Marincess Dive
Marincess Dive

Marincess Dive – #LED9-EN035

Activate 1 of the following effects. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WATER monsters.
● Target 1 non-Link “Marincess” monster in your GY; Special Summon it.
● If “Marincess Battle Ocean” is in your Field Zone: Special Summon 1 “Marincess” monster from your Deck.
You can only activate 1 “Marincess Dive” per turn.

Date Reviewed:  August 30th, 2022

Rating: xx

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 Dive is a two-way Monster Reborn, depending on if you are running the Throwback Thursday choice.

Normal Spell that locks you into WATER monsters for the rest of the turn, but like a lot of “restrictions” that won’t matter since this is made for Marincess only and they are going only for WATER 9 times out of 10. Special Summon a non-Link Marincess from the grave. Good, another Monster Reborn that is searchable within the archetype for Marincess, they may not even run the original since this one can be searched. If you have Battle Ocean though, you can do your Special Summon from the Deck instead of the grave, and that can mean A LOT if done early. With Battle Ocean on the field this card is a RoTA and Monster Reborn in one. Get whatever you want and whatever effect(s) that Marincess offers, as well as begin your link climb. Blue Tang is likely the best choice for a play like that, or Marincess Pascalus. Blue Tang will get you a Foolish Burial for Marincess at the least, while Pascalus can Special Summon a Marincess from the hand in defense. Both can benefit you when used for a Link Summon or leaving the field (like through Link Summoning), so either are your best options.

Easy Normal Spell to activate that becomes better with the Field Spell. A solid three in the deck, no questions asked.

Advanced-4/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Next up this week we look at the second Marincess Spell in the archetype: Marincess Dive.

Marincess Dive is a Normal Spell with two effects to choose from on activation. The first option lets you Special Summon any non-Link Marincess from your graveyard, so a Monster Reborn for the archetype at the very least. The second, however, is the best and only works if Marincess Battle Ocean is on the field, letting you summon any Marincess from the Deck. Being able to get to any monster from the Deck that you need is pretty strong, especially on a Spell with no real activation cost. The only downside to using this card is the fact you can only Special Summon WATER monsters for the rest of the turn after this resolves, which is fine since you are playing a WATER Deck and don’t really use non-WATER monsters in Marincess anyways. Also, hard once per turn of course. Marincess Dive is a pretty strong Spell for the archetype, that’s thankfully searchable off one of their Link-1s and can be recovered easily in the archetype from the grave. This is a Marincess staple more often than not.

Advanced Rating: 4/5

Art: 4.5/5 Nice for Springirl to help out Sleepy Maiden.


Dark Paladin's Avatar
Alex
Searcy

As is the way of things, we have a Theme Magic next, being the Normal Magic-Marincess Dive.  You get your choice of one of two Effects here, being to either Special Summon (for free) a non-Link Theme Monster from your Grave, or, to Special Summon a Theme Monster from your Deck, if you have their Field Magic in play.  Both Effects here are good, the latter being slightly better, even with the stipulation, as Special Summons from your Deck are always the best.  You can only use one per Turn, which I…am conflicted about.  I don’t think this is so broken, even the second Effect, that more than 1 a Turn would’ve been devastating, but I think it opens up too many Extra Deck plays and possibilities, so that’s likely the cause here.  We see the more and more common ‘locked into only Special Summoning in the Theme Attribute’ clause here as well, but given it’s only for a Turn, and the fact you could always Special Summon other Attributes FIRST, if you so needed, make it a fair and easy workaround.  This card is very good, and the only thing that keeps this from being broken isn’t even the one per Turn, but the fact it isn’t Quickplay.

Rating:  4.25/5

Art:  4.5/5  Very beautiful, again, and a pic that actually suits its name is always appreciated.


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