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Psychic

Psychic

Japanese

サイキック (ぞく)

Japanese (translated)

Psychic Tribe

English

Psychic

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Psychic monsters had their debut in "The Duelist Genesis", and they are used by Sayer in Yu-Gi-Oh! 5D's. The Psychic types seen so far often resemble androids, cybernetically-enhanced humans, or strange mutants, and often feature elements of cyberspace, circuit board patterns, green coloring, and yellow electricity in their art. It is often said that currently, Psychics are more of an Archetype than an actual "Type" as almost all of their cards relate to each other. This is not seen in other Types. It is worth noting that many Psychic-Type monsters resemble what in the past were Machines, Fiends, or Spellcasters (such as Mutant Mindmaster, Mind on Air and especially Jinzo, whose OCG name actually has "Psycho" in it).

Up until Extreme Victory, the majority of their effects and Spell Cards involved paying Life Points to activate powerful effects, while the Synchro Monsters and Trap Cards focused heavily upon restoring Life Points. The tendency of a Psychic-user's Life Points to change rapidly during a duel allow a cunning player to make the most of cards such as "Megamorph" and optional cards that require Life Point payment, like "Solemn Judgment".

From Extreme Victory onwards, Psychic-type monsters and their support cards switched focus to manipulating Banishment, through Banishing Psychic-type monsters to activate effects, Special Summoning Banished Psychic-type monsters, and returning Banished Psychic-type monsters to the Graveyard with "Bright Future".

Psychic-type monsters also support a heavy Synchro element with cards like "Emergency Teleport", "Mind Master", and "Overdrive Teleporter." They contain many notable Synchro monsters, including "Thought Ruler Archfiend", "Magical Android", "Hyper Psychic Blaster", and "Overmind Archfiend". Currently the sole Psychic Archetype known is that of the "Gusta" from the Duel Terminal series, though it is shared with Winged Beasts, as well as other monster types.

Prominent Psychic monsters include "Mind Master", "Psychic Commander", "Krebons", "Thought Ruler Archfiend", "Magical Android", "Psi-Blocker", "Overdrive Teleporter", "Esper Girl", "Hushed Psychic Cleric", and "Overmind Archfiend".

It is interesting to note that no FIRE attribute Psychic-Type monsters have ever been released. In addition, there are also no Normal or Ritual Psychic-Type monsters.

File:HyperPsychicBlasterCRMS-EN-UR-1E.png

Playing Styles

Manipulating Life Points

Psychics focus on a combination of the manipulation of Life Points and swarming. When played properly, they can be one of the most versatile and unpredictable types in the game, considering their ability to summon powerful monsters in short amounts of time. "Teleport", for instance, can Special Summon any Psychic-Type monster from your hand, regardless of Level, at the cost of 800 life points, as long as you have no monsters on the field but your opponent does. They have a lot of other great effects, including Stall ("Mind Protector", "Grapple Blocker"), increasing their own ATK ("Power Injector") and creature swapping ("Psychic Jumper"), but all of it at the cost of valuable Life Points. A good advantage that Psychics have is that they are mostly level 4 and have mostly around 1700 ATK, which is somewhat high for their level. Also, some Psychic effects, especially the Psychics from Extreme Victory, revolve around removing from play. Psychics can come in a variety of forms; Synchro, Lockdown, Beatdown, Removed from play, and even Swarm, etc.

Because some of the Psychic support cards make you take Damage, ("Brain Research Lab", "Telekinetic Power Well", "Psychokinesis", etc.) "Prime Material Dragon", "Life Absorbing Machine", and "Rainbow Life" are three highly recommended cards. It can turn "Psychokinesis" into a +1, get you at least 3000 Life Points from "Brain Research Lab", and other random effects that would do damage. "Prime Material Dragon's" anti-destruction effect will prove very useful, too.

Psychic Synchro

This format is somewhat easily obtained because Psychics have some natural Tuners as well as some support for them. There are also 10 Psychic Synchro Monsters. Although there is some emphasis on Synchros and Tuners, it is somewhat hard to Synchro Summon. Fortunately, "Psi-Station" can somewhat patch this problem because it can alter the level of the Normal Summoned Psychics as well boost their attack by 300 which is just enough for some Psychics to be a threat by themselves, eg. 2200 attack Psychic Snail. Cards that are good for this format are "Krebons", "Mind Master", "Psychic Commander" and "Psychic Jumper" for more Tuners, "Psychic Tuning" and "Telekinetic Power Well" to revive as Tuners/Tuners and "Psychic Overload" to put back the dead Synchros to be re-used later.

