Amazing Defenders is the game's Booster Pack released in August 2022 at OCG and January 2023 at the upcoming TCG. In this product, players will be introduced to 3 completely new archetypes: Rescue-ACE, Purrely and Mikanko.
Instructions for playing Mikanko
Sections covered in this guide:
Introduction to gameplay
Mikanko is one of three archetypes first introduced in Deck Building at OCG Deck Building: Amazing Defenders. Mikanko's gameplay revolves around equipment spells. A unique feature of the deck is that Mikanko monsters can make your opponent take damage for you when attacking.
Core deck
Ni-Ni the Mirror Mikanko and Ha-Re the Sword Mikanko (Main monster)
Ni-Ni the Mirror Mikanko
ATK:
0
DEF:
0
If this card is not equipped with an Equip Card, you take no damage from battles involving this card. If this card is equipped with an Equip Card, it cannot be destroyed by battle and your opponent takes any battle damage you would have taken from battles involving this card. During your opponent's turn, while this card is equipped with an Equip Card (Quick Effect): You can target 1 face-up monster your opponent controls; take control of it until the End Phase. You can only use this effect of "Ni-Ni the Mirror Mikanko" once per turn.
Ha-Re the Sword Mikanko
ATK:
0
DEF:
0
If this card is not equipped with an Equip Card, you take no damage from battles involving this card. If this card is equipped with an Equip Card, it cannot be destroyed by battle and your opponent takes any battle damage you would have taken from battles involving this card. If an Equip Card becomes equipped to this card: You can add 1 "Mikanko" Equip Spell from your Deck to your hand. You can only use this effect of "Ha-Re the Sword Mikanko" once per turn.
Nini and Hare are two monsters that can be summoned normally. These monsters have effects with and without spell cards equipped on them.
Without equipped spells, when both Nini and Hare attack other monsters, the player will not take any damage.
If these monsters have spell cards equipped on them, this is where this deck comes into play.
First, these monsters cannot be destroyed by battle. The effect that makes you no longer take damage will no longer be there, but don't rush, the opponent will be the one to take all the damage in battle for you. In addition to the above effects, Nini and Hare also have effects that activate at special times when they have equipped spell cards. This effect can only be used once/turn:
During your opponent's turn, Nini can take control of 1 face-up monster on your opponent's field (with target), this is a quick effect.
When Hare is equipped by another equip card, you can add 1 Mikanko equip card (equip spell) from your deck to your hand, this is a trigger effect.
Nini and Hare should be played with the maximum number of each monster (x3) as these are options for normal summons during your turn, as well as essential equip spell cards with monsters on the field so they can be equipped.
Ohime the Manifested Mikanko and Mikanko Kagura (Main monster)
Ohime the Manifested Mikanko
ATK:
0
DEF:
0
You can Ritual Summon this card with "Mikanko Kagura". Cannot be destroyed by battle, also your opponent takes any battle damage you would have taken from battles involving this card. You can only use each of the following effects of "Ohime the Manifested Mikanko" once per turn. You can reveal this card in your hand; add 1 "Mikanko" card from your Deck to your hand, except "Ohime the Manifested Mikanko", then discard 1 card. (Quick Effect): You can target 1 Equip Spell in your GY; equip it to 1 appropriate monster on the field.
Mikanko Kagura
This card can be used to Ritual Summon any "Mikanko" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. Then you can apply the following effect. ● Destroy cards your opponent controls up to the number of Equip Spells with different names in your GY, and if you do, inflict 1000 damage to your opponent for each card destroyed. You can only activate 1 "Mikanko Kagura" per turn.
Oohime is a Mikanko monster that cannot be summoned normally, this is a Mikanko ritual monster.
Superior to both Nini and Hare , Oohime when on the field cannot be destroyed by battle, and the opponent will be the one to bear all the damage. This effect can be applied even if Oohime does not have an equipped spell card.
During either player's turn, you can select 1 equip spell from the grave (target), then equip it to 1 monster on the field. This is an ability that helps you reuse equip spell cards and overcome their negative points when equip spell cards will automatically drop from the grave if the monster they equip is no longer suitable. Not only that, this is also a disruption when some of Mikanko's equipped cards can be interacted with during the opponent's turn.
Normally, ritual monsters will have an additional ritual spell attached, Oohime is no exception. Mikanko Kagura is a card that can help players summon the Oohime ritual.
By using sacrificial monsters like other classic ritual cards, you can easily summon Oohime with monsters outside of Kagura's card clan as long as the sacrificial monster has a total level equal to or higher. Oohime (level 6).
In addition, when activating Kagura , after summoning the ritual, you can also use this card's side effects. This effect allows you to destroy as many cards on your opponent's field as there are other equipped spell cards in your grave, your opponent will take 1000LP damage for each card destroyed by this effect. .
