Mikanko

Win Streaks from on September 12th, 2023
cp-ur 960 + cp-sr 540
50 cards

Notes & Combos

As a primarily combo based player looking at this deck sparked some interest, it has very good ability in breaking boards when going second thanks to Arabesque however if you get stuck going first with the regular lists you don't really have much you can do. If you go uninterrupted with a Connector opener and any card to discard, you end on Baronne, Arc Light, I:P, and a set Promise which means you have 2 Omni negates, a bounce with Purification when you s ummon out Ni-ni on promise, a quick play change of heart in Ni-ni, and then I:P being able to go into Apollo with Ni-Ni and the stolen monster afterwards. Which results in 2 omni negates, 2 monster interactions with bounces or steals, and 3 monster negates.

When going second with the deck you can go about the same gameplan of building a board to start breaking apart their interactions, and then push through and OTK with the usual Double-Edge + Mikanko silliness.

Diviner opener ends on Power Tool with a negate, Spright Elf (with a diviner in grave to pop on opponent's turn), and I:P that can turn into a 3 negate Apollo after using Spright Elf on the opponent's turn.

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Card Choices

Illusion of Chaos + Magicians' Souls - An additional search for Preparation and Arc Light to give you an extender, drawing this or Ohime with a diviner greatly extends the combo into something closer to the lines of the Connector combo ender. Additionally, Magicians' Souls can also dump used equips to dig for more extenders if going second to play through your opponent's made board.

Purification Dance - it gives us an extra form of interaction on the opponent's turn with Promise into this and Ni-ni. More layers, on top of being able to bounce problem cards as you're trying to break through the board if going second.

Dimensional Allotrope Varis - This little guy doubles up as both a target to search with Emergency Teleport to go into Isolde, or a way to start fixing your bad hands by going into Arc light to get to Ohime to start pushing back through the opponent's board.

Ferocious Flame Swordsman - There are awkard times when playing through Imperm, Veiler, Ash, ect that you just don't have all of your Warrior access, so this gives us a way to turn two non-warriors into a warrior to get into Isolde to start building our board.

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The flex spots in the extra are the second Arc Light, I personally run 2 because it came up where I was summoning back Diviner on my opponent's turn after some grinding back and forth. Sky striker Ace - Azalea Just spot removal to play through interactions when going second, you can easily cut it if you find something more important. Pitknight Earlie is another flex spot, it doesn't come up too often, but it's another thing you can go into with Spright Elf if you find yourself in a grind game.

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Additional comments

40 card variant, I played with the idea of this trying out some hands with it. It might have been the build I was on and didn't experiment enough, but it felt far less consistent than this build that I am at now because you would draw into your equips more often with less cards in the deck, and as a result have less extenders to draw into.

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Replays

The replays aren't sorted, I literally just clicked my last few games rather than giving perfect hand scenarios. There are some silly misplays in there as I'm still learning the deck myself on the fly, so there's easily room for improvement still.

ID: 409-376-920

If you have anything you wish to ask about this, feel free to reach out to me on Discord: Rhae_gg