Mimighoul Ghostrick's goal is to give your oppenent as many Mimighouls as possible and keep them face down with the use of Ghostrick Night. With the support of Mimighoul Room and Book of Moon, you can clog up your oppnents field till they run out of space to play. Then swaping out Mimighoul Dungeon with Ghostrick Mansion, you can beat over them with Ghostrick Angel of Mischief and burn for game with Giant Mimighoul.
Starting End Board
Ideally, you want to end with Mimighoul Dungeon onboard, with a Mimighoul Master and Mimighoul Throne, as well as at least one Ghostrick monster, usually a Ghostrick Angel of Mischief and Ghostrick Festival, and a Ghostrick Night set, with at least one set card on your oppenents field. The set card will keep your oppenent from normal summoning so long as Mimighoul Dungeon is in play, and Ghostrick Night will keep your oppenent from flipping it up to break the lock. Anything they special summon also wont be able to attack this turn due to Dungeon. Ghostrick Angel of Mischief, which you will get to by overlaying Dullahan, will get you Ghostrick Shot, which will get you Dullahan for another Angel of Mischief for Ghostrick Night. Then the empty Angel of Mischief is linked into Festival, mostly for the follow up the following turn.
Once your oppnenets turn ends, you can use Ghostrick Shot to get Dullahan back for your 3rd Angel, search for Ghostrick Mansion, and attack directly with your two Angels, and other Mimighouls if you can get Giant Mimighoul out. This usually wont kill, but if your oppnent has 3-4 set monsters on field, Giant Mimighoul can burn for game. Just be sure to blow up Ghostrick Manison with its effect to get the full damage.
If you get interupted too much, you can try ending on a board of Mimighoul Dungeon, with a set Mimighoul Fairy on your oppenents field, and may a search of a Mimighoul Room with Giant Mimighoul. It's not the ideal endboard, but it can interupt the flow of your oppenents play enough for the clap back on the next turn.
Combo Starters
Mimighoul Dragon
Dragon will get you Dungeon or Maker, two of your other playmakers for this deck. Depending on your hand, you might want to search one or the other, but resolving this uninterupted will usually get you to your ideal end board so long as you pilot the deck right.
Mimighoul Dungeon
Your field spell that floodgates your oppnenets normal summon, and protects you from battle with special summoned monsters the turn they come out. Also gives a boost to your Mimighoul monsters the following turn, which is nice to try and protect them from getting beat over, but if all goes right, you wont have to worry about that.
Mimighoul Maker
A bit of a random searcher, if it is the only card you are starting with, you will most likely be searching Dragon and Archfiend, as regardless of the result, you will be able to combo off of them. If you have Dragon in hand or if you are just feeling lucky, Archfiend and Slime will be your go to, with a 50-50 chance your oppenent gets Slime, giving you a bunch of gas when you special summon Archfiend. Even if you get Slim in hand, you still special summon and can combo from there.
Generic Searchers
One for One
You will most likely be using this to get a Dragon or an Archfiend if you give your oppenent a Mimighoul so you can combo. Very handy card.
Jack-In-The-Hand
This one is very unreliable, but can be used in a pinch. Usually I select Dragon/Archfiend/Slime and so long as I have another Mimighoul Ghostrick's goal is to give your opponent as many Mimighouls as possible and keep them face down with the use of Ghostrick Night. With the support of Mimighoul Room and Book of Moon, you can clog up your opponents field till they run out of space to play. Then swapping out Mimighoul Dungeon with Ghostrick Mansion, you can beat over them with Ghostrick Angel of Mischief and burn for game with Giant Mimighoul.
Starting End Board
Ideally, you want to end with Mimighoul Dungeon onboard, with a Mimighoul Master and Mimighoul Throne, as well as at least one Ghostrick monster, usually a Ghostrick Angel of Mischief and Ghostrick Festival, and a Ghostrick Night set, with at least one set card on your opponents field. The set card will keep your opponent from normal summoning so long as Mimighoul Dungeon is in play, and Ghostrick Night will keep your opponent from flipping it up to break the lock. Anything they special summon also wont be able to attack this turn due to Dungeon. Ghostrick Angel of Mischief, which you will get to by overlaying Dullahan, will get you Ghostrick Shot, which will get you Dullahan for another Angel of Mischief for Ghostrick Night. Then the empty Angel of Mischief is linked into Festival, mostly for the follow up the following turn.
Once your opponents turn ends, you can use Ghostrick Shot to get Dullahan back for your 3rd Angel, search for Ghostrick Mansion, and attack directly with your two Angels, and other Mimighouls if you can get Giant Mimighoul out. This usually wont kill, but if your opponent has 3-4 set monsters on field, Giant Mimighoul can burn for game. Just be sure to blow up Ghostrick Mansion with its effect to get the full damage.
If you get interrupted too much, you can try ending on a board of Mimighoul Dungeon, with a set Mimighoul Fairy on your opponents field, and may a search of a Mimighoul Room with Giant Mimighoul. It's not the ideal end board, but it can interrupt the flow of your opponents play enough for the clap back on the next turn.
Combo Starters
Mimighoul Dragon
Dragon will get you Dungeon or Maker, two of your other play-makers for this deck. Depending on your hand, you might want to search one or the other, but resolving this uninterrupted will usually get you to your ideal end board so long as you pilot the deck right.