There is a card in the set "Ancient Prophecy", "Armored Axon Kicker", which can enormously help the Synchro style of Psychics. It can easily revive two of the Tuners ("Mind Master" and "Psychic Jumper") because they have low ATK, and the other two ("Krebons" and "Psychic Commander") can also be revived if "Armored Axon Kicker" gets an ATK boost. There are some cards which can boost its ATK, like Power Injector, Psychic Sword or any attack booster in general. With "Ancient Prophecy", Psychic monsters gain a incredible boost with the card "Brain Research Lab"; this card is a must in a Psychic Synchro Deck.

An optional strategy for a Psychic Synchro Deck is to include "Ancient Sacred Wyvern" in your Extra Deck. This Level 7 Fairy Synchro is featured in "Ancient Prophecy" and is an excellent monster if your life points are higher than your opponent's. Because the Psychic Synchro Monsters and Traps are all about gaining Life Points, you will be able to gain an enormous amount of Life Points back. A perfect way of summoning it would include "Psychic Emperor", who increases your life points by 500 for every Psychic in your Graveyard, and "Sunny Pixie", who increases your life points by an additional 1000 if you use her to summon a LIGHT Synchro Monster. "Ancient Sacred Wyvern's" effect allows it to gain Attack equal to the difference between your Life Points and your opponent's Life Points, as long as your Life Points are higher. If you're 2000 Life Points above your opponent, when you Synchro Summon "Ancient Sacred Wyvern", it will be an enormous attack power of 4100! To give this Fairy even more attack power, attack with all other monsters first. You get a direct attack in with someone as powerful as "Master Gig" with 2600 attack, "Wyvern" will gain 2600 more attack points! But be careful; if you get any amount of Life Points below your opponent, "Wyvern's" attack will drop! Wait until you have a significant amount of Life Points more than your opponent. This Fairy also works well for Psychic Beatdown. "Wyvern" isn't necessary, but it is an excellent choice.

Recommended Cards

Monster Cards
Extra Deck
Spell Cards
Trap Cards

Psychic Fusion

Now possible due to the release of Duelist Revolution, a Psychic deck that focuses on Fusion Summoning is built to bring out the only Psychic-type Fusion Monster, "Ultimate Axon Kicker". However, in order to do this, Psychic-type Synchro Monsters are needed because "Ultimate Axon Kicker" requires at least one of the Fusion Material Monsters to be a Psychic-type Synchro Monster. As such, this deck follows most of the deck building and playing strategies as a Psychic Synchro Deck. A major difference, however, is that many of the cards in the deck won't focus on paying or regenerating Life Points. Instead, the main cards that are needed to get the deck running as quickly as possible are "Overdrive Teleporter" and "Brain Research Lab", both of which help get multiple monsters out faster to Synchro Summon with.

Also new from Duelist Revolution is a new Spell Card for Fusion Summoning with: "Miracle Synchro Fusion", which allows the user to Fusion Summon using Fusion Material Monsters from their side of the Field or their Graveyard as long as the Fusion Monster they're summoning lists a Synchro Monster as one of the Fusion Material Monsters. This makes it easy for the deck to Fusion Summon "Ultimate Axon Kicker" at almost any time, especially late in a game when the deck has Synchro Summoned multiple times already and one or more of the Psychic-type Synchro Monsters are sitting in the Graveyard just waiting to be fused with.

In addition, Duelist Revolution also brought out a new fusion card searcher, "Synchro Fusionist". If it's used as a Synchro Material Monster and sent to the Graveyard you can search for any card with "Fusion" in the name or for a "Polymerization" (except "Diffusion Wave-Motion"). By using this with "Brain Research Lab", you can Normal Summon it, play "Brain Research Lab", Normal Summon "Psychic Commander", Synchro Summon "Magical Android", then search for "Miracle Synchro Fusion". You'll be set up for a Fusion Summon at any time now as long as the opponent doesn't Bounce "Magical Android" or remove it from play. Because "Synchro Fusionist" is a Level 2 monster, "Junk Synchron" can Special Summon it from the Graveyard for a Level 5 Synchro Summon and still get the search effect.

