Tuesday, August 16, 2022

The Surprising Truth about "Mikanko" | An In-Depth Archetype Review + Combos/Decklist

Heya! Today, I'm back with another article featuring a new archetype which surprised me on the last minute. Yes, I'm talking about the new Mikanko archetype. I was literally waiting for something to inspire me to write about the archetype and the last card which was revealed last Monday didn't disappoint!

"Mikanko"


Today, we're going to do another archetype review and for a change, I also came up with a sample decklist. Let's get down to business!

Introduction

Mikanko, an archetype introduced in Deck Build Pack: Amazing Defenders which will be released on August 20th, 2022, is a ritual theme focused on Equip Spell cards and dominating the battle by reflecting the damage you would have taken by battle to your opponent instead using their monsters. 

This theme is composed of only 3 monsters at the moment and all have 0 ATK and DEF. Let's review all the cards and see if they mesh well with each other.

Monsters


DBAD-JP025 Tsurugi no Mikanko Hare (Hare the Sword Mikanko)
Level 3 FIRE Warrior Effect Monster
ATK 0 DEF 0
You can only use the 2nd effect of this cad’s name once per turn.
(1) If this card is not equipped with any Equip Card, you take no battle damage from battles involving it. If it is, it cannot be destroyed by battle, also your opponent takes any battle damage you would take from battles involving it instead.
(2) If this card becomes equipped with an Equip Card: You can add 1 “Mikanko” Equip Spell from your Deck to your hand.

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In all fairness, it having a 0 ATK doesn't make you vulnerable to battle damage with its first effect. If it is equipped, it cannot be destroyed by battle and your opponent would suffer the damage you would have taken instead. This reminds me of how Amazoness Swordwoman was popular back in the day as it also does the same gimmick. 

Anyone remembers this monster?


The sad part here is that it needs to reach the battle phase to let this effect shine which is not ideal in the format where crazy things happen the moment a player draws (or even on the opposing player's turn 1, right Tearlaments? :D)

The second effect lets you search 1 Mikanko Equip Spell from your Deck to your hand after this card becomes equipped with an equip card. While that sounds quite impressive, the fact that it relies on an equip spell before it can search is kinda unreliable. A good 1-2 ratio seems solid for me unless future support warrants the need to have multiples.


DBAD-JP026 Kagami no Mikanko Nini (Nini the Mirror Mikanko)
Level 3 WATER Spellcaster Effect Monster
ATK 0 DEF 0
You can only use the 2nd effect of this card’s name once per turn.
(1) If this card is not equipped with any Equip Card, you take no battle damage from battles involving it. If it is, it cannot be destroyed by battle, also your opponent takes any battle damage you would take from battles involving it instead.
(2) 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.

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The second main effect monster of the theme. Like Hare the Sword Mikanko, Nini the Mirror Mikanko also have the same first effect related to reflecting battle damage and battle immunity. 

Its second effect lets you control 1 face-up monster your opponent controls while equipped with an equip spell. Sadly, this only last until that turn's End Phase so you won't be able to use it to battle your opponent. Like Hare, a solid 1-2 copies would work for now.


DBAD-JP027 Oohime no Mikanko (Mikanko of the Oohime)
Level 6 LIGHT Fairy Ritual Effect Monster
ATK 0 DEF 0
You can Ritual Summon this card with “Mikanko Kagura”. You can only use the 1st and 3rd effect of this card’s name each once per turn.
(1) You can reveal this card in your hand; add 1 “Mikanko” card from your Deck to your hand, except “Mikanko of the Oohime”, then discard 1 card.
(2) Cannot be destroyed by battle, also your opponent takes any battle damage you would take from battles involving this card instead.
(3) (Quick Effect): You can target 1 Equip Spell in your GY; equip it to an appropriate monster on the field.

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Ah yes, the boss monster of the archetype or is it? Mikanko of the Oohime is a ritual monster that has searching capabilities while it is in your hand. Its first effect lets you search 1 Mikanko card from your Deck to your hand except a card with its same name then afterward, you will discard 1 card. That grants you an instant access to any Mikanko card that fits the scenario.

Its second effect includes battle and damage reflection capability even if it doesn't have any equip spell. The third effect is quick which lets you Equip any 1 Equip Spell in your GY to any appropriate monster on the field which means your GY will be your toolbox.

