Marincess Wave
Trap Normal

Marincess 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.




 
 
AI Power Analysis
Removal/NegationConfidence: MediumEvaluated Oct 6, 2026
70± 5/ 100
Power Score
Intrinsic 69
Deck 71

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











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