New Mikanko Cards Revealed for Tactical Try Pack

A picture from the Yu-Gi-Oh! card, Uzuhime the Manifested Mikanko.

A picture from the Yu-Gi-Oh! card, Uzuhime the Manifested Mikanko.

Konami has revealed some new Mikanko support cards in the Official Card Game’s (OCG’s) upcoming Tactical Try Pack.

Currently, we don’t know when exactly these cards will be coming to the Trading Card Game (TCG) as well. That said, it doesn’t hurt to keep an ear to the ground when it comes to new additions to the Yu-Gi-Oh! card pool.

Sanaki the Mikanko Devotee

A picture of the Yu-Gi-Oh! card, Sanaki the Mikanko Devotee.
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Credit: Konami
It's a very powerful extension tool for the archetype, but you probably don't want to open with it most of the time.

You can only use the 1st, 2nd, and 3rd effect of this card's name each once per turn.

(1) You can target 1 “Mikanko” card you control; return it to the hand.

(2) If either player equips an Equip Card(s) to this card: You can Special Summon 1 non-Illusion “Mikanko” monster from your Deck, also you cannot Special Summon from the Extra Deck for the rest of this turn, except “Mikanko” monsters.

(3) If this card is sent to the GY: You can target 1 face-up monster on the field; equip this card to it.

A new main deck Mikanko monster card graces its roster. This card’s strongest ability is the fact it is the archetype’s version of Emergency Teleport. It does come with a lock on extra deck summons for the rest of the turn, though.

Players will have to sequence Sanaki near the end of their combo if they plan to use some generic extra deck cards. That said, activating the second effect shouldn’t be a problem due to the archetype’s synergy for equip spells.

For the rest of its package, Sanaki enables its controlling player to extend the shelf life of their named Mikanko equip spells. It can also become an equip card itself if need be for any Mikanko-specific ability requirements.

As far as the Mikanko archetype is concerned, Sanaki the Mikanko Devotee is a great extender. You’d probably not want to open with it, though.

Mikanko Water Arabesque exists and not only gets you to Sanaki just by itself, but can leave you in a better position on the board with more bodies to work with.

Uzuhime the Manifested Mikanko

A picture of the Yu-Gi-Oh! card, Uzuhime the Manifested Mikanko.
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Credit: Konami
This Mikanko's first and currently only extra deck monster.

You can only use the 1st effect of this card’s name once per turn.

(1) If this card is Special Summoned: You can add 1 Equip Spell from your Deck or GY to your hand.

(2) Cannot be destroyed by battle, also your opponent takes any battle damage you would have taken from battles involving this card.

(3) If this card attacks, at the end of the Damage Step: You can detach 1 material from this card; it can make another attack in a row.

Uzuhime the Manifested Mikanko explains the extra deck lock from Sanaki the Mikanko Devotee. Until now, the Mikanko archetype has only been focused on the main deck due to using Ritual monster cards.

As the debut XYZ Monster for the archetype, Uzuhime comes with an upgraded version of the standard Mikanko protection package, where it doesn’t need an equip spell.

Where Uzuhime shines is that it can get any generic equip spell from either the deck or the graveyard.

The former does leave Uzuhime open to standard anti-search hand traps like Ash Blossom & Joyous Spring or Droll & Lock Bird. The latter can be a good workaround if you can seed the graveyard prior.

As for potential targets for the search, not only are all the Mikanko equip spells fair game, but also some generic support like Double-Edged Sword or Angelica's Angelic Ring.

To wrap up Uzuhime’s package, it comes with the peculiar capability of attacking repeatedly as long as it has an xyz material to detach, as this ability lacks a once-per-turn clause.

It’s innocuous enough until you realize that Mikanko likes to throw back any battle damage the controlling player receives. This can lead to some pretty degenerate, if a little humorous, line of play.

Mikanko Divine Dance – Futahashira no Uzu no Miko

A picture of the Yu-Gi-Oh! card, Mikanko Divine Dance – Futahashira no Uzu no Miko.
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Credit: Konami
A versatile and powerful too to get to any Mikanko backrow support or Ritual monsters.

You can only use 1 of the 1st and 2nd effect of this card’s name per turn, and only once that turn.

(1) You cannot Special Summon from the Extra Deck for the rest of this turn after this card resolves, except “Mikanko” monsters, also send 1 “Mikanko” card from your Deck to the GY, except “Mikanko Divine Dance – Futahashira no Uzu no Miko”, then you can Set 1 “Mikanko” Spell/Trap from your Deck, except “Mikanko Divine Dance – Futahashira no Uzu no Miko”.

(2) You can banish this card from your GY and detach 1 Xyz Material from your monsters; Special Summon 1 “Mikanko” Ritual Monster from your hand or Deck.

Rounding out the new Mikanko support, Divine Dance is a versatile and powerful tool for the archetype.

As a starter, Divine Dance acts as a Foolish Burial while accessing any of the Mikanko backrow support.

Depending on the current board state, a Mikanko player would more than likely target Mikanko Water Arabesque or Mikanko Fire Dance for either board-breaking or combo extension capabilities.

With the presence of Uzuhime the Manifested Mikanko, Mikanko Divine Dance can easily cheat out any of the main deck ritual monsters for the archetype.

This can be pretty significant as Minkanko Ritual monsters, Ohime the Manifested Mikanko, and Arahime the Manifested Mikanko, are not always easily accessible. Battle of Legends: Monster Mayhem - More D/D and Dragonmaid Support