Other cards that can help this deck would be "One for One" to search for "Doctor Cranium", "Terraforming" to search out "Brain Research Lab", "Mist Body" to keep "Ultimate Axon Kicker" completely impervious to destruction, and "Burden of the Mighty" to make sure no monster can overpower "Ultimate Axon Kicker".

However, be aware that some Psychic-type Synchro Monsters have requirements that only Psychic monsters can be used, ("Psychic Nightmare" and "Hyper Psychic Blaster") so using "Synchro Fusionist" may not be such a good option as it seems. But you could opt in some drawing engines like "Pot of Duality", "Dark World Dealings".

Recommended Cards

Monster Cards
Extra Deck
Spell Cards
Trap Cards

Removed From Play

There are various Psychics whose effects resolve around Synchro Summoning from the Removed from play zone.

The general goal of this variation of Psychic-types is to use "Serene Psychic Witch", "Silent Psychic Wizard" and "Hushed Psychic Cleric" to remove Tuners such as "Esper Girl" and "Mental Seeker" from the game, and then use cards such as "Mind Master", "Brain Hazard" and "Return from the Different Dimension" to Special Summon the removed monsters, allowing you to add cards to your hand or remove important cards from your opponents deck.

This deck type has the potential to be very threatening as it allows the user to quickly swarm the field with powerful Synchro Monsters, while providing a good defensive base with cards such as "Mind Over Matter" and potentially removing vital cards via "Mental Seeker".

A deck built to use these effects will use cards that can quickly put Psychics into the graveyard for "Silent Psychic Wizard" and "Hushed Psychic Cleric" to utilize. "Mind Master" is very useful in this deck as it allows you to summon high-level Synchro Monsters with the effects of "Esper Girl" and "Hushed Psychic Cleric's".

"Pot of Avarice" can also be very useful in this deck as the aforementioned cards will quickly fill your graveyard with monsters which can then be returned to the deck to potentially create another cycle of Synchro Monsters with "Mind Master".

This Archetype's trump card, "Mental Over Archfiend", provides the user with a very powerful attacker whose strength rivals that of many other powerful Synchro Monsters and an ability that can reverse the situation of a game should your opponent attempt to destroy it. By using 2 of these monsters along with "Mind Master" you can create a very solid OTK engine which will allow you to swarm the field with many other high-powered Synchro Monsters such as "Hyper Psychic Blaster". This is performed by removing from play one "Mental Over Archfiend" in your graveyard via the other one's effect and then tributing that monster with "Mind Master" in order Special Summon a Psychic-type monster for use in Synchro Summons and using the newly Special Summoned "Mental Over Archfiend" to remove the previously summoned one and repeating the loop.

Another combo to consider, while a bit slower, is to use "Psychic Lifetrancer's" effect, then Special Summon monster with "Psychic Feel Zone" to get a Synchro Summon. Also, consider using "Psychic Overload" with "Mind Master" to not only Special Summon monsters out of the deck but then get to draw because of them and be able to recycle them.

A great combo to consider is to have at least Mind Master and Hushed Psychic Cleric on the field and one psychic monster in your graveyard. First activate Hushed Psychic Cleric's effect and discard one card to remove from play the psychic monster in your grave. Then use Mind Master's effect to tribute Hushed Psychic Cleric and special summon another Hushed Psychic Cleric from your deck. Then Hushed Psychic Cleric's effect will trigger special summoning the psychic monster you removed from play. Then continue the loop so on until your life points are around 3000. A recommended monster to remove from play is Esper Girl as you have at least one card in your hand for Hushed Psychic Cleric's effect. the loop will summon infinite numbers of monsters to synchro. Summon T.G. Hyper Librarian first then the Magical Androids so you can draw and then during your end phase you can gain life points equal to the life point you paid. You can use Doctor Cranium and to synchro with mind master and summon Formula Synchron so you can summon the powerful Shooting Quasar Dragon on your field and other powerful synchros. A common OTK used with this strategy involves the same loop, ending with Naturia Beast, Naturia Barkion, and Stardust Dragon. With all the cards being sent to the graveyard for this loop to work, using Metaphysical Regeneration during the end phase will give you a massive lead in life points.

Recommended Cards

Monster Cards
Spell Cards
Trap Cards
Extra Deck

Beatdown

A double-edged strategy because it has the chance to completely overpower your opponents but can sometimes be difficult to even keep up with the game. Still, the Beatdown Psychic Deck consists mainly of cards with high ATK, high level and effects which destroy the opponents cards. Monsters include "Master Gig", "Destructotron", "Storm Caller" and "Psychic Snail". Other support like "Teleport" can help the summoning of the higher level monsters and cards like "Power Injector" can boost your monsters' ATK even more.