The downside of this card when on the field is it has 0 ATK and DEF so without any opponent monster to reflect the damage, your opponent can just avoid summoning huge monster until the time comes where they can finally clear this monster and your Mikankos

Still, I'd say 3 of this card is necessary as its your consistency booster regardless.


DBAD-JP028 Amatsu Mikanko no Tobira (Doorway of the Celestial Mikanko)
Field Spell Card
(1) While you control a monster(s) equipped with an Equip Card, your opponent’s monsters must attack them, if able.
(2) If your “Mikanko” monster battles, your opponent cannot activate cards or effects until the end of the Damage Step.
(3) If your “Mikanko” monster attacks, at the end of the Damage Step: You can send 1 Equip Card you control to the GY; that monster can make another attack in a row on a monster.

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The field spell of the archetype that has a first effect that forces your opponent to attack your monsters equipped with equip card. Its second effect makes your Mikanko monster immune to cards or effects that activate during battle which is pretty uncommon nowadays. The third effect can allow your Mikanko monster to reflect more damage for as long as you send 1 Equip Card you control to the GY and this effect isn't hard once per turn.

All of the effects are decent but not necessary to propel the gameplay of the theme. I'd say 0 or 1 because it is searchable by Mikanko of the Oohime. :)


DBAD-JP029 Denshou no Oomikanko (The Great Mikanko of Legend)
Quick-Play Spell Card
You can only use the 1st and 2nd effect of this card’s name each once per turn.
(1) Special Summon 1 “Mikanko” monster from your hand, ignoring its Summoning conditions, but return it to the hand during your opponent’s End Phase.
(2) 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 of Legend”.

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I like how the art of this card tells us how the monsters started their humble beginnings as trainees and possible easter egg on future monsters as other girls with different colored hair are seen. Its first effect allows you to special summon 1 Mikanko monster from your hand ignoring summoning conditions but it is returned to our hand during your opponent's End Phase. This can summon Mikanko of the Oohime which has a neat interaction with the new Equip Spell which we will share later on.

Its second effect acts as a Foolish Burial for any Mikanko card by banishing itself from the GY. Both the 1st and 2nd effect can be used the same turn. 

I'd say 1 copy would work as it is searchable anyway. 


DBAD-JP030 Mikanko no Homura Mai (Blazing Dance of the Mikanko)
Equip Spell Card
You can only activate 1 card with this card’s name per turn.
(1) 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 its effects are negated.
(2) The equipped monster cannot be destroyed by card effects.

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The theme's monster revival card. Its first effect can special summon 1 Mikanko monster from your hand or GY and if you do, you can equip this card. On top of that, you can also Special Summon 1 monster from your opponent's GY to their field with its effects negated. It's clear that the primary purpose is for you to battle it to reflect the damage but this could also backfire if you let the monster stay as your opponent can use it on their advantage. 

Its second effect is something similar to the rest of the equip spell which protects the equipped monster from being destroyed by card effects.

I'd say 1 copy at most as it is searchable by our fav ritual here.


DBAD-JP031 Mikanko no Harae Mai (Purifying Dance of the Mikanko)
Equip Spell Card
Equip only to a “Mikanko” monster. You can only use the 2nd effect of this card’s name once per turn.
(1) The equipped monster cannot be destroyed by card effects.
(2) If a monster(s) is Special Summoned to your opponent’s field: You can target 1 monster you control and 1 monster your opponent controls; return them to the hand.

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Another equip spell and this card can only be equipped to a Mikanko monster. Its first effect also prevents the equipped monster from being destroyed by card effects. Its second effect acts as a form of disruption as it can return 1 monster you and your opponent controls back to hand when a monster is Special Summoned to your opponent's field. 

For me, it somewhat conflicts the idea of keeping monsters for you to reflect damage if you're ending up returning them back to hand. Also, I don't see any advantage of returning your Mikanko monsters back to hand since that would potentially waste the cards equipped to them.

I'd say 0-1 copy. 


