Marincess Deck #765154 — Yu-Gi-Oh! Duel Links
30 Main, 9 Extra, incl. Droll & Lock Bird x3, Effect Veiler x3, Forbidden Droplet x3 - Skill: Deep Blue of the Mother Ocean. Created Oct 13, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/13/2026
Deep Blue of the Mother Ocean
Main Deck (30)
- Droll & Lock Bird x3
- Marincess Basilalima x1
- Marincess Blue Tang x1
- Marincess Crown Tail x1
- Marincess Mandarin x1
- Marincess Pascalus x2
- Marincess Sea Horse x1
- Marincess Sleepy Maiden x1
- Marincess Springirl x1
- Mulcharmy Fuwalos x2
- Effect Veiler x3
- Forbidden Droplet x3
- Marincess Battle Ocean x3
- Marincess Dive x2
- Spiritualism x2
- Marincess Wave x3
Extra Deck (9)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 60/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 64.5 |
| Going First | 62 |
| Going Second | 66 |
| Meta Power | provisional |
| Tournament Reliability | 58 |
- Primary strategy: Midrange
- Secondary strategies: Control
- Format: duel-links
Legality
Main 30 / Extra 9 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Link-4 WATER beaters (Wonder Heart, Great Bubble Reef, Aqua Argonaut) built from Marincess monsters and recovered from the Graveyard (Inferred from card text; no recorded boards); Battle Ocean ATK boost and Link Summon pressure on an established board (Inferred)
- Turn 1 (going first): Normal Summon a Marincess monster (Pascalus, Blue Tang, Fuwalos) and use search and summon effects toward a Link Summon; keep Droll and Veiler up as hand traps (Inferred)
- Turn 2 (going second): Use the six-card hand traps (Droll, Veiler, Crown Tail) and Forbidden Droplet to disrupt the opponent's board, then rebuild through Graveyard recursion (Inferred)
- Recovery: Recover Graveyard Marincess monsters through Basilalima, Mandarin, Sea Horse and Dive, which stack Graveyard-triggered summons (Inferred)
- After siding: Not applicable: Duel Links has no Side Deck (side_count 0)
Why it scores here
The deck reliably opens a Marincess monster and has a strong 99 percent chance of at least one archetype card in the opening hand, though a 6-card hand of situational cards (Droplet, Wave, Battle Ocean, Spiritualism) is a real brick risk. Its strongest scores come from interaction density (negation text, 6 hand traps, 8 removal-text cards) and Graveyard recursion through Basilalima, Mandarin and Dive, which lets it keep rebuilding after disruption. Its ceiling is a Link-4 board with 2400 to 2600 ATK beaters, but no recorded boards exist, so conversion and median output are text-based inference only. Popularity and the archetype usage stat (52 percent core present) confirm the list is accessible, but they did not earn points by themselves; the score comes from the deck as a system, not from averaging card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | P(at least one archetype card in opening 5) about 0.99; P(at least one archetype monster Normal Summonable) not computed; 3-copy staples dilute the engine (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | 17 of 30 Main cards are situational (Droplet, Wave, Battle Ocean, Droll, Veiler, Spiritualism), so reactive hands are common (Inferred) |
| D3 | Combo Conversion & Ceiling | 62 | Link-4 beaters with attack-lock and battle-protection text suggest a high ceiling, but no combo boards were supplied (Inferred, low data) |
| D4 | Combo Floor & Median Output | 52 | No recorded board median or distribution exists; floor is unknown (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 66 | Two hand traps, Graveyard recursion (Basilalima, Mandarin, Sea Horse) and Crown Tail hand-trap summon give several independent routes (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 72 | Four searcher-text cards and multiple Graveyard summon effects recover resources well (Inferred from card text) |
| D7 | End-Board & Interaction Quality | 74 | 11 negation-text cards, 6 hand traps and 8 removal-text cards give dense interaction (Inferred from card text flags) |
| D8 | Going-Second & Board-Breaking Power | 68 | Six hand traps and Droplet can challenge a board on the second turn; Link-4 beaters add board-breaking (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | Link-4 beaters at 2400 to 2600 ATK with Battle Ocean ATK boosts give closing power (Inferred from stat block and text) |
| D10 | Main Deck Efficiency & Flexibility | 70 | 30 Main cards, 16 distinct, compact with 5 three-copy staples and 7 singletons (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 70 | 9 distinct Link monsters, all singletons, covering the Link-4 beaters and engine bridges (Verified composition) |
| D12 | Side Deck Adaptability | 50 | Duel Links has no Side Deck, so adaptability is neutral and not measured (Provisional) |
| D13 | Matchup Coverage & Format Fit | 55 | Archetype core usage 52 percent present; no tournament link or dated meta sample (Provisional) |
| D14 | Pilotability & Error Tolerance | 48 | Multiple Graveyard-triggered and hand-trap timing windows increase decision points (Inferred) |
How the score was computed
Strategy profile: Midrange (primary, no secondary blend). Structural ≈ 64.5, Going First ≈ 62, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: Off-archetype tech and hand-trap dilution (-2); Situational-card brick burden (-2); Limited-status card (-0.5); Missing combo evidence (-0.5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers = 0.80*64.5 + 0.20*58 - 3 = 60.2, rounded to 60
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Compact 16-distinct Main Deck with a full 9-card Link Extra
- Dense interaction: negation text, 6 hand traps and removal text
- Graveyard recursion supports resilience across turns
- Link-4 beaters with attack and battle protection
Weaknesses
- Heavy situational load (Droplet, Wave, Battle Ocean, Spiritualism) raises brick rate
- No recorded boards, so the combo ceiling and median are unverified
- Off-archetype tech cards dilute the engine
- No Side Deck to adapt
Critical choke points
- Reliance on Graveyard Marincess monsters for recursion; if they are removed or banished, the recovery route is slower (Inferred)
- Link Summons need Marincess link material on the field; a clear board can stall the engine (Inferred)
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 Spiritualism | 1 Marincess monster (non-situational starter) | Reduces situational brick risk and adds a starter to the engine (Inferred) |
| 2 | 1 Forbidden Droplet | 1 Marincess Link monster or Crystal Heart | Trades a situational negate for a consistent engine piece; requires testing (Inferred) |
Evidence & confidence
- Verified: Legal under duel-links rules: 30 Main, 9 Extra, 0 Side; Marincess Wonder Heart Limited 1 copy, legal; Composition: 16 distinct Main, 9 distinct Extra, 64.1 percent exact-name purity; Archetype core P(at least one in hand5) 0.9944 (proxy)
- Observed: Usage: 52.4 percent of archetype core present in this deck
- Inferred: Hand-trap and negation interaction density from card text; Graveyard recursion resilience from card text; Going-first and going-second estimates; Ceiling and median from text only (no boards)
- Provisional: Meta Power (null, no dated metagame sample); Matchup and format fit (no tournament data)
- 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), so those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied deck title is null, so deck identity rests on archetype and card list
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