Not stopping there, Oohime can also perform other effects of this monster when in hand, this makes Mikanko easier to play without having to have both ritual pieces. Oohime is the key card of the strategy, by revealing this card from your hand, you will get 1 more Mikanko card (different from Oohime ) from the deck to your hand, then discard 1 card from your hand. Oohime 's discard action counts as an effect, so if Oohime cannot successfully perform her effect, the loss in the number of cards in your hand is zero.
Oohime should be played with a maximum of x3 as it is a 1:1 trade with any Mikanko card in the deck. Kagura can be cut from the deck because you spend at least 3 cards just to use Kagura and ritual summon Oohime (1 Kagura , 1 Oohime , 1 level 6 monster or higher (worse still, 2 )). Instead, Oohime is usually summoned thanks to the quick-play spell The Great Mikanko of Legend which can summon this monster from the hand and ignore her ritual summoning conditions.
Mikanko Fire Dance and Mikanko Purification Dance (Hare's equipment)
Mikanko Fire Dance
Special Summon 1 "Mikanko" monster from your hand or GY, and if you do, equip it with this card, then you can Special Summon 1 monster from your opponent's GY to their field, but negate its effects. The equipped monster cannot be destroyed by card effects. You can only activate 1 "Mikanko Fire Dance" per turn.
Mikanko Purification Dance
Equip only to a "Mikanko" monster. The equipped monster cannot be destroyed by card effects. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 monster you control and 1 monster your opponent controls; return them to the hand. You can only use this effect of "Mikanko Purification Dance" once per turn.
Mikanko has equipped spell cards representing two monsters of the card clan, Nini and Hare. Blazing Dance and Purifying Dance are two cards with Hare in the artwork.
Blazing Dance is Mikanko's own Monster Reborn . When this card is activated, you will summon 1 Mikanko monster from your hand or set and equip this card to that monster.
Additionally, while activating and resolving the effect of Blazing Dance , you can summon 1 additional monster from your opponent's Graveyard to their side of the field. You don't need to worry too much because that monster's effects will be negated.
Summoning a monster to their side of the field is not completely disadvantageous to the Mikanko player. Your Mikanko monsters will have a target to attack and cause damage to the opponent, this is extremely important for the deck's victory, Mikanko monsters all have 0ATK attack power, completely harmless. if your opponent has no monsters on the field. Furthermore, having a monster on the opponent's field will make it impossible for them to activate many strong staples like Infinite Impermanence , Lightning Storm , Evenly Matched ... making it easier for you to pull out this card even when go before or behind.
Purifying Dance can help you clear monster obstacles on the field when going later, as well as your setup when going first. If a monster is summoned to your opponent's side of the field, you can push 1 monster of each player from the field back to the hand (target). Since there is no mention of who summons the monster, Purifying Dance can be triggered by effects of your cards ( Blazing Dance ).
Both Blazing Dance and Purifying Dance equip Mikanko monsters, and monsters equipped to these cards cannot be destroyed by the cards' effects.
Mikanko Reflection Rondo and Mikanko Water Arabesque (Nini's equipment)
Mikanko Reflection Rondo
Equip only to an opponent's monster. While you control a "Mikanko" monster, take control of that equipped monster. Neither player can activate the effects of the equipped monster while you control it. When this card leaves the field, send the equipped monster to the GY. You can only control 1 "Mikanko Reflection Rondo". You can only activate 1 "Mikanko Reflection Rondo" per turn.
Mikanko Water Arabesque
The equipped monster cannot be destroyed by card effects. During your Main Phase: You can Special Summon 1 "Mikanko" monster from your hand or Deck, with a different original name than the equipped monster, and if you do, equip it with this card, then return the monster that was previously equipped with this card to the hand. You can only use this effect of "Mikanko Water Arabesque" once per turn.
Arabesque and Inviting Rondo , unlike Blazing Dance and Purifying Dance , these cards can be equipped on monsters other than the Mikanko card family.
Arabesque can summon 1 Mikanko monster from the hand or deck (with a different name from the equipped monster) to the field, then transfer this equipment to the newly summoned Mikanko monster, finally the monster is Arabesque. Previous equipment will be returned to the hand.
Inviting Rondo can take control of a monster equipped to this card, however that monster cannot activate effects. Conditions for this effect If your opponent intends to destroy this card to reclaim their monster, they will fail because when Inviting Rondo is removed from the field, the monster equipped with this card will be sent to the Graveyard. after that. This card can only be equipped to your opponent's monster.
Arabesque should be played in numbers of 3 to help you get the Hare and Nini out as quickly as possible. Inviting Rondo can be played in quantities of 2 or 1.
