Marincess Wave
Marincess Wave

Marincess Wave
– #RIRA-EN068

If you control a “Marincess” Link Monster: Target 1 face-up monster your opponent controls; negate that face-up monster’s effects until the end of this turn, then, if you control a Link-2 or higher “Marincess” monster, all face-up monsters you currently control are unaffected by your opponent’s card effects until the end of this turn. If you control a Link-3 or higher “Marincess” monster, you can activate this card from your hand.


Date Reviewed: 
September 18, 2019

Rating: 4.25

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

Reviews Below:

Crunch$G Avatar

I wanted to get one of the Marincess Traps in here, so I had to go with the better one in Marincess Wave.

Marincess Wave is a Normal Trap that if you control a Marincess Link Monster, you can target a monster your opponent controls and negate its effects for the rest of the turn, then if you controlled a Link-2 or higher Marincess after you activated this, then all face-up monsters you control are unaffected by your opponent’s card effects for the rest of the turn. Ok, the negation part is obviously great considering Infinite Impermanence is a good card and so is Effect Veiler, it disrupts the opponent somewhat and really messes up their strategy. I really like the little extra bit in there where your monsters are unaffected by everything your opponent throws at you that isn’t a Kaiju or a stronger monster attacking, it makes your board much more safe, and I like how it doesn’t affect just Marincess monsters so you can keep other things safe that you might have. Wave can also be activated from the hand if you control a Link-3 or higher Marincess, so that’s another bonus. Traps being used from the hand are the most dangerous since it’s harder for your opponent to get rid of them and bait out, so this card is basically an Infinite Impermanence that’s recyclable and potentially searchable since it’s in an archetype. No hard once per turn on this, so you can negate till your heart’s content with three of these, but you might also want to save them to have that protection later on, though maybe you don’t need to save them when they’re so easy to retrieve from the graveyard in the archetype. It’s the best Trap of the archetype, one most certainly worth running some copies of with your Marincess monsters.

Advanced Rating: 4.25/5

Art: 4/5 It’s just a wave, a pretty wave, but it’s basically what’s advertised.

Dark Paladin's Avatar

Marincess Wave is one of those cards with lots of text that doesn’t actually DO a lot.  That’s not to say the card is bad, and that’s not what I’m saying.  But the ‘short is’ you control a theme Link Monster, which lets you then Target an opponent’s Monster and negate its effect(s) for the duration of the turn.  But it gets better for you the higher Link Monster you control.

If you control a Link 2 theme Monster, all your face-up Monsters (even out of the Theme, just ALL of them) are unaffected by your opponent’s card effects for the entire turn you activate this.  Which is just awesomeness.  And finally, if you control a Link 3 or higher theme Link Monster, you can activate this card from your Hand.  That’s phenomenal, any time you can spring a Trap from your Hand, it’s a beautiful thing.

As said, lots of text here, and it does some good things, and rewards you for having better cards on the Field.  I like cards of this nature, and this does well what it does.  Not much else to say here.

Rating:  4.25/5

Art:  Meh/5 equating to 3.5/5  Honestly, I don’t get much of a wave here.  Definitely a whirlpool of sorts, this seems to be the building of the wave, and the streaks that are erupting sure aren’t waves of water.  But I guess a picture here that doesn’t seem to equate to or match the art, fits the theme, as seen this week.

KoL's Avatar
King of

Hello Pojo Fans,

Marincess Wave does what other generic cards can do for the archetype.

You should always control a Marincess Link Monster, unless it is destroyed the turn before, easy requirement. Breakthrough Skill if you control any Marincess Link, Link-2 or higher elevates the protection to that and adds protection against opponent card effects for the turn. While there will be times where you want to activate this to protect your Link-1 because it’s in danger of being destroyed to stop you from link climbing, you should get to Link-2 before activating this card. Link-3 or higher allows you to activate this from your hand, good if you were to draw this card and had a Link-2 ready to link up or it gives your just drawn trap card some playability. The Link-2 or higher protection is what matters the most. It does the most. You can activate this card with a Link-2 or higher at the start of your turn and have uninterrupted monster effects for your monsters for the turn, which is very good. No hand traps, no Solemn Strikes, nothing can get your monsters in regards to card effects for the turn when you play this. It is the archetype trap, and while it can’t be searched yet by anything within the archetype, it is still a good protection card.



Until Next Time


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