Marincess Deck #774131 — Yu-Gi-Oh! TCG

52 Main, 20 Extra, incl. Marincess Blue Tang x3, Marincess Sea Horse x3, Marincess Sleepy Maiden x3. Created Oct 25, 2026 by YGO Mod.

Deck Marincess TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 27, 2026
30± 10/ 100
Power Score
Structural 51
Reliability 45
Going First 50
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 48
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Stun
  • Format: tcg

Legality

Main 52 / Extra 20 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Link Summon Marincess and Umi Link monsters and push damage with boosted Link attackers (Inferred from card text; no recorded boards); Atlantis and Umi recursion and Xyz pressure from the Extra Deck (Inferred from card text)
  • Turn 1 (going first): Open with Marincess starters (Springirl, Sea Horse, Blue Tang, Sleepy Maiden) plus Cynet Mining or Advent of Atlantis to search the next engine piece (Inferred)
  • Turn 2 (going second): Use Nibiru and the two Ash Blossom copies as hand traps to interrupt the opponent's first board, then rebuild through Mulcharmy draw effects (Inferred)
  • Recovery: Recover with Mulcharmy Fuwalos and Purulia draw effects and Speedroid Terrortop searches once the board is cleared (Inferred)
  • After siding: Not evaluable: the deck has no side deck, so there is no post-side plan

Why it scores here

The deck's core Marincess engine is easy to access: the archetype-core group has a 0.96 chance of at least one copy in a 5-card opening hand, and several starters are duplicated three times (Inferred from the hypergeometric estimates). Interaction is real but not layered: five hand traps (Nibiru and two Ash Blossom copies) and eight negation-text cards give it a credible going-second answer. Consistency and the main-deck structure are held back by a low archetype purity of 43 percent, 41 off-archetype copies, and 15 generic cards, which weakens the engine's coherence. The deck is illegal as built because the Extra Deck holds 20 cards against a limit of 15, so its score is capped and treated as theoretical and structural only. No recorded boards, tournament results, or side deck exist, so combo ceiling, median output, and matchup fit are Inferred or Provisional. The score comes from consistency, interaction and system coherence, not from Marincess being a popular archetype and not from averaging card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one archetype-core card in a 5-card opening hand) ≈ 0.96; starters run 3 copies each (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Several starters are conditional on board state (Mulcharmy, Purulia) and 41 off-archetype copies raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable combo boards; the ceiling is a text-only read of Link-chain and Umi interactions (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards exist, so the median output is unknown and kept below the ceiling estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Five hand traps plus eight negation-text cards give several independent interruption routes (Inferred from text)
D6 Resource Economy, Recovery & Grind 60 Sixteen searcher-text cards and draw effects from Mulcharmy and Great Bubble Reef support recovery (Inferred from text)
D7 End-Board & Interaction Quality 60 Thirteen removal-text and eight negation-text cards, but limited layering on the end board (Inferred from text)
D8 Going-Second & Board-Breaking Power 55 Hand traps give a going-second answer, but the 47 percent going-second hand-trap estimate is moderate (Inferred)
D9 Offensive Pressure & Closing Power 55 Link attackers with boosted ATK from Battle Ocean and Extra Deck Link monsters offer closing power (Inferred from text)
D10 Main Deck Efficiency & Flexibility 40 Main deck is 52 cards with 43 percent archetype purity and 15 generic copies, lowering compactness (Verified composition)
D11 Extra Deck Efficiency & Coverage 30 Extra Deck holds 20 cards, over the 15 limit, and mixes Link, Xyz and off-archetype Extra Deck cards (Verified composition)
D12 Side Deck Adaptability 15 No side deck is present, so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated metagame sample; archetype share is unknown (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Link and Umi chains with many decision points raise the pilot skill needed (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 51, Going First ≈ 50, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: illegal_deck_cap (-20); no_side_deck (0). Final formula: Illegal cap: uncapped 0.80*Structural(50.6) + 0.20*TournamentReliability(45) = 49.5, then capped to 30 by the illegal-deck rule; theoretical/structural only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · 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

  • Archetype core is easy to open (≈0.96 for at least one core card in 5)
  • Interaction breadth: five hand traps and eight negation-text cards
  • Recovery through searchers and draw effects

Weaknesses

  • Illegal as built: Extra Deck 20 over the 15 limit
  • Low archetype purity (43%) and 41 off-archetype copies
  • No side deck
  • No recorded boards or win data to confirm conversion

Critical choke points

  • Extra Deck size must drop from 20 to 15 before the deck is playable
  • Link Summon enablers (Marincess link monsters) gate most of the Extra Deck lines
Priority Remove Add Reason
1 Five Extra Deck cards that are off-archetype or redundant (e.g. the lowest-impact non-Marincess Xyz or Link cards) None; fix the Extra Deck size first The deck is illegal; restoring the size limit is required before any normal score can apply
2 Some of the 15 generic and off-archetype Main Deck cards Additional Marincess archetype cards or more archetype-consistent starters Raises archetype purity and engine coherence (D10, D1)
3 None A small side deck with answers to the opponent's most common boards A side deck is absent, so D12 is low and the deck has no post-side plan

Evidence & confidence

  • Verified: Extra Deck size of 20 exceeds the tcg maximum of 15; Archetype purity 43.1% with 41 off-archetype copies; No side deck present; Ash Blossom at 2 copies is legal under Semi-Limited
  • Inferred: Starter access ≈0.96 for at least one archetype-core card in 5 cards; Interaction density from hand-trap and negation text; Going-first and going-second plans from card text
  • Provisional: Meta power is provisional with no dated metagame sample; Matchup fit is provisional with no tournament link
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record are absent No win-rate telemetry (going-first, going-second, matchup, brick and OTK rates) Meta Power is provisional unless a dated metagame sample is supplied No side deck, so post-side performance cannot be assessed

More TCG Info

Marincess

Marincess Breakdown

 
 

 

 

 

 

 

 
 

 

 
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