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Psychics - Can You Read My Mind?
Doug Zeeff
6/21/2012 12:30:00 PM
 Comments

While I'm not sure if you can call psychics a new type, they are, besides divine-beast, the most recent addition to the typing tree of Yu-Gi-Oh! Despite being new, though, they are not the least supported and certainly are not limited in their play styles. Originally they were created with effects that cost heavy life points, but were good enough to merit the cost. They never really caught beyond Krebons and Psychic Commander being used in Tele-DAD decks with Emergency Teleport. A lot of the following sets included bits and pieces of a competitive deck, but the archetype was still not stable enough to run. On top of that you had to make sure that every effect went through, because otherwise the life point decrease would end up in self-destruction.

These unstable, often backfiring strategies led psychic decks to be ignored by almost everyone. In fact, there really wasn't a runnable version of this deck until some of the very last support cards arrived, which were released in Extreme Victory. The cards I'm talking about are Serene Psychic Witch, Silent Psychic Wizard, Esper Girl, and Mental Seeker. Surprisingly these four cards completely change the style of psychic decks. The psychic strategy that I'll be showing you today will feature the self-replacing abilities of cards like Serene Psychic Witch, Silent Psychic Wizard, and Esper Girl, combined with the explosive plays of cards like Overdrive Teleporter and Emergency Teleport.

The Deck
The reason that psychics, with the right build, are so deadly is that they have so many win conditions. Ultimate Axon Kicker is the main one, boasting a huge amount of power at the magic number of 2900 ATK. With that strength, Axon Kicker's able to run over everything Dino Rabbit has, plus other key cards in competitive decks like Red-Eyes Darkness Metal Dragon. The only real threat to Axon Kicker as far as attacks go, is Black Luster Soldier - Envoy of the Beginning and Acid Golem of Destruction. These two monsters aren't real threats when you're playing two Bottomless Trap Holes, two Solemn Warnings, and two Torrential Tributes. It should also be noted that if you Torrential with Axon Kicker on the field, it won't be destroyed thanks to its effect.

Hyper Psychic Blaster is another card that has the potential to be a win condition. The dual-wielding powerhouse is able to take down pretty much any monster being played in competitive metagames right now, and he also punishes players for stalling with monsters like Spirit Reaper. Like Axon Kicker, Blaster helps you recover a ton of life points. While Axon Kicker has a better effect overall, Psychic Blaster doesn't require you to use Miracle Synchro Fusion to bring it to the field.

Overmind Archfiend is the largest monster in this deck, and it's really, really hard to take down. Even if a Dino Rabbit player Forbidden Lances Overmind, you can still take down Evolsaur Laggia and Evolsaur Dolkka with an attack. Overmind's effect basically forces your opponent to waste all their resources on it, because the longer it's on the field the more monsters you can special summon with its ability. That puts you in a good spot, because you know that even if your opponent does manage to take Overmind down, you'll still be going super plus off its ability.

Ignoring the huge synchros, you can also whittle the other player down with small monsters backed by Naturia Beast and Naturia Barkion. The strongest level six in the extra deck is definitely Psychic Nightmare, able to bulk up to 3400 attack points. You can actually do several OTK's with Nightmare, but I'll get into that in a little while. Of course, the extra deck is packed with the basic assortment of psychic types such as Thought Ruler Archfiend, Magical Android, and Psychic Lifetrancer. While they might not all be amazing, they do allow you to go into Ultimate Axon Kicker with Miracle Synchro Fusion. This build can also control the field with cards like Psychokinesis, Psi-Blocker, and Creature Swap.

    Silent and Serene Doug Zeeff    
 
Main Deck
Side Deck
2 Esper Girl
1 Gorz the Emissary of Darkness
2 Hushed Psychic Cleric
1 Mental Seeker
2 Overdrive Teleporter
1 Psi-Blocker
2 Psychic Commander
1 Psychic Snail
3 Serene Psychic Witch
3 Silent Psychic Wizard
Monsters [18]
1 Creature Swap
1 Dark Hole
2 Emergency Teleport
1 Forbidden Lance
1 Heavy Storm
2 Miracle Synchro Fusion
1 Monster Reborn
2 Mystical Space Typhoon
2 Pot of Duality
2 Psychokinesis
Spells [15]
2 Bottomless Trap Hole
1 Call of the Haunted
2 Solemn Warning
2 Torrential Tribute
Traps [7]
Deck Total [40]
2 ?
1 D.D. Crow
2 Effect Veiler
2 Fairy Wind
2 Rivalry of Warlords
2 Royal Decree
2 Shadow-Imprisoning Mirror
2 Soul Taker
Side Deck [15]

