Ha-Re the Sword Mikanko
Ha-Re the Sword Mikanko

Ha-Re the Sword Mikanko – #AMDE-EN025

If this card is not equipped with an Equip Card, you take no damage from battles involving this card. If this card is equipped with an Equip Card, it cannot be destroyed by battle and your opponent takes any battle damage you would have taken from battles involving this card. If an Equip Card becomes equipped to this card: You can add 1 “Mikanko” Equip Spell from your Deck to your hand. You can only use this effect of “Ha-Re the Sword Mikanko” once per turn.

Date Reviewed:  March 13th, 2023

Rating: 3.42

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Ha-Re the Sword Mikanko starts our look at an archetype that focuses around three monsters and a Ritual Monster.

While Ha-Re won’t allow you to take any damage when she is involved in a battle if not equipped with an Equip Card, she does far better with something equipped. While equipped, Ha-Re has battle protection and reflects damage back at your opponent. For a monster without attack or defense reflecting damage back at the opponent or preventing any damage taken when attacked is a pretty good effect.

When you do equip something to Ha-Re, she becomes an Equip Spell searcher. It would have been nice to have multiple uses per turn regarding that effect, however it is only once per turn. There are four Equip Spells within the archetype, but a multitude of monster that equip themselves to any monster, as well as generic Equip Spells that are good even in today’s meta. Looking specifically within the archetype, of the four Equip Spell cards, three of the four equips work for your monsters and prevent destruction by card effects. Of those three, Mikanko Fire Dance creates the most offense. A Special Summon for a “Mikanko” monster of yours from the hand or grave, then a Special Summon of one of your opponent’s monsters from their grave. Yes, the monster’s effect(s) are negated, so it’s only a beater on the field, however you still get a potential big body on the field alongside your Mikanko monster that is now equipped with Fire Dance and cannot be destroyed by card effects. Mikanko Purification Dance does provide some disruption, but it is a 1-for-1 and in an archetype that revolves around a couple monsters you want to keep them on the field as much as possible.

Not a bad monster for 0ATK/DEF. Ha-Re won’t let you take damage no matter what when she’s involved and gets you to another Equip Spell when she gets equipped with something. The more equip cards on her the better because you get to stack effects. This archetype will function best within an archetype that uses Equip Spell cards like Noble/Infernoble Knight.

Advanced-3.5/5     Art-4/5

Until Next Time

Crunch$G Avatar

We make it to the final archetype from Amazing Defenders as Mikanko Week starts with Ha-Re the Sword Mikanko.

Ha-Re is a Level 3 FIRE Warrior with 0 ATK and DEF. FIRE/Warrior is a great combo, to be honest. Normally I’d say 0/0 stats are terrrible, but while it isn’t equipped with an Equip Card you’ll take no damage from battles involving this card, and with an Equip Card it’ll instead be unable to be destroyed in battle and your opponent would take the damage from battles involving this card. So with all of that in mind, 0/0 is fine. The main effect to make Ha-Re unique from other Mikankos is that when it is equipped with an Equip Card, you can search for a Mikanko Equip Spell, which is pretty good to get options to help summon more monsters, bounce others, and steal the opponent’s monsters. It is a hard once per turn, so you don’t keep equipping it for searching. A good, solid effect that should be easy to pull off in Mikanko with all the Equip Spells you’ll likely be running. Ha-Re is a good card for Mikanko, whether part of a small engine or more of a pure strategy. It’s also an Isolde target and you’re already running Equip Spells to get it from Deck. Overall an alright card.

Advanced Rating: 3.5/5

Art: 4/5 A little Infernoble Knight vibes from this.

Mighty Vee

Finishing up our coverage of Amazing Defenders is the last archetype in the lineup, Mikanko, which has been seeing some success in both regions as an engine in Libromancer decks. Ha-Re the Sword Mikanko is there first card, being what else other than a level 3 FIRE Warrior monster? Being a FIRE Warrior is always great, since Ha-Re can reap the benefits of Infernoble support and can be searched by Reinforcement of the Army, Infernoble Arms – Durendal, and the various in-house Mikanko searchers. Ha-Re’s abysmal 0 attack and defense might sound some alarms, but it makes sense in the context of the archetype’s gimmick, plus that means it can be searched by Piri Reis Map if you really need to.

Mikanko has a very odd gimmick that becomes clear as you read all of their cards, but I’ll admit it’s still quite tricky for me to figure out the deck pure. Ha-Re shares its first continuous effect with the other level 3 Mikanko monsters, preventing any battle damage while it isn’t equipped with an Equip Spell, and preventing Ha-Re from being destroyed by battle and reflecting damage if it is equipped with an Equip Spell. That leads into the archetype’s wincon; you want to equip your Mikanko monsters with Spells then ram into your opponent’s monsters for (hopefully) big damage. Ha-Re’s other effect is a hard once per turn, letting you search a Mikanko Equip Spell if it’s equipped with any Equip Spell. I’ve found that you generally want to access Mikanko Purification Dance for disruption or Mikanko Water Arabesque to get access to other Mikanko monsters, but it’ll depend on what you open. Mikanko Fire Dance and Mikanko Reflection Rondo are for follow up if you already have the former two. I’m not a fan of Ha-Re being unable to start combos by itself, so in more pure builds, you’ll definitely have to run a larger ratio of the Equip Spells to avoid bricking. Overall, while Ha-Re is actually not used in the meta engine, it’s a staple for pure Mikanko and Mikanko Kaiju, so you should probably run three to maximize the consistency of your two card combos. Durendal and Piri Reis Map might not even be necessary!

Advanced: 3.25/5

Art: 4.25/5 A very Priconne-esque design, if I do say so myself.

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