Trap
NormalMarincess Wave
Archetype:
Marincess
View:
3956
If you control a "Marincess" Link Monster: Target 1 face-up monster your opponent controls; negate that face-up monster's effects until the end of this turn, then, if you control a Link-2 or higher "Marincess" monster, all face-up monsters you currently control are unaffected by your opponent's card effects until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
Marincess Wave — Power Evaluation
Final Score: 70 ± 5 · Confidence: Medium
- Intrinsic: 69 · Deck: 71 · Meta: provisional
- Primary role: Removal/Negation · Secondary: Floodgate/Control, Utility
Why it scores here
Marincess Wave delivers strong interactive disruption through targeted negation and scaling board immunity (Link-2+ or Link-3+), making it nearly universal in Marincess decks (99.75% with core Coral Anemone). Its value is primarily defensive rather than combo-generating—combo evidence is thin (1 recorded example) and shows it in end-hand, not building boards. The trap-type zero material utility and one-turn effect duration limit its ceiling, but clean deckbuilding cost and reliable activation in Marincess (with hand-activate flexibility via Link-3+) anchor consistent inclusion across 60-100% of variants.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 75 | Live in Marincess with reliable Link Monster generation as precondition and flexible hand-activation via Link-3+ condition; verified by 99.75% co-occurrence with Marincess Coral Anemone and 100% inclusion rate in all 400 analyzed decks (Observed) |
| Combo & Conversion | 50 | Appears in only 1 recorded combo at power index 100 showing +5 card advantage and full board, but plays as starter/end-hand rather than as material or payoff piece, indicating situational board-value rather than consistent combo-driving (Observed) |
| Resource Economy | 60 | Provides indirect advantage through targeted negation and board protection without inherent card draw; validated by 60-100% inclusion across all Marincess variants and 1.67 average copies despite lacking searcher or refuel effects (Observed) |
| Effect & Interaction | 80 | Dual interactive effects: negates one opponent monster's effects plus grants scaling board immunity (Link-2+ all your monsters unaffected, Link-3+ hand-activate); verified by card text showing strong flexible disruption (Verified) |
| Material Utility | 0 | Normal Trap card cannot serve as synchro/fusion/link material and provides no level, attribute, or type benefit when effect-negated (Verified) |
| Resilience & Flexibility | 65 | Hand-activation condition with Link-3+ enables reactive play around board state; 60-100% of variants run 2-3 copies providing redundancy, though one-turn effect duration limits cross-turn resilience (Observed) |
| Deck-Building Efficiency | 75 | Minimal slot cost due to universal Marincess Link Monster presence in core; splashable as utility tech across 35 distinct archetypes at 1-7% rates with no reported garnet or locking restrictions (Observed) |
Calculation
Weight profile: 0.7 Removal/Negation + 0.3 Floodgate/Control. Intrinsic ≈ 69, Deck ≈ 71, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Near-universal inclusion in Marincess decks (99.75% with core Coral Anemone)
- Dual strong interactive effects: targeted negation plus scaling board immunity
- Flexible hand-activation with Link-3+ enables reactive play-around
- Clean deckbuilding cost with no garnet or locking restrictions
- Utility tech value across 35 distinct archetypes (1-7% splash rate)
Weaknesses
- Zero material utility as Normal Trap eliminates synchro/fusion/link synergies
- One-turn effect duration limits resilience in extended game states
- Marincess-dependent primary effects restrict generic use cases
- Trap-type activation limitations reduce timing flexibility vs. instant-speed alternatives
- Extremely thin combo evidence (only 1 recorded combo) suggests situational rather than core-piece value
Counters / choke points
- Trap negation effects (e.g., Ash Blossom & Joyous Spring on activation)
- Link Monster disruption that prevents Link-3+ board setup for hand-activation
- Pre-board-establishment wipes that eliminate negation/immunity targets
- Maxx C or mill pressure that reduces Marincess Link setup availability
Best use
Interactive disruption and board protection. Decks: Marincess (primary), Icejade (tech), Shark (tech). Suggested copies: 2.
Evidence & gaps
- Verified: Card text: negates one opponent face-up monster's effects until EOT; grants immunity (Link-2+ condition) to all your face-ups until EOT; hand-activatable with Link-3+ Marincess control; 400-deck sample with recent data (latest 2026-09-29) confirms 100% inclusion in Marincess-focused deck pool; Legal across TCG, OCG, MasterDuel, DuelLinks formats per card database; Usage statistics: 60-100% inclusion across 3 Marincess variants with 1-3 typical copies per variant
- Observed: 99.75% co-occurrence with Marincess Coral Anemone (top core partner), indicating core role in archetype; Included in 35 distinct archetypes: 49.5% in Marincess primary, 7% in Icejade, remainder at 1-3.2%; Average 1.67 copies per deck with distribution: 1 copy (220 decks), 2 copies (92 decks), 3 copies (88 decks); Single recorded combo at power index 100 generating +5 net card advantage and 2 end/2 boss monsters with 1 starter card; Trap-type activation requiring Marincess Link Monster precondition for primary effects
- Inferred: Hand-activation condition with Link-3+ requirement enables flexible reactive use around opponent disruption; Board immunity effect that scales with Marincess Link levels (Link-2+ vs Link-3+) suggests cumulative value in extended play; Zero material utility as Normal Trap prevents Marincess Wave from synergizing with non-archetype fusion/synchro/link strategies; Multi-dimensional disruption (negation + immunity protection) provides game-state preservation value beyond raw card advantage
- Data gaps: Extremely thin combo evidence (only 1 combo recorded; may not capture full board-building potential across variants) Limited guide coverage (only 2 guides available; both Vietnamese DuelLinks format, not TCG/competitive) No top-card ranking data (card not classified as meta top-card in any format) No dated metagame sample available for competitive format-specific power scaling Minimal evidence on hand-activation usage frequency vs. field activation patterns in practice