The Great Mikanko Ceremony and Heavenly Gate of the Mikanko (Magic support)
The Great Mikanko Ceremony
Special Summon 1 "Mikanko" monster from your hand, ignoring its Summoning conditions, but return it to the hand during your opponent's End Phase. During your Main Phase: You can banish this card from your GY; send 1 "Mikanko" card from your Deck to the GY, except "The Great Mikanko Ceremony". You can only use each effect of "The Great Mikanko Ceremony" once per turn.
Heavenly Gate of the Mikanko
While you control a monster that is equipped with an Equip Card, all monsters your opponent controls that can attack must attack monsters equipped with Equip Cards. If your "Mikanko" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. At the end of the Damage Step, if your "Mikanko" monster attacked: You can send 1 Equip Card you control to the GY; it can make another attack on a monster in a row.
The Great Mikanko of Legend can summon 1 Mikanko monster from your hand, ignoring their summoning conditions. With this card, you can summon Oohime without needing Kagura . The summoned monster will return to the hand at the end of your opponent's turn. You can also remove The Great Mikanko of Legend from the Graveyard to send 1 additional Mikanko card from your deck to the Graveyard (in addition to The Great Mikanko of Legend ). You can use both effects of The Great Mikanko of Legend in 1 turn, but each effect only once/turn.
Doorway of the Celestial Mikanko is the environmental spell of this family. This card forces your opponent's monsters to attack monsters that have your equipped spell. Additionally, they will not be able to activate any cards or effects from the time they attack until the end of the damage step. If your Mikanko monster attacks, you can send 1 equip spell on the field to the Graveyard (cost) so that monster can attack one more time on your opponent's monster.
The Great Mikanko of Legend is an important card for your deck as this card can replace Kagura in your deck. With only 1 The Great Mikanko of Legend , you can perform a small combo with Oohime and 1 other equipment card. For Doorway of the Celestial Mikanko , this card is not too necessary so it can be cut from the deck because this card is completely dependent on the battle phase, meaning it can only be used from turn 2 onwards. The recommended number for The Great Mikanko of Legend is best 2 and Doorway of the Celestial Mikanko is 1 or 0.
Mikanko Rivalry and Mikanko Promise (Trap support)
Mikanko Rivalry
If you control a "Mikanko" monster: Target 1 face-up monster on the field; equip it with 1 Equip Spell from your Deck that can equip to it. If an Equip Spell(s) is sent to your GY, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 Equip Spell in your GY; add it to your hand. You can only use each effect of "Mikanko Rivalry" once per turn.
The Mikanko clan also has a number of trap cards that support strategies that can be used in duels where the deck is forced to go first.
Promise summons 1 Mikanko monster from the hand or deck, then this monster will gain 1 additional equipment from the hand or grave. With Promise , during your opponent's turn you can perform a small combo with Hare and immediately get 1 disruption with a Purifying Dance equipped spell that turn. However, monsters summoned by Promise are removed if they leave the field.
Speaking of Catfight , this card can indirectly add to your hand a card equipped with spell Mikanko from the deck. When activated, you can attach 1 item from your deck to a suitable monster on the field. Catfight helps you pull up Purifying Dance or Inviting Rondo from your deck to add disruption during your opponent's turn. Furthermore, by discarding this card from the grave (cost), you can pick up any 1 equip spell from the grave to your hand (with target).
Promise and Catfight are inherently trap cards, so they will be used less because Mikanko requires a battle phase, and drawing these trap cards on turn 2 onwards will slow down your progress more than drawing them. onto other break board cards. However, both of these cards are not completely discarded, they can be played in Mikanko's previous strategies or can be played in the side deck of the strategy in games 2 and 3.
Staple
Some common cards can be played in the deck
Infinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Mikanko can be combined with popular staple cards, making the deck easier to breathe in this era.
Some other support
Triple Tactics Thrust
If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.
Triple Tactics Talent
If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.
Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Some other staples can be played right in Mikanko's main deck.
Searcher
Pot of Prosperity
Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.
Mikanko does not need an extra deck, so you can use Pot of Extravagance or Pot of Prosperity to increase the odds of pulling out the necessary card for the strategy. Among the effects of Mikanko cards, there is no card drawing effect, so these Pots can be played in the deck without affecting Mikanko's combo.
Because the number of Mikanko cards needed for strategy is not much and there are additional supports to help you get them into your hand as quickly as possible, you can usually perform your combo with Hare or Oohime . Using Prosperity can help you dig your deck as deep as possible, but having to split the opponent's damage in half this turn sometimes creates a disadvantage for Mikanko when the deck's main playstyle is Win by dealing damage through battle.
Reinforcement of the Army (ROTA), there is not much to say about this card, this is an extremely important card in warrior strategies. In Mikanko, ROTA is a card that can help you get Hare from your deck into your hand.
