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Psychic Guide

By BobaFett2

Psychic-Type monsters were first introduced in The Duelist Genesis as a totally new type (the only new one so far) along with Synchro Monsters. They have a variety of strategies, ranging from Synchro Summoning to beatdown to Exodia. "Emergency Teleport" rocketed Tele-DAD decks to the top of the metagame at one point before it was Limited.

Pros and Cons

Pros

Psychic monsters have many ways to Special Summon: A good "Psychic" deck can get at least one Synchro Summon almost every turn.

Psychic decks have numerous beatsticks: Many of these beatsticks also have good effects.

Psychic decks have OTK potential: A standard beatdown Psychic deck can occasionally get an OTK.

Cons

Psychic decks run out of Life Points quickly: As many of the monsters require Life Points costs or payment for their effects, you can end up being beaten by a single attack.

Main Cards (Gusto)

Monsters:

  • Caam, Serenity of Gusto: "Caam" alone is a decent card, allowing you to draw a card once per turn if you have a good Graveyard setup, but where it really shines is in Gusto-Exodia decks: "Mind Master" is used to swap "Caam" and then you use "Caam" to draw cards, over and over.
  • Daigusto Eguls: The largest "Gusto" Synchro Monster, a Level 7 monster with 2600 ATK. Its effect is slow but it does have high ATK-during your End Phase you can Banish a WIND monster in your Graveyard to destroy one set card your opponent controls.
  • Daigusto Falcos: Another "Gusto" Synchro Monster that is Level 4 and has 1400 ATK. It gives all "Gusto" monsters 600 ATK when it is Synchro Summoned.
  • Daigusto Gulldos: "Gulldos" is one of the better "Gusto" Synchro Monsters-it is Level 5 and has 2200 ATK, along with the ability to destroy one face-up monster your opponent controls once per turn by returning two "Gusto" monsters from your Graveyard to your deck.
  • Daigusto Phoenix: So far the only "Gusto" Xyz Monster. It is Rank 2 with 1500 ATK. Once per turn, you can detach a WIND monster from it to allow one face-up WIND monster you control to attack twice that turn.
  • Daigusto Sphreeze: The Level 6 "Gusto" Synchro Monster and the only one where a "Gusto" humanoid isn't riding on a "Gusto" bird. "Sphreeze" has 2000 ATK and when it is Synchro Summoned you can add a "Gusto" monster from your Graveyard to your hand. In addition to that, it can't be destroyed by battle and your opponent takes all battle damage from battles involving "Gusto" monsters.
  • Gusto Codor: When "Codor" destroys your opponent's monster by battle you can Special Summon a WIND Psychic-Type monster with 1500 or less DEF from your deck. Unfortunately, "Codor" only has 1000 ATK.
  • Gusto Egul: When "Egul" is destroyed by battle you can Special Summon a Level 4 or lower "Gusto" non-Tuner monster from your deck. It is also a Level 1 Tuner monster.
  • Gusto Falco: A Level 2 Tuner monster that allows you to Special Summon a "Gusto" monster from your Deck in face-down Defense Position when sent from the field to your Graveyard (except by battle) while face-up. Unfortunately, it misses the timing for Synchro Summons.
  • Gusto Gulldo: A Level 3 Tuner monster. When it is sent from the field to the Graveyard you can Special Summon a Level 2 or lower "Gusto" monster from your Deck. It misses the timing for Synchro Summons.
  • Gusto Skwirl: "Skwirl" is a Level 2 Tuner monster that allows you to Special Summon a Level 5 or higher "Gusto" monster from your Deck when destroyed by a card effect.
  • Gusto Thunbolt: When "Gusto Thunbolt" is destroyed by battle and sent to the Graveyard you can Banish a "Gusto" monster in your Graveyard at the end of the Battle Phase to Special Summon a WIND Psychic-Type monster with 1500 or less DEF from your Deck (such as another "Thunbolt").
  • Kamui, Hope of Gusto: "Kamui" is a weak monster with 200 ATK and 1000 DEF that Special Summons a "Gusto" Tuner monster from your Deck when it is flipped.
  • Musto, Priest of Gusto: "Musto" is one of the more powerful "Gusto" monsters, with 1800 ATK and the ability to negate the effect of one face-up monster on the field once per turn by returning a "Gusto" monster from your Graveyard to your Deck.
  • Reeze, Whirlwind of Gusto: "Reeze" is one of the two "Gusto" tribute monsters. It has 1900 ATK and is Level 5 along with the ability to return one card from your hand to the bottom of your Deck in order to select a face-up monster your opponent controls and a "Gusto" monster you control and switching control of them.
  • Windaar, Sage of Gusto: "Windaar" has 2000 ATK which is low for a Level 6 monster. When it destroys your opponent's monster by battle you can Special Summon a Level 3 or lower "Gusto" monster from your Graveyard in face-up Defense Position.
  • Wynnda, Priestess of Gusto: "Wyynda" is a weak "Gusto" monster with 1000 ATK and 200 DEF. When it is destroyed by battle by your opponent's monster that is attacking you can Special Summon a "Gusto" Tuner monster from your Deck.