Mimighoul Dungeon
Your field spell that floodgates your opponents normal summon, and protects you from battle with special summoned monsters the turn they come out. Also gives a boost to your Mimighoul monsters the following turn, which is nice to try and protect them from getting beat over, but if all goes right, you wont have to worry about that.
Mimighoul Maker
A bit of a random searcher, if it is the only card you are starting with, you will most likely be searching Dragon and Archfiend, as regardless of the result, you will be able to combo off of them. If you have Dragon in hand or if you are just feeling lucky, Archfiend and Slime will be your go to, with a 50-50 chance your opponent gets Slime, giving you a bunch of gas when you special summon Archfiend. Even if you get Slim in hand, you still special summon and can combo from there.
Generic Searchers
One for One
You will most likely be using this to get a Dragon or an Archfiend if you give your opponent a Mimighoul so you can combo. Very handy card.
Jack-In-The-Hand
This one is very unreliable, but can be used in a pinch. Usually I select Dragon/Archfiend/Slime and so long as I have another Mimighoul in hand, it doesn’t matter what my opponent picks. It's a very bad card if you open with 0 Mimighouls in hand other than Master though, which can happen. Better hope your opponent thinks your playing a mind game and lets you have Dragon if that is the case.
Triple Tactics Thrust
A little harder to pull off just on its own, Thrust is great for fetching Maker, One for One, or Tactics. If you can get Archfiend down while your opponent has a Mimighoul on their board, when that Mimighoul activates, it counts are their effect, meaning Tactics is now live. Or if they hand trap you with a monster, give them a Mimighoul and now you can add any Spell to your hand since they control a monster.
Extenders
Mimighoul Armor
Can special summon to your side of the field if your opponent has a monster, which they should if you give them a Mimighoul with Maker or just raw summoning to their side. Run at one because it can be a brick.
Mimighoul Fairy
Your main archetypal extender. So long as you have any Mimighoul on field, she can special summon herself to your side. If you normal summon Dragon for Dungeon, this will most likely be your primary search target so you can combo.
Mimighoul Slime
This card can special summon itself to your side of the field if your opponent controls more monsters than you, which usually isn’t going to be the case, but the true beauty of this card is when you pair it with Maker. If you already have this in hand and you have a way to find Archfiend, send him out first before playing Maker. Even if you don’t have Archfiend in hand, send out Slime and then play Maker, and you have a 50-50 chance of bringing out Archfiend to your side of the field to flip Slime over, letting you search possibly a Dragon or Master.
Where Arf Thou?
You need to control a level one for this, but getting one on board with Maker or just normal summoning a Mimighoul is great to get you going. Searching Mimighoul Fairy is usually a safe bet, but any Mimighoul can be fine. More than likely you will be taking the 2000 damage at the end of the turn but this shouldn’t be an issue for a control deck like this.
Optional: Mimighoul Fork
Usually a sub-par choice, as it gives your oppenent the choice on what happens, but drawing two means you can find a proper starter potentially, or if they flip the card face up, it can potentially start your combo. Run at your own risk.
Interruption
Book of Moon
Great for setting going first, ensuring your Dungeon's protection from attacks stays active. Great for going second and flipping a problematic monster face down.
Mimighoul Room
Your in archetype Book of Moon. It's a trap so its slower, but the fact it can get you a Master while flipping your opponent’s monster face down, or if you have a Master you can give your opponent a Dragon so you can use Master to nuke their monsters, is great. The bounce is hand on the following turn if you need to reset your Dragon so you can combo again, or for protection from your opponents nukes.
Tech
Ghostrick Fairy
The only main deck Ghostrick, and one that can be hard to use. If you have Mimighoul Master and Ghostrick Festival on board, and your opponent manages to attack, Ghostrick Fairy can be brought out from deck. Master can flip her up on Main Phase 2, and you then can possibly flip your opponents monster face down and recycle a Ghostrick card. Or if you have her in hand, instead of going into Festival, you can Ghostrick Shot her onto the board, and the same idea applies. Very situational, but another Book of Moon isn't going to hurt.
Relinquished Anima
Since you are already playing a bunch of level ones, Relinquished is a solid choice for a monster. You can even force your opponent to play into it by playing your Mimighouls into the edges and center of the board when you special summon them. It can be hard to get rid of once you have it on board, but you can drop a Festival for an S:P Little Knight if that concerns you.
Weaknesses
Back Row Hate
Harpies Feather Duster, Lightning Storm, and anything that breaks Dungeon and Night will be your bane.
Tribute Fodder
Your opponent using your monsters as tributes for their monsters is a concern. It is not as bad if you have Dungeon out, as they will need to set their tribute, but ultimately it is dangerous. The worst is Forbidden Droplet, as that card basically becomes free with Mimighouls on board.
Fusion Summoning
Cards flipped face down cannot be used for Links, Syncho, or XYZ plays, but Fusion summons are fair game. If you Book of Moon or Mimighoul Room your opponent, be careful they can't be used as Fusion material. Yubel, Thunder Dragons, and Branded will be tougher to deal with because of this.
Notes
Mimighoul Master is immune to destruction if you control a Mimighoul or your opponent has a face down card. If you try to burn for game with Giant Mimighoul, do not select Master
Ghostrick Mansion will half your effect damage, so make sure Giant Mimighoul blows it up if you are going to burn for game.
Cards like Dominus Impulse lock your opponent out from activating Earth Monster effects. Meaning if you try to Flip a monster after they have activated it, nothing will happen.