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Mikanko is an Aggro deck in Yu-Gi-Oh Master Duel, focusing on Ritual Monsters and Equip Spell Cards to deal damage even with monsters that have 0 ATK. Check out the core deck list, key combos, as well as how to play & counters!
List of Contents
Main Deck: 40 cards | ||||
---|---|---|---|---|
x2 | x1 | x3 | x3 | x2 |
x2 | x2 | x2 | x1 | x3 |
x3 | x3 | x2 | x2 | x2 |
x1 | x1 | x1 | x1 | x1 |
x1 | x1 | - | - | - |
Extra Deck: 15 cards | ||||
x1 | x1 | x1 | x1 | x1 |
x1 | x1 | x1 | x1 | x1 |
x1 | x1 | x1 | x1 | x1 |
Rarity | Name | Qty |
---|---|---|
Mikanko Spiritwalk | 1 | |
Mikanko Rivalry | 1 |
Tier Ranking | |||
---|---|---|---|
Tier 1 | |||
Deck Archetype | Deck Difficulty | ||
Control | Easy | ||
Deck Evaluation | |||
Ritual-based Deck with optional Extra Deck pivots Specializes in reflecting Battle Damage with Monsters with Equip Spells Uses a lot of "Kaiju" monsters to disrupt the opponent
|
The Mikanko monsters all have 0 ATK and DEF, but their stats can be quite deceiving from their true strength. Once they have Equip Spell Cards on them, they become a dangerous set of monsters that are surprisingly hard to remove from the Field.
The three Effect "Mikanko"monsters--Ha-Re, Ni-Ni, and Hu-Li-- share the effect that depends if its equipped with a Equip Spell or not. If not equipped, the owner does not receive battle damage involving them. However, if they are equipped, they become immune to battle destruction, and they reflect the damage recieved back to the opponent.
Each one also provides a special individual effect when they are equipped with a Equip Spell Card.
Getting these monsters equipped as soon as possible is key, especially Hu-Li to give your "Mikanko" cards the crucial immunity from targeted card effects.
The big monster in the Maind Deck is Ohime the Manifested Mikanko, who can reflect damage back to the opponent even without an Equip Spell Card on it. It can also act as a searcher while in the hand, to get another "Mikanko" card from the Deck.
While on the field, it can use its effect to get an Equip Spell Card from the GY, and then equip it to a monster that's able to. Depending on the target Equip Spell, it can be benificial to equip it to your opponent's monster.
The quintessential hand trap, Maxx "C", is the only hand trap for this Deck. Because of how this Deck plays, it's highly encouraged to let the opponent do their shenanigans and bring out their boss monsters on the field. Regardless if its effect pushes through or gets negated, you still have plays because of the various Equip Spells.
The "Kaijus" and "Lava Golem" are in the Deck to provide a way to get rid of boss monsters from the Field easily, as well as serve as damage fodder when being attacked by the "Mikanko" monsters.
The core strength of the Deck lies in these Equip Spell Cards. Each one has specific effects that make their equipment situational,
The most dangerous of these is Mikanko Water Abaresque because of its ability to Special Summon monsters from the hand, or even straight from the Deck. Ideally, you want to equip this first onto your opponent's monster first, to bounce them back to the hand (or Extra Deck if it's an Extra Deck Monster).
Mikanko Reflection Rondo is a desperation choice to steal a key monster from the opponent. It's often paired with the effect of Mikanko Rivalry, to equip the card even during the opponent's turn.
One of the most crucial Spell Cards is The Great Mikanko Ceremony--which serves as the perfect substitute for a Ritual Spell Card to summon Ohime. Simply take note that the summoned monster will be sent back to the hand at the end of the opponent's turn.
Players can also banish this card from the GY to send a "Mikanko" card from the Deck to the GY a la Foolish Burial, which should provide synergy if the card sent there is Mayowashidori or Mikanko Rivalry.
The other two Equip Spell Cards are more situational, and equipping it to who depends on the current game state. For example, Axe of Fools boosts a monster's attack, but has their effects negated so long as they are equipped with it--perfect to equip to a monster the opponent controls if you have "Mikanko" monsters ready to go.
Another is Double-Edged Sword, which can provide a massive boost. This is a good Equip Card to use onto a high-ATK monster the opponent controls once you have Ohime on the field.
For searchers, Preparation of Rites is great to search out Ohime, which in turn has its own in-build search effect. Meanwhile, Hidden Armory can search out an Equip Spell to the hand, at the cost of not being able to Normal Summon for the turn.
