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 - Part 2
Sections covered in this guide:
Overview of the gameplay
Ni-Ni the Mirror Mikanko, Ohime the Manifested Mikanko and Ha-Re the Sword Mikanko (Mikanko monsters)
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.
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.
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.
The main goal of the deck is to use Mikanko monsters and equipment cards. During the battle phase, when Mikanko monsters are wearing battle equipment, these monsters cannot be destroyed and the opponent will take damage on your behalf.
- Oohime can use the above effect even without a spell card equipped on her.
- Hare supports the ability to add additional Mikanko equipment from the deck to the hand.
- Nini can capture 1 opponent's monster during their turn.
Equipped spell cards
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 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 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.
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.
Equipped cards are also the win condition of the deck when you need to equip them to Mikanko monsters to cause damage to the opponent.
- Arabesque can summon Mikanko monsters from the deck.
- Blazing Dance can summon Mikanko from the hand or grave.
- Purifying Dance (can only be equipped to Mikanko) and Arabesque (can be equipped to both opponent's monsters) can return monsters from the field to the hand.
- Inviting Rondo can only be equipped to your opponent's monsters and take control of them.
The Great Mikanko Ceremony, Mikanko Promise and Mikanko Kagura (Other supports)
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.
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.
- For a deck with ritual monsters, it is indispensable to have cards that allow ritual summoning. Kagura is a classic ritual card that helps you ritual summon Mikanko monsters and deal additional damage to your opponent.
- The Great Mikanko of Legend is a special card that allows you to summon Mikanko monsters from your hand, including Oohime . With just this 1 card, you can set up 1 disrupt during your opponent's turn.
- Promise helps you pull Mikanko monsters onto the field from the deck as well as immediately equip them with a Mikanko equipped card from your hand or grave.
The gameplay follows
With the deck's following play style, Mikanko's goal of winning is to use Mikanko monsters to attack the opponent's monsters. Thanks to the cards equipped on Nini and Hare , when these monsters attack your opponent's monsters, you will not receive any damage but instead your opponent, these monsters. will not be destroyed.
Combo 1 card
You can perform a simple combo with just 1 card, Arabesque , in your hand (this card can be used to equip your opponent's monster), your opponent needs to have a monster on the field, combo will be performed as follows:
Mikanko Water Arabesque (Combo 1 card)
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.
- Use Arabesque to equip your opponent's monster.
- Activate Arabesque 's on-field effect, special summoning Hare from your deck to the field. At this time, Arabesque will change from equipping another monster to equipping Hare , so this card will not be destroyed when the previously equipped monster is returned to the hand.
- Activate Hare 's trigger effect, add 1 Mikanko equipped spell card from your deck to your hand:
- Inviting Rondo in case you want to capture an opponent's monster.
- Blazing Dance when you can continue to summon more Mikanko monsters from your hand or grave.
- Purifying Dance when you cannot kill your opponent this turn, this card can help you create more disruption during your opponent's turn.
End combo.
Some other support for tactics
A few things you need to know about Oohime
First turn gameplay
Although a battle phase is needed for Mikanko monsters to be able to attack, it does not mean that the deck will be weak if it takes the first turn. A Mikanko card can cause damage to the opponent's combo like Purifying Dance , or Nini can capture an opponent's monster on their turn, further demonstrating that the deck going first is completely possible.
Combo 1.5 cards
Mikanko of the Oohime and Heavenly Gate of the Mikanko (1 Oohime + 1 any card)
Mikanko of the Oohime
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.
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.
Perform combos:
- Use Oohime 's effect in your hand, reveal this monster (cost), then add The Great Mikanko of Legend from your deck to your hand. When using this effect, you must discard 1 card in your hand, and you cannot discard Oohime or The Great Mikanko of Legend in this combo, so you must discard the remaining card.
- Activate The Great Mikanko of Legend to summon Oohime from your hand to the field.
- Using The Great Mikanko of Legend 's grave effect, remove this card from the grave (cost) and send 1 Mikanko card from the Deck to the grave. In this combo, you have up to 3 options to send: Purifying Dance or Arabesque or Inviting Rondo .
- During this turn, you have not used Oohime 's effects yet . Depending on the choice you make to send to the grave with The Great Mikanko of Legend , you will get different directions of the combo.
If you send Inviting Rondo to the grave, you can end your turn here. During your opponent's turn, you can activate Oohime 's effect to equip Inviting Rondo from the Graveyard to 1 opponent's monster. That monster will be taken under control as long as you have a Mikanko monster on your side of the field. Due to the effect of The Great Mikanko of Legend , at the end of your opponent's turn, Oohime will return to the player's hand, at which point that monster is returned to your opponent but Inviting Rondo remains on the field. In the next turn, you can use Oohime 's effect to get Hare or Nini into your hand. Just by normal summoning these monsters, you will be able to continue capturing your opponent's monsters thanks to Inviting Rondo .