Spells:

  • Contact with Gusto: This card allows you to return two "Gusto" monsters from your Graveyard to your Deck to destroy one card your opponent controls.

Traps:

  • Blessings for Gusto: "Blessings for Gusto" returns two "Gusto" monsters from your Graveyard to your Deck in order to Special Summon a "Gusto" monster from your Graveyard.
  • Gusto Whirlwind: "Gusto Whirlwind" can only be activated while you control no monsters. It returns two "Gusto" monsters from your Graveyard to your Deck then Special Summons a "Gusto" monster with with 1000 or less DEF from your Deck.

Main Cards (Banish-Psychic)

Monsters:

  • Esper Girl: When "Esper Girl" is Special Summoned while Banished, the top card of your Deck is Banished. When "Esper Girl" leaves the field that card is added to your hand-this is a great effect for the advantage it generates. In addition to that, "Esper Girl" is a Level 2 Tuner monster.
  • Hushed Psychic Cleric: You can discard a card for Banish a Psychic-Type monster in your Graveyard. Then, when "Hushed Psychic Cleric" leaves the field you have to Special Summon one of those monsters. This card is used in conjunction with "Mind Master"
  • Mental Seeker: "Mental Seeker" is inferior to "Esper Girl"-when it is Special Summoned while Banished you select one of the top cards of your opponent's Deck and Banish it. While this can be good in that it Banishes a valuable card, it just doesn't generate advantage. In addition to that, it's a Level 3 Tuner monster.
  • Overmind Archfiend: "Overmind Archfiend" is the Banish-Psychic Synchro Monster-it is a Level 9 Synchro Monster with 3300 ATK. Once per turn, you can Banish a Psychic-Type monster in your Graveyard. When "Overmind Archfiend" is removed from the field, you can Special Summon those monsters. With two "Overmind Archfiend" and "Mind Master" you can get a lot of monsters effectively for free.
  • Psi-Beast: "Psi-Beast" allows you to Banish a Psychic-Type monster from your Deck when it is summoned in order to change "Psi-Beast's" Level to the Level of the Banished monster. It generally isn't worth using.
  • Serene Psychic Witch: When "Serene Psychic Witch" is destroyed by battle you can Banish a Psychic-Type monster with 2000 or less ATK in your Deck. Then, Special Summon it during your next Standby Phase.
  • Silent Psychic Wizard: When "Silent Psychic Wizard" is Normal Summoned you can Banish a Psychich-Type monster in your Graveyard. When "Wizard" is sent from the field to your Graveyard, you can Special Summon that monster.
  • Space Time Police: "Space Time Police" is nearly useless because it requires a tribute. When it is Tribute Summoned you can Banish one face-up monster your opponent controls. Then, it is Special Summoned during your next Standby Phase (this is a nearly useless effect-"Caius" is much better).
  • Telepon D.D.: When "Telepon D.D." is Banished while face-up on the field, you can Banish one Psychic-Type monster from your deck with 1500 or less ATK. Then, it is Special Summoned during your next Standby Phase.
  • Time Escaper: "Time Escaper" can be discarded from your hand during either player's turn to Banish a Psychic-Type monster you control until your next Standby Phase. It isn't a very good card.