As the Deck technically does not need to rely on the Extra Deck, players can rely on using Pot of Extravagance without having to worry at the trade-off of banishing a boss monster you can end up needing later in the turn.
Because you run two "Kaiju" monsters in the Deck, you can technically run a copy of Interrupted Kaiju Slumber to destroy key monsters the opponent controls to summon Kaijus in their place. They are also forced to attack, which can enable an OTK depending on how the Battle Phase plays out.
The other interruption for the Deck is Mikanko Rivalry, which equips an Equip Spell Card onto a suitable monster. This is usually used to equip Axe of Fools to negate effects, or Reflection Rondo to steal the monster so long as it's equipped. Banishing this card from the GY also lets you recycle an Equip Spell Card from there back to the hand.
If you have these two Spell Cards on hand at the start of your turn, plenty of options open up to you. This is why it's important to field three copies each of Hidden Armory and Preparation of Rites.
Card(s) Needed on Hand | |
---|---|
Step | Description |
1 | Activate Preparation of Rites, and search out a copy of Ohime the Manifested Mikanko from the Deck to your hand. |
2 | Activate Hidden Armory; send the top card of your Deck to the GY, and search out a "Mikanko" Equip Spell Card from the Deck to your hand. ・If you have a "Mikanko" monster in the GY: search Mikanko Fire Dance ・If the opponent has a monster and you do not: search Mikanko Water Arabesque. |
Assuming we go with Mikanko Water Arabesque... | |
3 | Activate Mikanko Water Arabesque, and equip it to your opponent's monter. Then, activate its second effect while on the field; Sepcial Summon Hu-Li the Jewel Mikanko from the Deck, bounce back the monster equipped with this Equip Spell, then equip Water Arabesque to Hu-Li. |
4 | Now equipped with an Equip Spell, activate Hu-Li the Jewel Mikanko's effect; search out the one copy of Mikanko Rivalry from the Deck to the hand. Set it afterwards. |
Ohime the Manifested Mikanko | |
---|---|
Ohime the Manifested Mkianko might be a Ritual Monster, but the Deck can even run this card without Ritual Spells with the help of The Great Mikanko Ceremony. Not only is this monster immune to being destroyed by battle, the opponent also receives the battle damage dealt if this monster attacks or is attacked. | |
Thunder King, the Lightningstrike Kaiju | |
Thunder King, the Lightningstrike Kaiju is one of two Kaijus with the highest ATK in the entire archetype, which the "Mikanko" cards can take advantage of by attacking onto it. It can safely remove boss monsters from the opponent's side of the field, then Special Summons itself there. | |
Accesscode Talker | |
Accesscode Talker is more of a last resort monser to Summon, but the option is very much avaialble due to the Extra Deck having quite a number of LINK-2 monsters for easy access and synergy. It can boost its ATK depending on the Link Monster it used as material, and can destroy cards by banishing your Link Monsters from your GY. | |
Underworld Goddess of the Closed World | |
Much like Accesscode Talker mentioned above, Underworld Goddess of the Closed World is more of a last resort monster to Summon. It helps that it can use a monster the opponent controls as one of its materials. When it hits the field, it can negate the effects of all monsters the opponent controls. On top of that, it can also negate effects that involve Special Summoning monster(s) once per turn. | |
Divine Arsenal AA-ZEUS - Sky Thunder | |
In this Deck, summoning Divine Arsenal AA-ZEUS - Sky Thunder is more of an option for the player in case they need to clear the field of pesky cards, especially those immune to being targeted. This can be summoned using an Xyz Monster that successfully launched an attack during the Battle Phase. |
If Dragon Link manages to go first, they can be susceptible to having their monsters tributed with the help of Kaijus or Lava Golem. However, should you not have any of those cards on hand, and they can set up their various Boss Monsters with negates, it can be hard for Mikanko to deal with their strong field presence.
Dragon Link Deck List & Card Guide
Most of the monsters in a Melffy Spright Deck have low stats, which while setting up should be a good way to not leave themselves open to an OTK attack via battle. When fully set up, it should have enough negates, bounces and interruptions to deal with the Mikanko Deck setting up their monsters and Equip Spells.
Melffy Spright Deck List & Card Guide
Labrynth Decks might have the best response against Mikanko, considering their use of Trap Cards to control the pace of the Duel. They can make use of Trap Cards that can specifically deal with a Mikanko Deck's advantage.
Labrynth Deck List & Card Guide
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Galactic Evolution | Legacy Pack |
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