Marincess Springirl
Marincess Springirl

Marincess Springirl – #LED9-EN031

You can banish 1 “Marincess” monster from your GY; Special Summon this card from your hand. If this card is sent to the GY as material for the Link Summon of a WATER monster: You can send cards from the top of your Deck to the GY, equal to the number of “Marincess” monsters you control, then, if a “Marincess” card(s) was sent to the GY by this effect, inflict 200 damage to your opponent for each “Marincess” card sent. You can only use each effect of “Marincess Springirl” once per turn.

Date Reviewed:  August 29th, 2022

Rating: 3.17

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

Hello Pojo Fans,

Marincess Springirl starts the week focusing on an archetype that had some promise but kinda lost itself along the way: Marincess.

Level 4 WATER Cyberse with decent ATK/DEF that can Special Summon herself from the hand when you banish a Marincess from the grave. A decent and easy Special Summon requirement to attain, always good. Mill ability that does 200LP per each Marincess you send to the grave off your mill, which is equal to the total Marincess you control. A small amount of burn isn’t what matters here, it is the mill ability. This mill happens when you use her as part of a Link Summon of any monster. Straight-away this effect could have been better if Springirl would have been able to do this mill on her own once per turn. The mill is a way to prep the grave for retrieving/banishing other Marincess monsters for your Link Monster’s effects such as Marbled Rock (my favorite) and Marincess Bubble Reef.

Marincess can link climb quickly into their Link 4’s in the archetype, so Springirl is a good extender in case you are initially stopped in your attempt to climb or need another Marincess to keep going. On her own she doesn’t do much, but as part of that link climbing she fits into the archetype perfectly.

Advanced-3/5     Art-4.5/5

Until Next Time

Crunch$G Avatar

Marincess Week ends our deep dive into the latest Legendary Duelists and we start the week with one of their new monsters: Marincess Springirl.

Springirl is a Level 4 WATER Cyberse with 1200 ATK and 1000 DEF. Not the greatest stats on a Level 4, but at least it has both WATER and Cyberse going for it. First effect lets you Special Summon this from the hand by banishing any Marincess monster from your graveyard, getting you a quick monster on board to help you Link Climb your way on up the ladder. Second effect triggers upon being sent to the graveyard for the Link Summon of a WATER monster, letting you send the top cards of your Deck to the graveyard for each Marincess monster you control, then if you sent any Marincess cards, you get to burn the opponent for 200 per each Marincess. Milling in Marincess is fine considering all the cards they have to recover their graveyard resources back to the hand or to Special Summon the monsters back onto the field. The burn is cute as well, a throwback to Trickstars, the original archetype Blue Maiden played before Marincess. Each effect here is a hard once per turn of course. It’s a fine piece of support, nothing to really push the archetype to the next level here, but it’s good enough to find a spot in the Deck.

Advanced Rating: 3.5/5

Art: 4/5 Nothing about the Marincesses themselves ever screamed Cyberse, but they do look nice.

Dark Paladin's Avatar

The Marincess Theme splashes their way onto CotD this week, starting with Spingirl.  Lvel 4, Water/Cyberese (that’s fun) with paltry stats at 1200/1000 respectively.  Removing a Marincess from your Grave lets you Special Summon Springirl from your Hand, and I appreciate we don’t see the ‘other than itself’ clause on here.  If used for a Link Summon of a Water Monster, you have the option of milling from the top of your Deck a number of cards equal to the number of Theme cards in your Grave, and dealing Damage to your opponent equal to 200x that number.  So long as the Monsters were sent via this Effect, so there’s potential for a little something there.  It’s a nice bonus, and fun to see Burn appropriated to a Water Theme, even if that’s going to be negligible more often than not.  Water also doesn’t mind milling given the ease in retrieval, across the board, for Water these days.  This card likely isn’t staying on the Field more than a Turn, so the cumbersome atk/def shouldn’t ever be much of a burden either.

Rating:  3/5

Art:  4/5  The pic here is quite pretty, as is she.  How this, or any of this Theme is classified Cyberese, is a mystery that annoys me more than it should, but that doesn’t detract from the pic.

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