Overview
Mimighoul is a deck designed to give your opponents cards and force them to activate them, because if Flip monsters are so bad why not force other people to use them instead? Mimighouls will slowly whittle down your opponent's resources so they can no longer have enough cards to play the game. Whether it is through Archfiend hand looping, Talents taking cards from their hand, or Unicorn taking cards from their Extra Deck they will have a hard time holding any resources for long!
The cards
The Main Ghouls
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(3x)
Dragon is the main normal summon of the deck and is core to your 1 card combos. It is also your main target to summon off Loading... and is one of the ways that you can break boards going second. When combined with Loading... 's grave effect it turns into a one-sided Loading... , or when combined with the effects of Loading... , Loading... , or Loading... it becomes a quick effect Loading... . Be cautious of leaving Dragon on the opponent's field as they can flip it up to burn its effect and stop you from destroying their board later in the turn. It is also important to know that it is Main Phase only, meaning you can not use the Battle Phase to trigger its effect.
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(2-3x)
Archfiend has the strongest Flip effect of all the Mimighouls, technically being a +4 in card economy if you don't think about it too hard. You almost always choose this card when activating Loading... due to it always having a good effect no matter where it ends up. The ability to constantly take cards out of your opponent’s hand makes it almost impossible to stall for good draws and making grind games lean heavily in your favor. Its on-summon effect is crucial for most of your high impact combos, and is the main way to trigger Mimighouls on your first turn without committing to an Xyz summon. The opponent can Loading... the Flip effect which will stop the entire effect, including giving Archfiend back to you.
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(2-3x)
Fairy is the main extender of the deck, allowing you to access multiple Rank 1s way easier. It is searched during the course of most combos. It only requires you to control a Mimighoul monster in order to summon it to your field, making it the easiest extender to use in most cases. Its flip effect stops the opponent from activating the effects of monsters special summoned from the hand. This does not stop activation of effects in the hand like Loading... , but it does stop Loading... or Kashtira monsters from activating on field.
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(1x)
Slime is a combo piece that allows you to increase your deck’s ceiling and make much larger boards when you already have Dragon access. Its effect allows you to summon out Loading... early, letting you use Master’s search effect for an extender to make more plays or use Master as Link material to later revive with Loading... . The summon is optional, so you can choose not to summon if you want to keep a Mimighoul in deck for Loading... . Its extension effect is by far the weakest of the 3 and is very rarely used.
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(0-1x)
Armor is the second best extender for the deck, allowing you to grab another extender after you use Loading... . Its Flip effect is fairly lackluster, protecting your Mimighouls from battle to make sure you maintain board presence, but that is redundant with Dungeon’s summoning sickness floodgate and can allow the opponent to get in for damage by attacking into it multiple times.
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(0-1x)
Its main utility is protecting your Dungeon from cards like Loading... or Loading... . Loading... can stop the opponent from using their Battle Phase to get rid of Cerberus, effectively requiring them to remove Cerberus by card effect before being able to out Dungeon. Its mill effect is inconsistent, sometimes hitting nothing at all and sometimes hitting multiple engine pieces. Sometimes using the monsters this card summons as Link material can backfire by putting resources like Loading... in the grave for your opponent or by summoning a Barrier Statue to your field.
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(1x)
Mimighoul Master is extremely accessible off Throne’s effect making your Maker’s effect to be good regardless of what it summons. The effect on summon allows you to add an extender to continue your plays, another Dragon for follow up, or add a Mimighoul to give to your opponent. It can force your opponent to activate the effects of Mimighoul monsters on their turn, allowing you to trigger your Dragon or Archfiend's effects whenever you want and not allowing them to avoid the floodgate effect of "Mimighoul Fairy". Its non-destruction effect makes it inconvenient to out in most situations, allowing you to save its flipping effect for when you really need it. Be aware that its flipping effect can only be activated on the opponent's Main Phase, so it can not be used on your turn for your own plays.