Spells:

  • ESP Amplifier: This card is a "Limiter Removal" for Psychic-Type monsters. Your face-up Psychic-Type monsters gain 300 ATK for every Banished Psychic-Type monster and are Banished during the End Phase of the turn. The downside is that, other than "Psychic Lifetrancer" and "Miracle Fusion", there shouldn't be any card that permanently Banishes your Psychic-Type monsters so the boost will be minimal.
  • Future Glow: By Banishing a Psychic-Type monster in your Graveyard Psychic-Type monsters you control get 200 ATK times it's Level. It's a Continuous Spell Card but it is just useless in general.
  • Psychic Feel Zone: This card lets you Synchro Summon a Psychic-Type monster using Banished Psychic-Type monsters. The downside of this card is that the monster isn't properly Synchro Summoned. This card is good in conjunction with "Miracle Synchro Fusion" and allows you to use "Overdrive Teleporter" to make a high-level Synchro Summon but it doesn't work effectively without setup, which is its main downside: without "Miracle Synchro Fusion" you have next-to-no chance of Special Summoning with it. This card works best as a side-deck card against decks with "Banisher of the Radiance", "Macro Cosmos", or "Dimensional Fissure".

Traps:

  • Brain Hazard: "Brain Hazard" is a "Call of the Haunted" for Banished Psychic-Type monsters. It usually isn't necessary because there aren't many cards other than "Psychic Lifetrancer" and "Miracle Synchro Fusion" used in the deck that Banish Psychic-Type monsters permanently.
  • Bright Future: "Bright Future" is a Trap Card that returns two Banished Psychic-Type monsters to your Graveyard in order to draw a card. It doesn't give you any advantage-you can just use "Upstart Goblin" or "Legacy of Yata-Garasu" to achieve the same results without requiring a setup or having a cost. It usually isn't necessary because there aren't many cards other than "Psychic Lifetrancer" and "Miracle Synchro Fusion" used in the deck that Banish Psychic-Type monsters permanently.
  • Past Image: "Past Image" Banishes one monster your opponent controls until the next Standby Phase if you control a Psychic-Type monster. It just isn't very good.
  • Psychic Reactor: This card is a -1: basically, it turns your Psychic-Type monster into a "D.D. Warrior Lady". Don't use it. Use "Dimensional Prison".

Support Cards from Outside of Archetypes

Monsters:

  • Armored Axon Kicker: "Armored Axon Kicker" only has 2200 ATK, which is low for a Level 6 monster, but if you control a Psychic-Type monster you can Normal Summon it without Tributing. If it destroys your opponent's monster by battle, you take damage equal to half its ATK and then you can Special Summon a Psychic-Type monster from your Graveyard with ATK equal to or less than the damage you took. It's generally a good card but it usually doesn't work unless you are already winning.
  • Destructotron: "Destructotron" is used in an OTK deck to clear your opponent's cards-by paying 1000 Life Points repeatedly you can destroy one face-down Spell or Trap Card your opponent controls.
  • Doctor Cranium: When "Doctor Cranium" is destroyed by battle you can pay 800 Life Points to add a Psychic-Type monster to your hand. It's a good card although it can be a bit slow.
  • Final Psychic Ogre: "Final Psychic Ogre" is a Level 5 monster with 2200 ATK. For this reason it is not really worth using. When it destroys your opponent's monster by battle you can pay 800 Life Points to add a Psychic-Type monster from your Graveyard to your hand.
  • Genetic Woman: "Genetic Woman" allows you to pay 1000 Life Points to add one Banished Psychic-Type monster to your hand. It also has 1700 ATK.
  • Hyper Psychic Blaster: This is one of the most deadly Psychic-Type Synchro Monsters-it's easy to summon, since you don't need three monsters, and it has 3300 ATK, enough to defeat almost any monster in battle. In addition to that, it refills your Life Points and inflicts damage to your opponent's Life Points.
  • Magical Android: "Magical Android" used to be a commonly used Level 5 Synchro Monster before "T.G. Hyper Librarian" came out due to it having 2400 ATK. It also gives you 600 Life Points per Psychic-Type monster you control during your End Phase.
  • Master Gig: "Master Gig" is a Level 8 monster with 2600 ATK. It would be more useful if it were easier to summon. It's effect allows you to pay 1000 Life Points per turn to destroy monsters your opponent controls, up to the number of Psychic-Type monsters you control.
  • Mind Master: "Mind Master" is a Level 1 Tuner monster that allows you to pay 800 Life Points and tribute another Psychic-Type monster to Special Summon a Level 4 or lower Psychic-Type monster from your Deck. It is great in most Psychic Decks and it is used in a few OTK decks. As of September 1st, 2011, "Mind Master" is Banned in Advanced Format.
  • Mind Protector: "Mind Protector" is a Level 3 monster with 2200 DEF, a rather respectable value for a monster of its Level. You have to pay 500 Life Points during your End Phases to maintain it but it also stops monsters with less than 2000 ATK from attacking (except Psychic-Type monsters).
  • Naturia Barkion: This card can be Synchro Summoned in Banished-Psychic decks and allows you to negate Trap Cards by Banishing cards in your Graveyard.
  • Naturia Beast: This card can be Synchro Summoned in Banished-Psychic decks and allows you to negate Spell Cards by sending cards from your Deck to your Graveyard.
  • Overdrive Teleporter: "Overdrive Teleporter" is a Level 6 monster with 2300 ATK. It would be better if it could be Special Summoned but it has a great effect-by paying 2000 Life Points you can Special Summon two Level 3 Psychic-Type monsters from your Deck. This effect can only be used once while it's face up on the field. You can Synchro Summon "Hyper Psychic Blaster" using "Overdrive Teleport" and one of the summoned monsters. In addition to that, it makes a great target for "Psychic Feel Zone".
  • Pandaborg: When "Pandaborg" is destroyed by battle you can pay 800 Life Points to Special Summon one Level 4 Psychic-Type monster from your deck.
  • Power Injector: "Power Injector" has 1300 ATK but you can pay 600 Life Points once per turn to give all Psychic-Type monsters you control an extra 500 ATK. It's most useful in a few special decks.
  • Prime Material Dragon: "Prime Material Dragon" turns damage effects into Life Point increasing effects. While not very useful in most decks, this effect is quite useful in Psychic decks. In addition to that, you can negate a destruction effect by discarding a card.
  • Psychic Commander: "Psychic Commander" is often used with "Emergency Teleport" because it is a Level 3 Tuner monster. It has 1400 ATK but you can pay up to 500 Life Points to reduce the ATK of a monster battling with a Psychic-Type monster.
  • Psychic Emperor: When "Psychic Emperor" is Normal Summoned or Special Summon you gain 500 Life Points per Psychic-Type monster in your Graveyard. It requires one tribute but it does have 2400 ATK.
  • Psychic Jumper: "Psychic Jumper" is a Level 2 Tuner monster with the ability to give your opponent one other Psychic-Type monster and take control of one of their monsters at the cost of 1000 Life Points. It's a great card.
  • Psychic Lifetrancer: "Psychic Lifetrancer" is a Level 7 Synchro Monster with 2400 ATK that allows you to Banish one Psychic-Type monster in your Graveyard once per turn to gain 1200 Life Points. It is most useful in a Banish-Psychic deck.
  • Psychic Snail: On its own "Psychic Snail" is a powerful monster as it has 1900 ATK. In addition to that, you can pay 800 Life Points to allow another Psychic-Type monster you control to attack during each Battle Phase-this means that the effect does not stop at the end of the turn. In addition to that, it's not a once per turn effect so you can use it a few times, almost doubling the amount of attacks you can make.
  • Reinforced Human Psychic Borg: This monster has 1500 ATK but you can Banish a Psychic-Type monster in your Graveyard up to twice per turn to give him 500 ATK per. It's not necessary for any deck although it isn't bad.
  • Storm Caller: "Storm Caller" has 2300 ATK and 2000 DEF and is a Level 6 monster. It allows you to return monsters destroyed in battle by Psychic-Type monsters you control on top of their owner's Decks instead of sending them to their Graveyards. When "Storm Caller" is destroyed by a card effect its controller takes 2300 points of damage. This card is usually not worth using because it's risky and costly in Life Points as well as being a tribute monster.
  • Telekinetic Shocker: "Telekinetic Shocker" has 1700 ATK which is a decent base score but also allows you to pay 500 Life Points to cause "Telekinetic Shocker" to be destroyed instead of another of your Psychic-Type monsters.
  • Thought Ruler Archfiend: "Thought Ruler Archfiend" is a powerful Level 8 Synchro Monster with 2700 ATK. When it destroys a monster in battle you gain Life Points equal to its ATK and you can pay 1000 Life Points to negate the effect of a Spell or Trap Card that targets Psychic-Type monsters you control and destroy the card.
  • Ultimate Axon Kicker: "Ultimate Axon Kicker" is a Fusion Monster that is made of a Psychic-Type Synchro Monster and a Psychic Type non-Synchro Monster. It has 2900 ATK, cannot be destroyed by Card Effects, deals piercing damage, and gives you Life Points equal to the ATK of a monster that it destroys in battle. It is very useful and powerful.