If you send Arabesque to the grave, you can activate Oohime 's effect that turn, equipping Arabesque to Oohime . Continue using Arabesque 's effect , summon Hare or Nini from the deck, then return Oohime to the hand.
With Hare, you can continue to get 1 more equipped spell card from the deck. As for Nini, you will stop the combo here with 1 monster capture during your opponent's turn. The Oohime in your hand will be used to get more Mikanko cards the next turn.
If you send Purifying Dance to the grave, you can use Oohime 's effect to equip that card back to her.
End combo.
Oohime is an extremely important card!!
Above is Oohime 's combo with a random card. This is the reason why Mikanko can play strong break board cards when going behind or back row hate even if you don't know your opponent's strategy. Unnecessary cards will be sent to the grave using Oohime 's effect as a 1:1 trade.
With Oohime , you can extend the combo to a 2-card combo if you have another Mikanko equip card in your hand ( Arabesque , Inviting Rondo , Purifying Dance ). In the combo, you can get the remaining equipment cards of this clan.
Combo of 2 cards
Mikanko cards can be combined together very smoothly~
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.
Mikanko of the Oohime
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.
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.
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.
Weaknesses of the deck
Common staples
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.
Because the effects of Mikanko monsters that cannot be destroyed in battle and transfer damage to opponents are monster effects, cards like Skill Drain will make the deck unplayable.
Infinite Impermanence activating in the same column as equipped cards also makes the deck relatively difficult to breathe.
Besides, Mikanko is also a deck that depends very much on equip spells. These magic cards will not be able to successfully use their effects if cards like Twin Twister or Cosmic Cyclone chain destroy the equipment of these monsters.
If Arabesque cannot successfully use the effect, Mikanko has no choice but to use the remaining cards in her hand to continue the combo.
Use some common floodgates
Spright Elf
ATK:
1400
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. Your opponent cannot target monsters this card points to with card effects. During the Main Phase (Quick Effect): You can target 1 Level 2 monster in your GY, or, if your opponent controls a monster, you can target 1 Rank/Link 2 monster instead; Special Summon it. You can only use this effect of "Spright Elf" once per turn.
Because the deck includes many different monster types and attributes (Fairy, Warrior, Spellcaster, LIGHT, FIRE, WATER), floodgates like Rivalry of Warlords or Gozen Match will make Mikanko monsters unable to be summoned to the field. .
Anti-Spell Fragrance will make equipped spell cards as well as other spell cards unable to be activated right from the hand, instead the player needs to place them face down on the field first and have to wait up to 2 turns to use them. get them.
Equipped magic cards always need to target the monster you want to equip before they can be activated. Taking advantage of this, you can protect your monsters from the opponent's Arabesque or Inviting Rondo activation. by making your monster anti-target ( Spright Elf ).
A few notes when playing Mikanko
Ni-Ni the Mirror Mikanko, Ohime the Manifested Mikanko and Ha-Re the Sword Mikanko (Mikanko monsters)
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.
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.
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.
Hare and Nini without equipment can only use effects that do not take damage. To use effects that won't be destroyed by battle and have your opponent take damage for you, these monsters need to be equipped with equip spell cards.
Nini can only use effects during the opponent's turn.
Hare can only trigger effects when equipped with an equip card.
Oohime can use the effect in both player turns.
Equipped spell cards
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 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 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.
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.
Equipped cards must target 1 appropriate monster on the field when activated.
Arabesque can be equipped to both your and your opponent's monsters.
Blazing Dance and Purifying Dance can only be equipped to Mikanko monsters.
Inviting Rondo can only be equipped to monsters on the opponent's field.
The Great Mikanko Ceremony, Mikanko Promise and Mikanko Kagura (Some other 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.
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.
Kagura is a Mikanko card that can destroy trap spells on the field.
With 1 Promise or The Great Mikanko of Legend you can summon 1 Mikanko monster along with 1 equipment on that monster.
There Can Be Only One and Torrential Tribute (A few other cards can be played for Mikanko)
Mikanko features monsters in the deck with different systems and types, you can also play the card There Can Be Only One for the deck.
Cards like Blazing Dance and Purifying Dance can help protect Mikanko monsters from Torrential Tribute .
Epilogue
And that's what I want to say about the Mikanko deck's strategy. Hope you will have interesting experiences with this deck.