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Psychic

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Psychic

OverdriveTeleporter-TF05-JP-VG

Japanese (kanji and furigana)

サイキック

Rōmaji

Saikikku

Japanese translated

Psychic

English

Psychic

Lists

Psychic monsters had their debut in The Duelist Genesis, and they are used by Sayer in Yu-Gi-Oh! 5D's. Psychic-Types 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 worth noting that many Psychic-Type monsters resemble what in the past were Machine-Type, Fiend-Type, or Spellcaster-Type monsters (such as "Mutant Mindmaster", "Kinetic Soldier", "Mind on Air" and especially "Jinzo").

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 hand or Graveyard.

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 there is no pure Psychic archetype, though the "Gusto" archetype contains many Psychic members.

Prominent Psychic-Type monsters include "Mind Master", "Psychic Commander", "Silent Psychic Wizard", "Thought Ruler Archfiend", "Magical Android", "Serene Psychic Witch", "Overdrive Teleporter", "Esper Girl", "Hushed Psychic Cleric", "Psychic Jumper","Overmind Archfiend", and "Number 74: Master of Blades".

Contents

Playing StylesEdit

Manipulating Life PointsEdit

Older Psychic Decks 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. 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 Life Points. A good advantage that Psychic-Type monsters have is that they are mostly level 4 and have mostly around 1700 ATK, which is somewhat high for their level. Also, some Psychic-Type monster's effects, especially the Psychics from Extreme Victory, revolve around removed from play. Psychic Decks can come in a variety of forms; Synchro, Lockdown, Beatdown, Banishing, 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 SynchroEdit

There are many cards that facilitate the Synchro Summoning of Psychic-Type Synchro Monsters by Special Summoning other Psychic-Type monsters. Some good cards for a Psychic Synchro Deck include "Serene Psychic Witch", "Pandaborg", and "Emergency Teleport".

"Armored Axon Kicker" can enormously help the Synchro style of Psychic-Type monsters. It can Special Summon most Psychic-Type Tuner monsters from your Graveyard at the cost of a few Life Points.

Recommended CardsEdit

Monster CardsEdit
Spell CardsEdit
Trap CardsEdit
Extra DeckEdit

Psychic FusionEdit

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.

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.

Recommended CardsEdit

Monster CardsEdit
Extra DeckEdit
Spell CardsEdit
Trap CardsEdit

BanishingEdit

There are various Psychic-Type monsters whose effects revolve around being banished and banishing other monsters.

The general goal of this variation of Psychic-types is to use "Serene Psychic Witch", "Silent Psychic Wizard" and "Hushed Psychic Cleric" to banish Tuner monsters such as "Esper Girl" and "Mental Seeker" and then Special Summon them.

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 banishing 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.

Recommended CardsEdit

Monster CardsEdit
Spell CardsEdit
Trap CardsEdit
Extra DeckEdit

BeatdownEdit

The Beatdown Psychic Deck consists mainly of cards with high ATK, high Level and effects which destroy your opponent's cards. Monsters include "Master Gig", "Destructotron", "Storm Caller" and "Psychic Snail". Other support like "Teleport" can help you summon high Level monsters.

Use "Master Gig" to destroy most of your opponent's monsters then use "Destructotron's" effect to destroy the Spell and 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-Type monster while your Life Points are lower than your opponents will boost that monster's ATK by a lot. "Psychokinesis" can help you destroy monsters while also lowering your Life Points.

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.

Grandsoil PsychicsEdit

After the release of Return of the Duelist, Psychic Decks can now add a new powerful boss monster to their already potent arsenal, "Grandsoil the Elemental Lord". Due to most of the Psychic-Type monsters from Extreme Victory being EARTH-Attribute and the fact that these cards can control the number of monsters in the Graveyard by banishing them, getting exactly 5 monsters to summon "Grandsoil" becomes very feasible. Grandsoil's 2800 ATK straight from the the hand and his effect that basically acts as a "Monster Reborn" can quickly give you enough field presence to back your opponent into a corner or even OTK them.

To facilitate the summoning of "Grandsoil the Elemental Lord", it is recommended to use multiple EARTH monsters in the Deck like "Giant Rat" to supplement the Psychic-Type Monsters you will already be using. "Gigantes" can be especially useful as a 1900 ATK beatstick that can be instantly Special Summoned. Not only that, but he can set up the Graveyard to summon "Grandsoil" and even destroy all of your opponents Spell and Trap Cards if he is destroyed by battle. He works great in baiting out pesky traps like "Bottomless Trap Hole" or dealing with cards like "Skill Drain" or "Necrovalley".

This type of Deck will typically have a high number of Monster Cards and a very low (if non-existent) number of Trap Cards. Use of "Hand Traps" such as "Maxx "C"" (which is also Earth-attribute to help summon "Grandsoil'.) and "Tragoedia" will help disrupt your opponent and protect you from being OTK'd.

Recommended CardsEdit

Monster CardsEdit
Spell CardsEdit
Trap CardsEdit
Extra DeckEdit

Counter StrategiesEdit

  • Vanity cards: Same as Mirror of Oaths but a more permanent solution.
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