Spells:

  • Battle Teleportation: You cannot activate "Battle Teleportation" unless you control only one Psychic-Type monster. Your monster can then attack your opponent directly but they gain control of it at the end of the Battle Phase. This card is not worth using.
  • Brain Research Lab: "Brain Research Lab" allows you to do two things-first, whenever you would use the effect of a Psychic-Type monster that costs Life Points, you instead pay no Life Points and put a counter on "Brain Research Lab". In addition to that, it gives you a second Normal Summon (for a Psychic-Type monster) by putting a counter on it. When it is removed from the field, you take 1000 Life Points per counter on it. It's risky in any deck but an OTK deck.
  • Emergency Teleport: "Emergency Teleport" is a great card for any deck that uses Psychic-Type monsters (as long as they use Level 3 or lower Psychic-Type monsters). It's a Quick-Play Spell Card that allows you to Special Summon a Level 3 or lower Psychic-Type monster from your Deck.
  • Miracle Synchro Fusion: "Miracle Synchro Fusion" can be used to Fusion Summon "Ultimate Axon Kicker", which can be followed up with "Psychic Feel Zone", a potent combo in Psychic Synchro decks.
  • Psi-Impulse: At the cost of one Psychic-Type monster "Psi-Impulse" returns your opponent's hand to their Deck and has them draw three cards. It's nearly useless except on the first turn, where it would only cause both players to lose two cards.
  • Psi-Station: "Psi-Station" is a useless Continuous Spell Card that allows you to pay 500 Life Points when a Psychic-Type monster is Normal Summoned to have it gain 300 ATK and one Level.
  • Psychic Path: "Psychic Path" adds two Banished Psychic-Type monsters to your hand at the cost of 800 Life Points. While it does cause you to gain advantage the only deck that can make good use of it is Banish-Psychics which need their Psychic-Type monsters to stay Banished.
  • Psychic Sword: "Psychic Sword" gives a Psychic-Type monster up to 2000 ATK while your opponent's Life Points are lower than your opponent's, giving ATK equal to the difference (but only up to 2000).
  • Psychokinesis: By taking 1000 points of damage while you control a Psychic-Type monster you can destroy one card your opponent controls.
  • Telekinetic Charging Cell: "Telekinetic Charging Cell" is an Equip Spell Card that allows you to avoid paying Life Points costs for the equipped Psychic-Type monster. In addition to that, when the equipped monster is sent to the Graveyard, you can pay 1000 Life Points to return "Telekinetic Charging Cell" to your hand. This card can be better than "Brain Research Lab" in some Decks.
  • Telekinetic Power Well: This Quick Play Spell Card is very good-it Special Summons any number of Level 2 or lower Psychic-Type monsters from your Graveyard, then dealing damage to your equal to their total Level times 300. The damage is minimal and the effect is powerful although it was better when you could use more "Emergency Teleport" in one Deck.
  • Teleport: "Teleport" is a Continuous Spell Card that allows you to pay 800 Life Points once per turn while you control no monsteres and your opponent controls a monster to Special Summon a Psychic-Type monster from your hand.

Traps:

  • Metaphysical Regeneration: This card is generally not worth using since it's a -1. It gives you 1000 Life Points for every Psychic-Type monster sent to your Graveyard that turn but it can only be activated during the End Phase so it isn't chainable.
  • Mind Over Matter: This is the "Pollinosis" of Psychics-it gives the same effect as "Solemn Judgment" but at the cost of a Psychic-Type monster instead of Life Points. It's probably not worth using due to it causing a loss of advantage.
  • Psi-Curse: When your Psychic-Type monster is destroyed by battle with an attacking monster, "Psi-Curse" can be activated to destroy the attacking monster and inflict 300 points of damage times the Level of your Psychic-Type monster to your opponent's Life Points. It's not really worth using as it would be better to keep your monster out with "Dimensional Prison" or "Mirror Force".
  • Psychic Overload: "Psychic Overload" is a Trap Card that returns three Psychic-Type monsters in your Graveyard to your Deck and have you draw two cards. It's pretty good in Psychic Decks.
  • Psychic Rejuvenation: "Psychic Rejuvenation" gives you 1000 Life Points for every Psychic-Type monster you control. It's a -1 so it isn't very good.
  • Psychic Soul: By tributing a Psychic-Type monster you control "Psychic Soul" gives you 300 Life Points times its Level. This is not a good card.
  • Psychic Trigger: You cannot activate "Psychic Trigger" except when your Life Points are lower than your opponent's. "Psychic Trigger" removes two Psychic-Type monsters in your Graveyard from play and then lets you draw two cards. It could be useful but it hasn't seen much play because it's a situational card.
  • Psychic Tuning: "Psychic Tuning" is a Continuous Trap Card that Special Summons a Psychic-Type monster in your Graveyard and makes it a Tuner monster. When either card is removed from the field, destroy the other card. In addition to that, when "Psychic Tuning" is sent to the Graveyard you take 400 points of damage times the Level of the Psychic-Type monster Special Summoned by "Psychic Tuning". This is not a good card-"Call of the Haunted" and "Monster Reborn" are both far superior.
  • Rainbow Life: While normally useless except outside of a few OTK decks, this card causes you to regain Life Points quite quickly in Psychic decks.
  • Telepathic Power: This card is similar to "Psi-Curse", but instead of dealing damage to your opponent's Life Points, you gain Life Points. This card is equally bad or worse since you can't win from having lots of Life Points.

Variants

Gusto Deck

The most difficult thing about making a "Gusto" deck is the fact that it uses both Winged Beast-Type and Psychic-Type monsters. This means that a lot of support for each won't do much for a significant portion of your deck.


Gusto Exodia OTK

The Gusto Exodia OTK uses "Mind Master" and "Caam, Serenity of Gusto" to draw your entire deck in one turn. By sending every Psychic-Type monster in your Deck to your Graveyard with "Mind Master", finishing with a "Caam" on your side of the field, you can then use "Caam's" effect, returning two more "Caam" to your Graveyard, to draw a card. Then proceed to send the other two "Caam" with "Mind Master" to do the same thing. If you draw "Caam" at any time in the OTK you can use a card that discards it in order to avoid being unable to OTK. As of September 1st, 2011, this OTK is no longer available in Advanced Format due to the Banning of "Mind Master".


Banish-Psychic Deck

A Banish-Psychic Deck uses Psychic-Type monsters that Banish cards in your Graveyard in order to Synchro Summon while gaining advantage and swarm the field.


Mind Master-Cleric OTK

This OTK uses "Mind Master" and "Hushed Psychic Cleric" to Special Summon a large number of monsters in one turn and Synchro Summon enough monsters for an OTK. As of September 1st, 2011, this OTK is no longer available in Advanced Format due to the Banning of "Mind Master".

Mind Master-Cleric OTK Core


Psychic Synchro

The Psychic Synchro Deck uses "Emergency Teleport" and "Telekinetic Power Well" as tools to swarm the field and Synchro Summon.

Psychic Synchro Core


Psychic Fusion

A Psychic Fusion Deck is similar to a Psychic Synchro Deck but focuses on Fusion Summoning "Ultimate Axon Kicker" as well.


Psychic Beatdown

A Psychic Beatdown deck uses powerful Psychic-Type monsters to overpower your opponent's monsters.


Gig/Destructotron/Snail OTK

The Master Gig/Destructotron/Psychic Snail OTK uses "Master Gig" and "Destructotron" to clear your opponent's field and use "Psychic Snail" to get multiple direct attacks. Use "Teleport" to Special Summon "Master Gig", then use its effect (or wait until you have enough Psychic-Type monsters to use it if necessary). Normal Summon "Destructotron" to get rid of your opponent's Spell and Trap Cards, then use "Brain Research Lab" to Normal Summon "Psychic Snail". Use "Psychic Snail's" effect on "Master Gig" and "Destrutotron" and attack directly with them for game.

Gig/Destructotron/Snail OTK Core


Psychic Plants

An original Psychic Deck created by BobaFett2 that uses Psychic monsters along with the Plant engine to generate and maintain lots of advantage.


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