Mikanko Promise
Trap Normal

Mikanko Promise

  • Archetype:
  • Mikanko

  • View:
  • 1345




Special Summon 1 "Mikanko" monster from your hand or Deck, then you can equip it with 1 Equip Spell from your hand or GY that can equip to that monster. Banish that monster when it leaves the field. You can only activate 1 "Mikanko Promise" per turn.




 
 
AI Power Analysis
StarterConfidence: MediumEvaluated Oct 9, 2026
50± 8/ 100
Power Score
Intrinsic 47
Deck 54

Mikanko Promise — Power Evaluation

Final Score: 50 ± 8 · Confidence: Medium

  • Intrinsic: 47.2 · Deck: 54.5 · Meta: provisional
  • Primary role: Starter · Secondary: Extender

Why it scores here

Mikanko Promise converts a set Trap into one Special Summoned Mikanko body from hand or Deck, plus an optional Equip Spell from hand or GY, so it is a clean starter for a theme line that is already in 400 of 400 sampled decks. Its score is held down by what it does not do: it has no opponent interaction, its own body is not a material, it is locked to Mikanko monsters and Equip Spells, and the combo sample is only 3 boards with no role labels. High deck presence and a 46 average power index reflect archetype membership, not intrinsic power, so they move the score only modestly.

Axis scores

Axis Score Evidence
Accessibility 60 Summons from hand or Deck, so the line is live whenever a Mikanko monster is in either zone, but the Trap must be set first (inferred from card type); 400/400 decks run it at 1.05 copies on average (verified/observed).
Combo & Conversion 52 Turns one card into one Mikanko body and optionally an equipped monster; the 3 sampled boards show 1-2 end monsters and power indexes of 36-64 (observed, small sample).
Resource Economy 60 Special Summon from Deck is a +1 body for no card cost, and equipping from GY recurs an Equip Spell; example boards show net card advantage of +2 to +4 (verified text, observed combos).
Effect & Interaction 8 The card text has no negate, destroy, or disruption clause, so it provides no opponent interaction (verified).
Material Utility 20 The card itself is a Trap and cannot be used as material; the Mikanko monster it summons is the material value, which is outside this card's body (verified text, inferred).
Resilience & Flexibility 40 Works from hand or Deck and survives one resolution, but a set Trap is exposed to trap-negation and summon-negation, and it is one activation per turn (verified text, inferred).
Deck-Building Efficiency 50 Costs one slot at about 1 copy per deck with no garnet or brick, but it only works with Mikanko cards, which restricts the deck to its theme (verified deck stats, inferred restriction).

Calculation

Weight profile: 0.7 Starter + 0.3 Extender. Intrinsic ≈ 47.2, Deck ≈ 54.5, Meta = provisional. Modifiers: Self-locking archetype restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Special Summons a Mikanko monster from hand or Deck without spending a card
  • Can equip from GY, so it recurs an Equip Spell
  • Present in all 400 sampled decks, with 1 copy in most of them (verified deck evidence)
  • Once per turn restriction is clear and easy to play

Weaknesses

  • No opponent interaction of any kind
  • Its own body is not material; value depends on the Mikanko monster it summons
  • Locked to the Mikanko archetype
  • Set Trap timing delays the play (inferred from card type)
  • Banish-on-leave clause removes the summoned monster from play later (verified text)
  • Combo sample is only 3 boards and the card has no role labels in them (data gap)

Counters / choke points

  • Trap-activation negation, which would stop the set Trap resolving (inferred; no specific card in evidence)
  • Summon negation or disruption of the Special Summon before the equip step (inferred)
  • Hand or Deck disruption before the Trap is activated (inferred)

Best use

Starter: Special Summon Trap for the Mikanko line. Decks: Mikanko. Suggested copies: 1.

Evidence & gaps

  • Verified: Special Summons 1 Mikanko monster from hand or Deck (card text); Optionally equips 1 Equip Spell from hand or GY to that monster (card text); Banishes the monster when it leaves the field (card text); Once per turn activation limit (card text); Present in 400 of 400 sampled decks, average 1.05 copies (deck evidence)
  • Observed: Mikanko archetype decks make up about 70% of the sample (243 + 24 + 15 decks, deck evidence); Average power index 46 across 3 sampled boards, with 0 starter, searched, or material roles recorded (combo evidence); Example boards show 1-2 end monsters and net card advantage of +2 to +4 (combo evidence); Guide snippets describe a board-breaking, OTK-capable Mikanko deck (guide evidence)
  • Inferred: As a Normal Trap it must be set and cannot be activated the turn it is set (from card type); Trap-negation and summon-negation are the main outs (from card type and text); The high co-occurrence with Mikanko partners reflects archetype membership, not extra power (causal caution, guardrail 3)
  • Data gaps: no banlist token; assumed 3 copies (unlimited) no usage statistics (StatisticsCard); inclusion inferred from the 400-deck sample only combo sample is 3 boards and no card has combo role labels Mikanko appears under three archetype IDs (846, 1363, 1353); unclear if they are duplicates no rulings or negation interaction data for the Trap timing











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