The Extra Ghouls
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(1x)
Throne gives you access to Loading... , which gives you an additional add of a Mimighoul for follow up, extension, or for you to give to your opponent. If you summoned Master off another effect like Slime then you can use it as Link material and then revive it afterwards with Throne's effect. It has a Main Phase only non-targeting bounce that equips itself to a Master you control making it even harder to run over Master and keeps it on the field so you can return it to the Extra Deck using Room’s grave effect. It gives you another option to add in-engine disruption, even if you get Loading... d. Its effects are a shared hard once per turn, meaning you can not bounce and summon on the same turn. It requires 2 Mimighouls so it is not accessible off other engines.
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(x2)
Giant is the enabler that smooths out most of Mimighouls hands, allowing you to search the key parts you need to combo off while also functioning as extension. The second effect allows you to clear the board going second and on later turns to keep up your advantage, and the burn effect lets you chip away at your opponent’s life points and close out games by popping your own cards for damage. Its ability to allow every other non-xyz Mimighoul to attack directly allows you to deal damage without having to clear the Mimighouls you give your opponent. This effect does not apply to any Xyz monster, meaning you will have to rely on another Zeus pilot to force Zeus through. It is a generic Rank 1, allowing you to access Mimighoul cards off Rank 1 engines like Purrely.
The Spells/Traps
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(3x)
Dungeon is your main grind engine, an attack buff, a floodgate, and is an amazing consistency piece. It does everything you could ever want and more. Drawing it allows you to add whichever monster you are missing in the 2 card combo or it can grab an extender if you get hand trapped. The normal summon floodgate forces your opponent to flip up their Mimighouls if they want to normal summon. You can even summon another Mimighoul to their field immediately afterward using Room to keep them off their normal. Summoning sickness forces your opponent to play the slow game allowing you to loop Loading... and keep your monsters like IP safe. It can also recycle your Extra Deck monsters to reuse them again after they go to the grave.
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(3x)
Maker is both a starter and an extender, and is the main enabler of your combo plays. You can use it with Loading... and Loading... to always have rank 1 access off, or you can choose to summon Archfiend and Loading... to give you the highest ceiling end boards if you already have Dragon access. Its grave effect can flip up any face-down monster the opponent controls, turning Dragon into a Torrential Tribute or force Archfiend or Loading... to activate. It is searchable off Thrust meaning that you can access extension turn 1 if you give your opponent a Mimighoul.
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(2-3x)
Room is the most versatile card in the deck. It is a non-targeting Book of Moon and can summon to either field allowing you to choose between summoning Dragon to your field for follow-up or summoning it to the opponent’s field to flip up. Its grave effect also recycles any number of face-up Mimighoul cards, putting them back into the hand to be used again. This can be used to put Loading... back into the Extra Deck, to avoid removal, to recycle the Mimighouls to give to the opponent, to dodge targeted negation like Veiler on Loading... , or all of the above.
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(0x)
Charm puts a timer on the opponent, forcing them to try to push through and kill you before you can get rid of all of their useful cards in their Extra Deck while also getting link material. When combined with Loading... getting rid of hand advantage and Dungeon offering infinite recursion while hindering your opponent’s ability to destroy your monsters by battle it makes it almost impossible to win a prolonged grind against Mimighoul. The main flaw of the card is that it is only really useful when you are already in a position to play, and provides little to no utility if you don’t already have the means to do so. It is fairly weak into an already established boards. It can also summon things like Loading... or Loading... to your field and floodgate you out of being able to use Room or IP. You run 1 at most to search when you have everything else.
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(0x)
Fork is an additional way to flip up your opponents set monsters, and is the only in engine way to flip your opponent’s Mimighouls on your turn without summoning something. It gives the opponent an option to either flip their set face-up and give you its flip effect or send it to the grave and give you a Pot of Greed. It is inherently inconsistent as both a draw tool and an extender as if you really need to draw cards they can just flip it face-up, but if you really need to extend they can choose to let you draw and not let you get the flip effect. If this is played at all it should be played at multiples in order to abuse its 2nd effect to give you another card for free, making it easier to grind with.