Hidden Armory , when activated, will allow the player to take 1 equipped spell card from the deck or grave. The cost of this card is to drop 1 card from the top of the deck to the grave. This card has an unlimited number of uses per turn, but on the contrary, you will not be able to normal summon or normal set during the turn you activate Hidden Armory .
Hidden Armory helps you open combos to get Arabesque from your deck to hand as soon as possible. Regular summons during the turn are no longer necessary when Arabesque can be equipped on opponent's monsters and summon Mikanko monsters. from deck.
In the mid and late game stages, Hidden Armory can retrieve equipped cards from your graveyard, which makes this card never discarded in Mikanko's strategy.
Preparation of Rites can help you get Oohime from your deck into your hand, an extremely important card in strategy. In addition, this card also helps you get Kagura back from the grave to your hand.
Support when following
Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Kashtira Fenrir
ATK:
2400
DEF:
2400
If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.
Lava Golem
ATK:
3000
DEF:
2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. Once per turn, during your Standby Phase: Take 1000 damage.
Due to the nature of the game, it will be difficult for your deck to overcome other previous combo decks without any disruption from hand traps or using break board cards. Some good break board cards like Forbidden Droplet , Lightning Storm , Evenly Matched can be played in Mikanko's main deck.
Even though it is a deck that needs a battle phase to let the monsters punch, using Evenly Matched does not completely go against the deck's gameplay. You also won't be able to play the game if you don't clear all of your opponent's field. Since its launch, Evenly Matched has never been underestimated because of its ability to eliminate a series of opponent's cards. Besides having to stab the opponent's monster, Mikanko can also create disruptions during the opponent's turn, you can perform combos in your main phase 2.
About the monster Kashtira Fenrir , there is no need to say too much, this is a very strong monster at the present time that is used in most large and small tournaments. Fenrir can be played as a front or back player, and this monster can also be followed up by searching for another Fenrir from the deck. Using 3 more Fenrir to upgrade your deck is also not a bad idea.
How to play when going behind
Kaiju package
Interrupted Kaiju Slumber
Destroy as many monsters on the field as possible, then Special Summon in Attack Position, 2 "Kaiju" monsters with different names from your Deck (1 on each side), but they cannot change their battle positions, and must attack, if able. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Kaiju" monster from your Deck to your hand. You can only activate 1 "Interrupted Kaiju Slumber" per turn.
Dogoran, the Mad Flame Kaiju
ATK:
3000
DEF:
1200
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.
Gameciel, the Sea Turtle Kaiju
ATK:
2200
DEF:
3000
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju" (Quick Effect): You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.
Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.
Similar to Lava Golem , Kaiju can deal with the opponent's annoying monsters and act as a punching bag for Mikanko monsters to punch, however you can only sacrifice 1 opponent's monster and you cannot can summon other Kaiju to the opponent's field if there are Kaiju available on their field. In return, you can summon more Kaiju monsters to your field if the opponent's field has Kaiju monsters and these monsters can be searched thanks to Slumber , in addition, Slumber is also a Dark Hole to help you scan. yard easier.
Some other cards are dedicated to strategy
Dyna Mondo
ATK:
2200
LINK-2
Link Arrow:
Bottom
Top
2 monsters, including a Ritual Monster If this card is Special Summoned: You can target 1 card on the field and 1 Ritual Monster in your GY; shuffle both into the Deck. During your opponent's turn (Quick Effect): You can Tribute this card, then target 1 Ritual Monster in your GY; either add it to your hand or Special Summon it. You can only use each effect of "Dyna Mondo" once per turn.
Dinowrestler Pankratops
ATK:
2600
DEF:
0
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Dinowrestler Pankratops" once per turn this way. (Quick Effect): You can Tribute 1 "Dinowrestler" monster, then target 1 card your opponent controls; destroy it. You can only use this effect of "Dinowrestler Pankratops" once per turn.
Kurikara Divincarnate
ATK:
1500
DEF:
1500
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing all face-up monsters on the field that activated their effects this turn in your opponent's Monster Zone. Gains 1500 ATK for each monster Tributed to Special Summon this card. During your End Phase: You can target 1 monster in your opponent's GY; Special Summon it to your field. You can only use this effect of "Kurikara Divincarnate" once per turn.
Double-Edged Sword can be equipped to an opponent's monster, this card will add 2000 ATK to the equipped monster. When your Mikanko monster carries an equipped spell and punches an opponent's monster, only the opponent takes damage, ignoring the effects of Double-Edged Sword .
Kurikara is a monster that is conditionally summoned by sacrificing opponent's monsters that have activated effects this turn, this monster cannot be normally summoned to the field. Unlike Kaiju monsters or Lava Golem , Kurikara will be summoned to your field instead of the opponent's field and Kurikara can reach ATK of 3000+ when successfully summoned to the field.
Conclusion
I would like to end this article here. In the next part, I will give you the deck's directions as well as Mikanko's strengths and weaknesses.