DBAD-JP033 Mikanko no Izanai Rondo (Inviting Rondo of the Mikanko)
Equip Spell Card
Can be equipped to a monster your opponent controls. You can only activate 1 card with this card’s name per turn.
(1) You can only control 1 “Inviting Rondo of the Mikanko”.
(2) Take control of the equipped monster while you control a “Mikanko” monster.
(3) The equipped monster cannot activate its effects while you control it.
(4) When this card leaves the field, send the equipped monster to the GY.

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An equip spell based on Nini this time. This card can be equipped to an opponent's monster. While you have a Mikanko monster, this works like a Change of Heart that stays. The monster cannot activate its effect so its only perfect to push for damage unless it has a good continuous effect. 

If your opponent attempts to destroy this equip spell, it drags the equipped monster to the GY as well ensuring your opponent cannot maximize their monster again.

The effect is quite good but multiples could be dead so I'd say 1-2 copies. 


DBAD-JP034 Mikanko Kagura
Ritual Spell Card
This card can be used to Ritual Summon any “Mikanko” Ritual Monster. You can only activate 1 card with this card’s name per turn.
(1) Ritual Summon 1 “Mikanko” Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon, then you can 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 them for each card destroyed by this effect.

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This cards condition depicts we might get new Mikanko Ritual Monster in the future as it is not specific to Mikanko of the Oohime. The downside of that is since it doesn't have the specific name of the ritual monster, you cannot use Pre-preparation of Rites to search this. 

It only has 1 main effect with multiple subsequent effects.
  • Ritual summon 1 Mikanko Ritual Monster from your hand, by Tributing monsters from hand or field that suffice or exceeds the level of the monster you are summoning.
  • Afterward, you can destroy cards (non targeting) up to the number of Equip Spells with different names in your GY.
  • Then, inflict 1000 damage for each card you destroyed by Mikanko Kagura's effect.
This ritual spell ensures there won't be any hindrance standing in your way whether it be a backrow or an opponent monster that can disrupt your strategy. While this sounds worth negating, I don't see that you would be able to use this often unless you are going for game. The deck doesn't get any card advantage when you use Mikanko as ritual materials and I don't think summoning Mikanko of the Oohime is also gamebreaking. 

I'd say 1 or 2 copies max. I feel The Great Mikanko of Legend is a better card to summon Mikanko of the Oohime to start the combo rather this but let's see once future ritual monster arrives. 


DBAD-JP035 Mikanko no Chigiri (Mikanko Promise)
Normal Trap
You can only activate 1 card with this card’s name per turn.
(1) Special Summon 1 “Mikanko” monster from your hand or Deck (but banish it when it leaves the field), then you can equip it with 1 appropriate Equip Spell from your hand or GY.

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This card can instantly summon your level 3 Mikanko from hand or Deck then you can also equip it with any appropriate Equip Spell from hand or GY. It's good but it being a trap makes it a bit slow for a theme that relies on being aggressive during battle phase. 

0-3 copies. 


DBAD-JP036 Mikanko Kamikurabe (Mikanko Catfight)
Normal Trap Card
You can only use the 1st and 2nd effect of this card’s name once per turn each.
(1) If you control a “Mikanko” monster: Target 1 face-up monster on the field; equip it with 1 appropriate Equip Spell from your Deck.
(2) If an Equip Spell(s) is sent to your GY while this card is in your GY: You can banish this card, then target 1 Equip Spell in your GY; add it to your hand.

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Look at that art! This trap card can act as a form of defense. Inviting Rondo of the Mikanko can instantly control your opponent monsters after being equipped then Purifying Dance of the Mikanko could potentially bounce an opponent monster back to hand. 

This combos well with Purifying Dance of the Mikanko because if you also return the monster you equip it with, it would trigger Mikanko Catfight's second effect to banish itself to recycle any Equip Spell from your GY back to hand. 

This card is a Trap and I don't think seeing Multiples of this card in hand is a good thing.1-2 copies perhaps. 

And finally, the card that made the theme more exciting.....


DBAD-JP032 御巫の水舞踏 Mikanko no Arabesque (Arabesque of the Mikanko)
Equip Spell Card
You can only use the (2) effect of this card’s name once per turn.
(1) The equipped monster cannot be destroyed by card effects.
(2) 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 this card to it, then return the monster this card was equipped to to the hand.

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YES! Finally a starter for an archetype. Its first effect works similar with all Mikanko Equip Spell that has the ability to protect the equipped monster from being destroyed by card effects. 

