Marincess Aqua Argonaut
Marincess Aqua Argonaut

Marincess Aqua Argonaut – #LED9-EN034

2+ WATER monsters
While this card is in the Extra Monster Zone, your opponent’s monsters cannot attack any monsters, except this one. You can only use each of the following effects of “Marincess Aqua Argonaut” once per turn. You can target 1 WATER monster you control and 1 card your opponent controls; return them to the hand. During your opponent’s turn, when a Spell/Trap Card or effect is activated on the field (Quick Effect): You can Special Summon 1 of your “Marincess” Monster Cards equipped to this card, and if you do, negate that activated effect.

Date Reviewed:  September 2nd, 2022

Rating: 3.75

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Marincess Aqua Argonaut is the newest Link 4 to the Marincess archetype and the end of our focus on the WATER-based strategy.

Link 4 that requires you use at least two WATER monsters, Argonaut can be used outside of Marincess, however there are likely better Link 4’s for other WATER decks to summon. Can only attack Argonaut if she is in the Extra Monster Zone would be handy if she had some kind of protection ability for herself. She can get a big boost from Battle Ocean, making her 4100ATK which would deter battling her. A 1-for-1 bounce ability that can take advantage of the Special Summon abilities of your Main Deck Marincess monsters and get rid of your opponent’s card. Lets face it, you’re hoping to bounce Extra Deck monsters with this effect so they don’t return to the hand and you get the best bang for your bounce.

Negation but not destruction ability on your opponent’s turn that revolves around equipping Marincess Monsters to Argonaut. A free Special Summon of anything off of Argonaut to negate an effect is pretty good. You still get the effect(s) if applicable from your Marincess you Special Summon, and while it won’t destroy the card, that only really applies to Continuous Spell/Trap on the field and effect monsters. You can get back any of the Link Monsters you’ve attached to Argonaut and benefit from their effects once on the field. Coral Anemone can Special Summon a 1500ATK or less WATER from the grave, Coral Triangle can search a Marincess Trap in exchange for a WATER discard. Great Bubble Reef can get you a draw for a WATER banish from the grave each Standby Phase while also allowing for a 1-for-1 WATER from the hand to Special Summon a banished Marincess, and Marbled Rock can get back a Marincess. You’ll likely have copies in the grave of any of these because of link climbing, so it isn’t far-fetched of an idea. You could at the very least have another strong attack monster on the field that you could attach more of your Link Monsters to next turn with Battle Ocean.

Negation power is helpful in a deck that didn’t have much of it to begin with (not even their own Counter Trap). The lack of destruction can be worked around, but this is a monster that really benefits from Battle Ocean. I like that the Special Summon happens during your opponent’s turn so you can use Battle Ocean next turn on your new Link Monster you get off of detaching it from Argonaut. Not the strongest in the archetype, but has the negation needed to be helpful.

Advanced-3.5/5     Art-4.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

The week ends off with the 3rd Link-4 for the Marincess archetype and another option for a boss monster, Marincess Aqua Argonaut.

Aqua Argonaut is a Link-4 WATER Cyberse with 2300 ATK and arrows pointing Up, Down, Left, and Right. Arrows are fine for the card, 2300 ATK seems to go on Cyberse Links a lot, and another card with WATER and Cyberse going for it is nice. Summoning requirements are any 2+ WATER monsters, so somewhat generic options are available for you in Marincess to summon this. First effect works while this is in the Extra Monster Zone, preventing your opponent from attacking any monster that isn’t this, which can be an issue with 3 equips and Marincess Battle Ocean up boosting this to 4300 ATK. The remaining effects are a hard once per turn, first targeting a WATER monster you control and a card the opponent controls and return them both to the hand, which is fine removal to have. It’s more than what the archetype had previously to be honest. Second effect only works on the opponent’s turn when they activate a Spell/Trap Card or effect on the field, letting you Special Summon a Marincess Monster that’s equipped to this to negate that effect, which is fine negation while also getting another body on board, even if you sacrifice 600 ATK from Battle Ocean. If only you could use this on your turn to prevent disruption, but you can at least stop some of the opponent’s plays or removal options. It’s another good Link for the archetype and probably the best of the Link-4s in my opinion.

Advanced Rating: 3.75/5

Art: 5/5 She looks nice.


Dark Paladin's Avatar
Alex
Searcy

We couldn’t NOT look at a Link Monster this week, so to close things off, here’s Marincess Aqua Argonaut.  Link 4, Water/Cyberese still, with only 2300 attack, and arrows pointing to both respective left/right and top/bottom sides.  Only requiring 2+ Water Monsters is a nice thing to see too.  Only Monster your opponent can attack while in your Extra Monster Zone is a nice protection to have.  That makes the 2300 attack look MUCH worse, but as referenced earlier, Crystal Heart being used in the Link with the Field Magic gives you immunity to opponent’s Card Effects, which would be a huge bonus.  That would give a sizable attack boost as well (you should easily be over 4000, then factor in no opponent Effects) and this guy would be a hard out from the Field.  Once a Turn, you can Target and return a card each of your own and your opponent’s and bounce them back to their respective Hands.  Likely a reusable card for you, and something hopefully big Monster wise or even a troublesome Magic/Trap you couldn’t work around or rid the Field of at the time.  Finally, a Quick Effect to negate an opponent’s Effect of a Magic/Trap by detaching a Marincess attached to this card.  It should be protected itself, but it can be useful in case it’s taking out the rest of your Monsters or Field, even at the attack drop (given the Field Magic being in play) which should still leave you well above the original 2300.  Really nice Monster for the Theme, powerful, potential for more, and all without being broken.

Rating:  4/5

Art:  5/5  It took all week, but we got a gorgeous picture here, as well as an equally lovely background.


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