Ohime the Manifested Mikanko
Ohime the Manifested Mikanko

Ohime the Manifested Mikanko – #AMDE-EN027

You can Ritual Summon this card with “Mikanko Kagura”. Cannot be destroyed by battle, also your opponent takes any battle damage you would have taken from battles involving this card. You can only use each of the following effects of “Ohime the Manifested Mikanko” once per turn. You can reveal this card in your hand; add 1 “Mikanko” card from your Deck to your hand, except “Ohime the Manifested Mikanko”, then discard 1 card. (Quick Effect): You can target 1 Equip Spell in your GY; equip it to 1 appropriate monster on the field.

Date Reviewed:  March 17th, 2023

Rating: 4.00

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,

Ohime the Manifested Mikanko ends our look at Mikanko archetype and is the only Ritual Monster currently in the archetype.

Ritual Summon her using the archetype Ritual Spell Mikanko Kagura, or something like Sprite’s Blessing. You can also summon her using The Great Mikanko Ceremony, though she will return to the hand at the opponent’s End Phase. 0/0ATK/DEF like all the other monsters in the archetype, Ohime can search any Mikanko card including herself if you reveal her in the hand: she’s the archetype’s version of Illusion of Chaos except you discard versus putting something on top of the Deck. Discarding something like an Equip Spell will play into Mikanko Kagura and Ohime having ammo for their second effects. Battle protection and your opponent will take any damage you would take follows the theme of the archetype, however Ohime doesn’t need an Equip Spell to accomplish this.

Ohime has a Quick Effect to equip an Equip Spell from the grave to an appropriate monster on the field. Each turn being able to recover an Equip Spell will help stack Spells onto your Mikanko monsters to protect them, but this effect pairs best with Reflection Rondo being played during your opponent’s turn to steal one of their monsters.

The concept of forcing your opponent to attack to deplete their LP or running an indestructible monster into the opponent to deal damage you’d normally take through the attack has been done before. Mikanko have constructed support around the concept and are flexible enough to be paired with other archetypes to help synergy within their own archetype as well as the one added. It’s hard to think an archetype with four monsters that have 0/0 stats could be good, but when you are slashable into other archetypes things can work out.

Advanced-4/5     Art-4/5

Until Next Time

Crunch$G Avatar

The week ends off with the boss monster for the Mikanko strategy: Ohime the Manifested Mikanko.

Ohime is a Level 6 LIGHT Fairy Ritual with 0 ATK and DEF. Another good Type/Attribute combination with LIGHT and Fairy. The 0 ATK and DEF once again isn’t as bad here, and in this case is better since it just outright can’t be destroyed in battle and makes the opponent take the battle damage instead, so no Equip Card requirement this time. It can be Ritual Summoned with Mikanko Kagura, but you also got The Great Mikanko Ceremony to summon it from hand instantly, and while in that case it would bounce back to your hand at the end of the next turn, it’s more than long enough to make use of its effect with Mikanko Reflection Rondo to target an Equip Spell in the grave as a Quick Effect to equip it to an appropirate monster. Good to let you steal the opponent’s monsters when you need, or you can use other Mikanko Ritual Spells. Mikanko Water Arabesque gives monsters immunity from destruction effects and it can bounce any monster equipped with it to summon a Mikanko from Deck for it to equip to instead. The final effect lets you reveal it in hand to search for any Mikanko card that isn’t another Ohime, then discard a card. Having an archetypal search on a Level 6 LIGHT Fairy Ritual, which is instantly one of the more searchable cards in the game, is pretty good to have for consistency. The discard might not matter since some of your Mikanko cards want to be in the grave. Hard once per turn on each effect, which is fine. If you are playing Mikanko, this is the constant you’ll see with the archetype. It’s the bread and butter to the whole strategy, whether as an engine or pure, so you won’t be going without it.

Advanced Rating: 4.25/5

Art: 5/5 I just really like the yellow in this card’s art for some reason, and usually I wouldn’t care for so much yellow.

Mighty Vee

We finally reach the boss of the Mikanko archetype and one of the cornerstones of its usage as an engine (though perhaps not quite in the way you think); Ohime the Manifested Mikanko is a level 6 LIGHT Fairy Ritual monster, which coincidentally lets you search it with Cyber Angel Benten, as well as Preparation of Rites. As expected for a Mikanko monster, it has a flat 0 for both attack and defense, which is terrible on most ends but fits perfectly with their attack reflecting win condition.

Ohime’s suggested Ritual Spell is Mikanko Kagura, which is probably what you’ll use 99% of the time, as due to the quirks of monsters with 0 attack, you can’t summon it with Meteonis Drytron anyway. Unlike the other Mikanko monsters, Ohime has its primary effect on by default without needing an Equip Spell, preventing it from being destroyed by battle and reflecting battle damage when it battles. While Ohime will usually have an Equip anyway, it’s nice backup if your opponent wipes out your Equip Spells, which otherwise leaves the other Mikanko monsters sitting ducks. Ohime’s other two effects are hard once per turn, the first letting you reveal Ohime to searchany Mikanko card except itself, then discard one card. This is pretty much your bread and butter searcher for the archetype, and with Preparation of Rites, your basic plays are quite consistent. As an engine, you can play Ohime in any deck that naturally runs Preparation of Rites to search Mikanko Water Arabesque as a follow-up play, equipping it to an opponent’s monster to summon Ni-Ni the Mirror Mikanko, essentially getting a free body while bouncing an opponent’s monster. Ohime’s last effect is only really applicable in more pure Mikanko builds, but essential nonetheless; on a Quick effect, you can equip an Equip Spell from your Graveyard to an appropriate monster on the field. This effect is great, since you can recycle the Equip Spells that were likely sent to the Graveyard when you summoned Ohime in the first place, particularly Mikanko Purification Dance for disruption; additionally, you can equip Mikanko Refelction Rondo to an opponent’s monster on their turn for even more disruption. While Mikanko isn’t the best archetype pure, Ohime is certainly a strong card for the archetype, functioning as both a searcher and a boss that facilitates the wincon. Run 3 in pure builds!

Advanced: 3.75/5

Art: 4.25/5 For anyone confused by the lemon imagery, Mikanko is a pun on citrus fruits in Japanese.

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