: provisional
- Primary role: Utility
Why it scores here
Marincess Current is a narrow, archetype-locked damage payoff that activates when Marincess Link Monsters destroy opponents' monsters by battle. While it achieves 100% inclusion in Marincess decks and the hand-activation clause provides turn-2+ availability, the card generates no card advantage, does not extend combos, and offers zero opponent interaction—it purely converts Marincess battle outcomes into lifepoint damage. The absence of combo data prevents validation of how often Marincess boards actually execute the triggering condition, limiting confidence in the damage output's practical impact.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Hand activation requires Link-3+ Marincess in control, and the card appears in 100% of Marincess decks in the sample (verified). |
| Combo & Conversion | 25 | The card generates damage only, not board extension or combo lines; 0 recorded combos include this card (observed). |
| Resource Economy | 45 | Costs one trap slot and returns damage toward win condition with no net card advantage or refuel (inferred). |
| Effect & Interaction | 5 | Card text contains no negation, removal, disruption, or opponent interaction—purely self-directed damage (verified). |
| Material Utility | 0 | Trap cards cannot be used as Fusion, Synchro, Xyz, or Link material; zero utility when negated (verified). |
| Resilience & Flexibility | 35 | Multi-turn activation is possible, but heavily dependent on Marincess monster survival; no recovery if negated or destroyed (inferred). |
| Deck-Building Efficiency | 50 | Pure Marincess lock with zero splashability; 1–2 copies is the norm, mitigating garnet risk via hand activation (observed). |
Calculation
Weight profile: Primary role: Utility (default table). Intrinsic ≈ 36, Deck ≈ 47, Meta = provisional. Modifiers: Archetype specificity penalty (-2); Hand activation flexibility bonus (1). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- 100% inclusion rate in Marincess decks demonstrates high synergy within the archetype.
- Hand activation clause makes the card live turn 2+ when Link-3+ Marincess is in control, avoiding early-game garnet risk.
- Damage formula rewards high Link Rating boards: Link-3 destroying a Link-2 generates 2200 damage in one activation.
- Once-per-turn clause scales across multiple turns, enabling repeated value.
Weaknesses
- Zero opponent interaction; does not negate, remove, or disrupt opponent plays.
- No card advantage generation; purely converts existing Marincess battle outcomes into lifepoint damage.
- Completely archetype-locked; provides no value outside Marincess decks.
- Requires successful Marincess Link monster battle destruction to activate; dependent on winning the battle.
- Trap card cannot serve as material for any summon; zero utility when negated or during opponent turns.
- No combo presence in recorded boards; practical damage output and frequency unknown.
Counters / choke points
- Trap negation (Solemn Strike, Infinite Impermanence on field) prevents activation.
- Marincess board wipes remove the required Link Monsters, leaving the card stranded.
- Cards that prevent damage (Mirror Force Dragon, effect-based damage negation) reduce the card's win condition contribution.
Best use
Battle-triggered damage payoff. Decks: Marincess. Suggested copies: 2.
Evidence & gaps
- Verified: Card is locked to Marincess Link Monsters (text: 'When a Marincess Link Monster you control destroys'); Once-per-turn clause limits activation to 1 per turn (text); Hand activation requires Link-3+ Marincess in control (text: 'If you control a Link-3 or higher Marincess monster, you can activate this card from your hand'); 100% inclusion in 35-deck Marincess sample (deck evidence); Damage formula: Link Rating × 400 + conditionally Link Rating × 500 (text); Trap card type prevents use as material (card type); No negation, removal, or disruption effects in card text (text)
- Observed: All 35 recorded Marincess decks run this card; 77.1% of sample is Marincess-dominant (deck evidence); Top partners are exclusively Marincess Link creatures (deck evidence); Avg 1.49 copies per deck with distribution 1:54%, 2:43%, 3:3% (deck evidence); Card appears in multiple Marincess variants and occasional splashes (Shark, Harpie, D.D.) (deck evidence)
- Inferred: Damage output is intended as a win condition accelerator (standard Yu-Gi-Oh logic); Hand activation becomes live turn 2+ once Marincess engine is assembled (timing inference from hand activation condition); No card advantage generation; pure damage conversion (card text structure: no searches, draws, mills, or special summons); Card value is entirely dependent on Marincess Links destroying by battle (text structure)
- Data gaps: No combos supplied — combo conversion is text-only inference; actual frequency of triggering condition unknown. No guides supplied — no human context on deck strategy or role confirmation. No banlist token — assumed unlimited (3 copies per deck legal); no format-specific restrictions evident. No usage statistics (StatisticsCard) — archetype inclusion % inferred from 35-deck sample only; no cross-format historical consistency data. No recorded combo boards — cannot validate damage output or confirm battle-destruction frequency in realistic lines.