EXTRA DECK

1 Ally of Justice Catastor
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Hyper Psychic Blaster
1 Magical Android
1 Naturia Barkion
1 Naturia Beast
1 Overmind Archfiend
1 Psychic Lifetrancer
2 Psychic Nightmare
1 Stardust Dragon
1 Thought Ruler Archfiend
2 Ultimate Axon Kicker
Extra Deck [15]
Notes:




How Everything Works and Why Things Are Included
I'd first like to clear up one of the more obvious oddities, and that's the failure to include any Xyz monsters in the extra deck. When I originally built this deck it had one Number 39: Utopia, one Wind-Up Zenmaines, and one Leviair the Sea Dragon. Over time, though, I found myself constantly wishing they were more useful things like Psychic Nightmare and Stardust Dragon. If you don't agree with this I would suggest trying to run this deck with Xyz monsters and seeing how often you wish they weren't included. The only black-bordered monster that I would consider playing is Leviair the Sea Dragon, but you'll often find that his effect just isn't as useful as often as you'd think it'd be.

Moving on, let's talk about the monster lineup. Serene Psychic Witch and Silent Psychic Wizard truly are the stars of this strategy. Witch's effect banishes Esper Girl or Mental Seeker, but she can also be used to search more copies of herself, or Hushed Psychic Cleric for some defense. Wizard, on the other hand, makes the Esper Girls you draw playable while allowing you to make some beefy synchro summons. Picture this: you have Witch and Wizard in your hand, so you set Witch. On your opponent's turn, Witch gets destroyed and you remove Esper Girl from your deck with Witch's ability. Next turn, Esper Girl special summons herself and banishes the top card of your deck. You Summon Wizard, banishing Serene Psychic Witch. Psychic Nightmare comes out when you tune Esper Girl and Wizard, triggering both their effects: Esper adds the remove from play card to your hand and Wizard special summons Witch. You now have a potential 3400 ATK beater that can be used for Miracle Synchro Fusion; Serene Psychic Witch; plus a card in hand, all off of that two card play. That's is just one of the most basic combos these two cards create, and I'll go into more of them later.

Hushed Psychic Cleric is basically a downgraded version of Silent Psychic Wizard, but Cleric can be summoned by Overdrive Teleporter, making it a must. While Psychic Commander is used just as Emergency Teleport fodder in most decks, here you'll find yourself using its effect quite a bit; Commander allows your weaker psychics the power to crush much bigger monsters. Psi-Blocker forces your opponent to play on your terms, able to stop opposing cards every single turn. The addition of Psychic Snail was one of the last changes I made to this deck, and it was something I never regretted. Its earth attribute, like most of the monsters in here, allows you to go into Naturia synchros. But beyond that, the Snail's effect is broken when you have a card like Ultimate Axon Kicker or Thought Ruler Archfiend on the field. Lastly, Gorz saves us from being OTK'd.

There's no way you could run psychics without playing Emergency Teleport. It lets you create a ridiculous amount of speed and powerful synchro plays, so you have to have it. Psychokinesis acts as sort of a Smashing Ground for everything; it's a simple 1-for-1 that can blow up problematic cards. Creature Swap works wonders in this deck, comboing with Serene Psychic Witch, Esper Girl, Hushed Psychic Cleric, and Silent Psychic Wizard. Finally we have Miracle Synchro Fusion, one of this strategy's trump cards. Besides the fact that it's a gateway to one of the most powerful cards in the deck, it's also a good bluff set with its neat +1 effect.

Call Of The Haunted has the same use here as it would in a deck that plays Sangan. When your opponent targets your set Call with Mystical Space Typhoon, you chain it to special summon Serene Psychic Witch, and then you get to use her ability. The only thing out of sorts here is the lack of Solemn Judgment. The problem with Judgment in Psychic strategies is that it can limit the freedom with which you could activate your Solemn Warnings and Overdrive Teleporters. While, you might think that activating all four of those cards over the course of a single Duel would be impossible anyways, you can easily gain back enough life points with Ultimate Axon Kicker to activate all four. It’s a hell of a lot easier to make up a 2000 life point loss than 4000, and you don't want to be doing your opponent's work for them.

