Notes & Combos
A fairly standard Mikanko list. I found myself wanting engine more so I have 3x Green Girl, 2x Fire Dance, 2x Mayo. 2nd Mayo I found really useful as its not OPT for equipping and almost never disliked opening with it. Extra green girl/fire dance I could go back and forth on.
I also played Promise, which won me many games, but I wouldn't play if not playing blue girl. What people don't realize about this deck is you blind second and your chances of actually opening the combo to OTK that turn 2 is fairly small. Without Double Edged Sword you need very specific cards to OTK. Thats where promise comes in. Promise + Rivalry together can usually allow you to survive and hit back for game ending damage turn 4. The ability to summon blue girl from deck makes this card an opponents turn change of heart if played correctly. Combine that with Rondo and you can steal 2 monsters during their turn fairly consistently.
Only other note I have is Avramax is much easier to go into than it looks. You make a charmer (ideally off rondo), summon a monster from their GY, make selene, special blue girl from GY, link blue girl to artemis, and make Avramax. Did this a few times on the climb very happy with that addition. Dont think I used zeus a single time.
Best matchups: Purrely, Swordsoul Worst matchups: Floo, Lab (if piloted well, most were not)