Use "Master Gig" to destroy most of your opponent's monsters then use "Destructotron's" effect to destroy the Spell or Trap Cards your opponent controls. There is also an advantage with lowering your own Life Point with "Master Gig"/"Destructotron's" effect; equipping the card "Psychic Sword" on a Psychic while your Life Points are lower than your opponents will boost that monster's ATK by a lot. Even "Psychokinesis" can help you destroy monsters while also lowering your Life Points. To restore all your Life Points just use "Psychic Rejuvenation" but only during your End Phase so as not to hinder the effect of "Psychic Sword" during the Battle Phase.

Using "Armored Axon Kicker" in this is somewhat not recommended because his third effect will have minimal use as most monsters that will be in the grave will have high ATK. Thus, you will be taking half of the destroyed monsters attack as effect damage for nothing.

OTK

An OTK can be performed through the Beatdown deck. Use "Teleport" to Summon "Master Gig" and normal summon "Destructotron". Clear the Spell cards, Trap cards, and Monsters cards. Activate "Brain Research Lab" or "Double Summon" and summon a "Psychic Snail". Use the "Snail's" effect on both of your other monsters. With a cleared field you will do 8400 damage ((2600*2)+(1600*2)). If you are missing one of the monsters, they can easily be searched by "Doctor Cranium".

Another OTK others don't notice is to use "Teleport", "Brain Research Lab", or "Emergency Teleport" to summon "Mind Master" and another Psychic Monster to the your side of the field. Use "Mind Master's" effect to send as many Level 2 or lower Psychic Monsters as you can to the graveyard ending with "Mind Master" and a Level Four Psychic Monster ("Pandaborg" is the best option). After that Synchro Summon "Magical Android" and activate "Telekinetic Power Well" to summon "Mind Master and 3 other Psychic Monsters (include "Psychic Jumper" just in case for an Instant Synchro (this can change the game plan drastically), use "Mind Master's" effect or another 3+ times to summon "Psychic Snail", "Pandaborg" and "Psychic Commander" to Synchro Summon for "Thought Ruler Archfiend" and "Magical Android". Use your second "Telekinetic Power Well" and summon "Mind Master" and two other Psychic Monsters. Before the Battle Phase use "Mind Master's" effect on your left over Pandaborg to either get Power Injector or Reinforced Human Psychic Borg (best option). After that use "Snail's" effect on "Power Injector"/"Psychic Borg", "Magical Android", and "Thought Ruler Archfiend". All of costs for more than 7000 Life Points, but remember, if you add one "Telekinetic Charging Cell" and/or "Hanewata" to the mix, you can reduce the damage from 7000+ too around only half your Life Points or even less.

-Warning-: When this OTK is used, results(LP) may vary upon decks and how the OTK is carried out.

A similar combo but not an OTK is to bring out "Mind Master" (with "One for One") and Normal Summon another Psychic Monster. Equip "Mind Master" with "Telekinetic Charging Cell". Use "Mind Master's" effect to bring out every Level 4 and lower Psychic Monster in your deck and end with a Level 4 Monster. Synchro Summon "Magical Android" and bring out (preferably by tributing "Android") "Psychic Emperor" to gain a HUGE amount of life points. You can gain 10,000 LP and more if you have Psychic Synchro monsters in your Graveyard. You can also use "Metaphysical Regeneration" in the End Phase to gain DOUBLE what "Emperor" gave you. Do this early on to deprive your opponent of any hope of beating you or use it later on to gain all of your LP back. Note: "Psychic Emperor's" effect activates when he's Summoned so Summon him again and again to gain more LP. Use "Brionac, Dragon of the Ice Barrier" to return "Emperor" to your hand and summon him again and again and again to gain tens of thousands of life points. Use "Mind Over Matter" and "Dark Bribe" to negate opponent's removal cards and "Stardust Dragon" for destructive cards.

Counter Strategies

  • Skill Drain: Most Psychic-Monsters effect's are actived on the field. So "Skill Drain" will also prevent them doing many things.
  • Imperial Iron Wall: Makes it so the psychic removal cards can not be removed so it shuts down the deck from using a lot of its remove from play effect's.

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