Its second effect is what elevates the theme to an entire new level. While equipped to a monster, you can special summon 1 Mikanko monster from your hand or Deck with a different original name than the equipped monster then you can equip this card to that new monster. Afterward, you can return the monster this card was equipped to back to hand. 

This allows you to maximize both Hare and Nini with this card alone. It doesn't have any restriction to which monster you can equip it with so you can leverage the Equip Spell game mechanic and even use a face-up monster your opponent control as a bait for this card.

This is an excellent card that also has a potential in becoming a staple in side deck. Main 3.

Basic Combo

Here is a neat interaction that you can do with Mikanko's new Equip Spell.


  1. First, use Mikanko of the Oohime's effect to search The Great Mikanko of Legend then discard 1 card. You can skip this deck if you already have the Great Mikanko of Legend in your hand.
  2. Then, use the effect of The Great Mikanko of Legend to special summon Mikanko of the Oohome from your hand ignoring its summoning condition.
  3. Next, banish The Great Mikanko of Legend using its effect to send Arabesque of the Mikanko from Deck to GY.
  4. Finally, use Mikanko of the Oohime's effect to equip Arabesque of the Mikanko to itself. Use the Equip Spell to special summon either Hare or Nini from your deck then bounce Oohime back to your hand. If you special summon Hare, it can also search an additional Mikanko Equip Spell back to your hand since it is equipped by Arabesque of the Mikanko. A good target is either Blazing Dance of the Mikanko (so you can summon Nini this time) or Purifying Dance of the Mikanko and equip it to Hare for additional defense. If you're doing that, might as well just summon Nini since it can control an opponent's monster while equipped with Arabesque.
Alternatively, Arabesque of the Mikanko and Nini the Mirror Mikanko could be a side deck or main deck worthy engine that could act as a monster removal and Nini being either a level 3 Extender or a form of defense. A good ration is 3 Arabesque of the Mikanko and 1 Nini the Mirror Mikanko.

Sample Decklist


Note: Extra Deck is random. Deck isn't Extra Deck reliant.

Main Deck: 40
Monsters: 22
3 Mikanko of the Oohime
2 Nini the Mirror Mikanko
2 Hare the Sword Mikanko
3 Manju of the Ten Thousand Hands
3 Kshatri-La Fenrir
3 Jizukiru, the Star Destroying Kaiju
3 Ash Blossom & Joyous Spring
3 Maxx "C"

Spells: 15
3 Abaresque of the Mikanko
3 Preparation of Rites
1 Inviting Rondo of the Mikanko
1 Blazing Dance of the Mikanko
1 Purifying Dance of the Mikanko
1 Mikanko Kagura
2 Pot of Prosperity
2 Called by the Grave

Traps: 3
3 Infinite Impermanence

Extra: Random

Details:

  • This deck is focused on accessing Mikanko of the Oohime as early as possible that is why there are 3 Preparation of Rites and 3 Manju of the Ten Thousand Hands for at least 9 card starter (including Oohime). 
  • Kshatri-La Fenrir is a great engine in OCG currently and can act as a target for Arabesque or a level 6 ritual material for Oohime. Pretty good not to include as a beater while Nini act as your disruptor.
  • Jizukiru, the Star Destroying Kaiju is a 3300 ATK Kaiju that you can combo with Arabesque. I chose the 3300 ATK so that the damage I can deal to my opponent is greater when I reflect the damage with Nini and Hare.
  • 1 of each other Equip Spells aside from Arabesque just for option. Based on testing, the Mikanko Traps are quite slow in practice so I skipped them.
  • The idea is to discourage your opponent from summoning monster since that's where you gain advantage when dealing damage or control them with Nini and Kshatri-La Fenrir.
  • The deck's weakness is mainly backrow removal as Nini and Hare without equip is almost game over. This deck also lacks push power unless opponent summons a monster or you have Kshatri-La Fenrir early game.
Summary

Overall, the deck really showed good potential after the reveal of the last card. I feel that this is by far my most in depth analysis of an archetype and I appreciate you reading 'til this part. The surprising truth - this deck's potential may not be as impactful as other archetypes but it's definitely getting there. Will Mikanko finally get the spotlight that it deserves?

Thanks for reading!




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