Mimighoul Room
Mimighoul Room

Mimighoul Room – #INFO-EN096

Special Summon 1 “Mimighoul” monster from your hand or Deck to your field, or in face-down Defense Position to your opponent’s field, then you can change 1 face-up monster on the field to face-down Defense Position. You can banish this card from your GY, then target any number of “Mimighoul” cards you control; return them to the hand. You can only use 1 “Mimighoul Room” effect per turn, and only once that turn.

Date Reviewed:  October 9th, 2024

Rating: 3.43

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
Lullaby

Hello Pojo Fans,

Mimighoul Room is the only Trap this week and while traps aren’t always the best cards in an archetype, this one has some good value to the strategy of the Mimighouls.

Hand or Deck Special Summon of a Mimighoul most likely will be from the Deck for thinning purposes. Face-up if you want to get those effects from the Mimighoul monster straight-away (Mimighoul Master), or face-down on your opponent’s side to set up using Master to flip them during the opponent’s turn. After that, you get a Book of Moon to any monster on the field, furthering the strategy. Summoning to the opponent’s field during their turn with Room combined with the Field Spell Mimighoul Dungeon will stop the opponent from Normal Summoning monsters or attacking with Special Summoned ones for the turn. If you have a Mimighoul already on the opponent’s field you are likely going for Master so you can use his ability to flip that monster and start gaining advantage. If you don’t have a Mimighoul on their field, this can be a great way to setup and, as mentioned, with Dungeon it becomes a way to slow your opponent. And, you can always use it like any Special Summon-style Trap Card to save your skin against a direct attack.

Banish from the grave to clear all Mimighoul cards on your field and put them back to the hand helps recycle back resources to reuse. Currently there aren’t any Continuous Spell/Trap Cards that get you something upon activation that would benefit from being put back into the hand to be played once more, but that can change.

Good search card even if it’s a trap. It can save you from a direct attack or potentially lock your opponent down for a moment. Most of the time though, it is going to search out a monster for you to either flip on your opponent’s side at some point, or get you to something you need right now regardless of its effect(s).

Advanced- 3/5      Art- 3.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Midweek brings us to the only Trap for the Mimighoul archetype, at least until the OCG supports the Deck, Mimighoul Room.

Room is a Normal Trap that Special Summons a Mimighoul from the Deck, either face-up to your field or face-down on the opponent’s field, then you can change a face-up monster on the field to face-down Defense Position. A good way to summon a Mimighoul to your field to trigger a Special Summon effect, or give one to the opponent so you can hopefully trigger its FLIP effect on their field or help keep Mimighoul Dungeon live against the opponent. Flipping a monster face-down will likely be the opponent’s monster before they can trigger their effect, use it as material, or attack to disrupt them. You can also banish this card from the graveyard to return any number of Mimighoul monsters you control to the hand, best to likely dodge removal effects for your monsters, or even your backrow like Mimighoul Dungeon or Mimighoul Charm. You can also get Mimighouls in the hand to then give to the opponent to later flip up. Only one effect a turn and only once that turn. Room is pretty good for gettitng Mimighouls out of the Deck for whatever you’ll wish to use them for. The second effect is a bit more niche, but can have its applications. It’s not the only way to get Mimighouls from the Deck set to the opponent’s field, but it’s the only one that’ll let you choose.

Advanced Rating: 3.5/5

Art: 4/5 I don’t trust that treasure.


Mighty Vee
Mighty
Vee

I erroneously thought Mimighoul Room was coming in Rage of the Abyss, but we actually already have it! Room continues our Mimighoul coverage, our first and currently only Mimighoul Trap, searchable with, again, both Mimighoul Dragon and Giant Mimighoul. Room has two hard once per turn effects on a one per turn, so you won’t be able to use both of them on the same turn. The first effect is its standard activated effect, Special Summoning any Mimighoul monster from your hand or deck to either your field or face-down to your opponent’s field, then optionally letting you flip an opponent’s monster face-down (notably, without targeting). Fielding a free body on its own is already great, even if Mimighoul monsters don’t have too much value individually, but the icing on the cake is the flip effect, essentially making Room a way to gain advantage while also providing disruption. We’ve already discussed how flipping is still quite strong against decks that rely on Synchro, Xyz, and Link Summons, though it’s less powerful against upcoming and current Fusion decks. Room’s other effect will let you banish it from the Graveyard to return any number of Mimighouls from your field to your hand. This effect is meant to get them back to your hand so you can set them later or activate their hand effects. It’s great for follow up, and can even break boards if you trigger Mimighoul Dragon, but it’s definitely not the reason you play Room. Since Mimighoul monsters individually aren’t that strong during your opponent’s turn, I wouldn’t recommend running 3 copies, especially since Mimighoul is already crazy consistent due to how its starters and combos work. I’d run just 1 copy to save room for strong techs.

+Provides a body and disruption
+Graveyard effect can set up strong follow-up
-Single body isn’t very impactful
-Can compete with other backrow to be searched

Advanced: 3.75/5
Art: 3/5 Mimighoul has some great art overall, but this is easily the least exciting.


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