Mighty + Joker in one hand (declarer's view)

'Me' at the bottom is the viewpoint player; P2–P5 are the other four seats.
Setup

Mighty Basics Replay. This game is from the declarer's view: Mighty + Joker in one hand. Trump (giruda) is ♠, contract 13. Mighty is ♦A, and P3, holding the Friend card ♥A, is my Friend. Holding both of the strongest cards means one is still left after you use the other. My only diamond is the Mighty, and I emptied clubs in the exchange. Watch where I spend the two power cards.
Trick 1

With no non-trump boss, I led ♥8 to call out the Friend card ♥A. But P5, with no hearts, ruffed and took 2 points. Early on, non-trump honors can get ruffed.
Trick 2

On P5's low diamond lead, a Mighty hunt, I took it with the Mighty. I kept the Joker for the next attack. I got 3 points back.
Trick 3

Now I led the Joker calling spades. It's a trump drain with the Joker. P5 had to give up the only trump left, ♠A.
Trick 4

I kept draining with ♠2. I lost the trick to ♠K, but the defenders now have no trumps at all.
Trick 5

I ruffed P4's ♦K with ♠3. Since the Mighty is ♦A in this game, playing it looked like following diamonds, so my diamond void stayed hidden.
Trick 6

One more round with ♠Q confirmed the defenders were drained. I stop draining here and save ♠7 as a ruffing weapon.
Trick 7

I led ♥10 and gave up 2 points to ♥K. In return, ♥Q and ♥J became bosses.
Trick 8

I ruffed P4's ♦J with my last trump, ♠7, to get the lead back.
Trick 9

Now no one can stop the heart bosses. On my ♥Q lead, P2 had to give up ♣10.
Trick 10

My last ♥J drew out ♣A and ♣Q for 3 points. The contract of 13 is made.
Result

14:6, contract made. A ruff on the first trick got me off to a bad start, but taking the Mighty hunt with the Mighty and calling trumps with the Joker turned it around. Holding both power cards lets you use one to defend and one to attack. You can step through this game yourself in the Basics Replay section of Mighty Korea's school (mightykorea.com).