Marincess Deck #759403 — Yu-Gi-Oh! Duel Links

30 Main, 9 Extra, incl. Artifact Lancea x3, Marincess Blue Tang x3, Marincess Dive x3 - Skill: Deep Blue of the Mother Ocean. Created Oct 2, 2026 by YGO Mod.

Deck Marincess Duel Links

Created by: YGO Mod (20517634)

Created On: 10/02/2026

Deep Blue of the Mother Ocean
 
 


Official AI Deck Power Analysis
MidrangeConfidence: Medium
55± 6/ 100
Power Score
Structural 59
Reliability 55
Going First 60
Going Second 57

Deck — Deck Power Evaluation

Final Contextual Deck Power: 55/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 59
Going First 60
Going Second 57
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Midrange
  • Secondary strategies: Combo
  • Format: duel-links

Legality

Main 30 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Link Summon a Link-4 or Link-2 Marincess board (Aqua Argonaut, Great Bubble Reef, Wonder Heart) and attack through a field that is locked or stripped of interaction; Recurring Marincess monsters from the GY through Link Summon triggers (Blue Tang, Springirl, Pascalus, Basilalima, Sea Horse) to rebuild the board
  • Turn 1 (going first): Open a WATER starter (Blue Tang, Springirl, Pascalus, Mandarin), search or excavate a Marincess Link-1/2 route, and Link Summon toward Link-4 while holding Wave or Lancea for the opponent's first interaction
  • Turn 2 (going second): Use Artifact Lancea as a hand trap or Marincess Wave to negate the opponent's first board, then rebuild from the GY via Springirl and Sleepy Maiden
  • Recovery: Banish Basilalima or Mandarin from the GY to re-enter Marincess monsters; Sea Horse and Pascalus recover Spells/Traps and rebuild the Link chain
  • After siding: No side deck is run (side 0), so there is no post-side plan; the deck cannot adapt between games

Why it scores here

The deck reliably opens a Marincess starter: the 19-copy archetype core gives a near-certain (≈0.997) chance of at least one Marincess card in a 5-card opening hand, although any single 3-copy starter appears only ≈43% of the time going first. Its strength is on the system rather than on card quality: 9 Link monsters in the Extra Deck feed Marincess recursion from the GY, so a board can be rebuilt after a single interruption. Interaction is layered across negation (Marincess Wave, Aqua Argonaut), removal-style text (Cascade, Mandarin, Basilalima), and three hand traps, which gives the end board some durability. The deck has no recorded boards, so the floor and median are text-only inferences and the ceiling is not averaged from card scores. Popularity (archetype usage stats) and the single guide only confirm that the list is real and accessible; they added no points, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 of a 3-copy starter in 5 cards) ≈ 0.43 going first; archetype core 19 copies gives P(≥1) ≈ 0.997 (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Full-brick proxy ≈ 0.003 from the core group; 12 level-0 spells/traps and 9 Extra-only Link pieces create some redundancy risk (Inferred)
D3 Combo Conversion & Ceiling 52 No parseable recorded boards; ceiling read from text of Aqua Argonaut (Link-4, 2300 ATK, negation text) and Great Bubble Reef (Link-4, 2600 ATK) (Inferred semantic)
D4 Combo Floor & Median Output 48 No combos_evidence median or power distribution is available, so the floor is inferred from starter diversity alone (Provisional)
D5 Interruption Resilience & Route Redundancy 66 Multiple GY recursion routes (Basilalima, Mandarin, Sea Horse, Sleepy Maiden) and 7 searcher-text cards give independent rebuild lines (Inferred)
D6 Resource Economy, Recovery & Grind 64 GY recursion and search text (7 searcher-text cards, Blue Tang and Pascalus excavation/recovery) support grind; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 70 3 hand traps (Lancea x3), 3 negation-text cards, 17 removal-text hints and Aqua Argonaut field lock give layered interaction (Inferred semantic)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-6 probability for the 3-copy hand-trap group ≈ 0.50; Marincess Wave and Cascade break boards (Inferred)
D9 Offensive Pressure & Closing Power 66 End-board ATK from Link-4 monsters (2600/2400/2300) plus Battle Ocean's +200 ATK bonus; no damage telemetry (Inferred)
D10 Main Deck Efficiency & Flexibility 62 30 Main Deck cards, 16 distinct, 7 singletons; 18 Effect Monsters with several level-0 Spells/Traps adding flexibility (Inferred)
D11 Extra Deck Efficiency & Coverage 66 All 9 Extra slots used by Link monsters (8 distinct); Link access is limited by the Main Deck WATER monsters (Verified composition, Inferred access)
D12 Side Deck Adaptability 20 Side deck is empty (0 of 9 slots used) so there is no post-side adaptation (Verified composition)
D13 Matchup Coverage & Format Fit 50 No tournament_context or dated metagame sample, so archetype share is unavailable and fit is neutral (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Link chains and many optional GY-trigger decisions raise pilot demands moderately; no step-count data (Inferred)

How the score was computed

Strategy profile: Midrange primary with Combo secondary (disclosed as a blend; weights taken from the Midrange profile). Structural ≈ 59, Going First ≈ 60, Going Second ≈ 57, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: No side deck (-2); Banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional) = 0.80*59 + 0.20*55 - 3 ≈ 55

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.43 · key two-card combo ≈ — · full-brick estimate ≈ 0 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense 19-copy archetype core gives near-certain access to some Marincess card in the opening hand
  • Recursion from the GY through several monsters and Link Summon triggers supports multi-turn rebuilds
  • Layered interaction with negation, field lock and three hand traps
  • All 9 Extra Deck slots are used, with Link-4 threats that have high ATK

Weaknesses

  • No side deck, so the deck cannot adapt across games
  • A single 3-copy starter is live going first only about 43% of the time
  • No recorded boards, so the combo floor and median cannot be measured
  • Heavy reliance on a Limited Link-4 (Wonder Heart) and on specific Link routes

Critical choke points

  • Link Summon requires WATER monsters on the field; losing them to a single removal can stall the chain
  • Going second, the hand-trap count is 3, so a turn-1 negation may not be available
Priority Remove Add Reason
1 Spell Shattering Arrow (1 copy) Marincess Sea Angel (1 copy) or a second Marincess Blue Tang Arrow is narrow removal against Spells; a starter or Link-1 route would raise the going-first starter rate
2 none (deck is already at 30 Main) 1–2 side-deck cards (e.g., a Spell/Trap answer) A side deck would let the deck adapt between games; the current list has no post-side plan

Evidence & confidence

  • Verified: Legal: 30 Main (range 20–30), 9 Extra (range 0–9), 0 Side; Marincess Wonder Heart is Limited with 1 legal copy and 1 run; Core inclusion data: 19 archetype copies in the Main Deck
  • Inferred: Going-first and going-second starter probabilities (hypergeometric); Interaction and recursion quality from card text; Link-chain pilot complexity
  • Provisional: Meta Power is null: no dated metagame sample; Matchup fit (D13) is neutral pending a meta sample
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More Duel Links Info

Marincess

Marincess Breakdown

 
 

 

 

 

 

 

 
 

 

 
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