I already went over most of the extra deck, and it's essentially just a plethora of psychic synchros, Naturia synchros, Axon Kicker, and then generic synchro monsters. The side deck is nothing too exciting, but in short it gives you the leverage to crush Chaos Dragons and a few other strategies. You can also side out all seven of your traps for two Royal Decrees, two Effect Veilers, two Soul Takers, and one D.D. Crow to switch to a completely aggressive state. Of course, feel free to edit your side deck to match whatever you see in your metagame.

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 Overdrive Teleporter
$11.77
$9.99
$7.99
Overdrive Teleporter
Set Crossroads of Chaos
Number CSOC-EN083
Type Psychic / Effect
Attribute Light 
A / D 2100 / 1200
Rarity Secret Rare
Card Text

This card cannot be Special Summoned. You can pay 2000 Life Points to Special Summon 2 Level 3 Psychic-Type monsters from your Deck. This effect can only be used once while this card is face-up on the field.


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How It Runs and Basic Tips
The key to this deck is getting Esper Girl special summoned from the banished zone as fast as possible. It doesn't really matter if it's through the effects of Serene Witch or Silent Wizard, it just matters that it happens. The next thing you should do is get a psychic synchro out on the field, just to make sure you have a target for Miracle Synchro Fusion. I should also mention that I would wait to use Miracle Synchro Fusion until your opponent has destroyed your synchro monster, so you don’t waste cards. A prime target for Miracle Synchro Fusion is Overdrive Teleporter, and you can do a sick OTK featuring his awesome ability. All you need is Overdrive Teleporter, Miracle Synchro Fusion, and any other card in hand, with a tuner in the graveyard and a monster to tribute. It should be noted that you can gain alot more card advantage depending on what you tribute (such as Wizard or Esper), and a number of other factors can make the combo even more impressive. This is merely the basic play sequence and should be used as a guideline.

Step One: Tribute any monster to summon Overdrive Teleporter. Use its effect to special summon Hushed Psychic Cleric and Psychic Commander from your deck. Use Cleric to banish a tuner from your graveyard (pick Esper Girl if you want to plus, or one of the level threes if you want to try and win this turn).

Step Two: Tune Cleric and Commander together to special summon Psychic Nightmare, and use its effect to reveal a card in your opponent's hand. The monster you banished with Cleric is then special summoned.

Step Three: From here you can do two different things depending on what you banished with Cleric. If you removed Esper Girl, tune her with Nightmare to summon Thought Ruler Archfiend, but be aware that Thought Ruler won't let you do 8000 damage in one turn. It's really preferable to go into a level three tuner and then synchro summon Hyper Psychic Blaster with Nightmare and the tuner.

Step Four: The last step is to play Miracle Synchro Fusion and remove the Psychic Nightmare and any other psychic to go into Ultimate Axon Kicker. If you summoned Thought Ruler, you can inflict 7700 damage as opposed to the 8000 you could dish out with Blaster. Even if you don't win that turn, you'll still be gaining life points through Axon Kicker and you can end your turn confident that Axon Kicker will most likely be staying on the field for the duration of the game, even if your opponent has Dark Hole or Torrential Tribute.

Like I said, the sequence above is the most basic version of that combo: it definitely can be altered depending on the shape of your game. Feel free to play around with it and finish the duel any way you want!

Final Thoughts
I truly believe that psychics have huge potential to compete with the top decks today. As I said before, Dino Rabbit can't touch Axon Kicker and Chaos Dragons struggle to overcome any of your monsters that are over 2800 ATK. Inzektors are also a good matchup because they trigger Witch and Wizard, and they can't get over Axon Kicker. With that said, psychics also are capable of demolishing most rogue decks if they can't OTK. This build can be played in alot of different ways, and I'd encourage you to change a few cards in it to match your particular style.

Overall, I think the best feature of this deck is that you constantly have a feeling of safety. It plays similar to Tech Genus, since it plays alot of monsters that can replace themselves when they leave the field. Psychics are really underestimated right now, and could take a lot of players off guard if they aren't prepared.

-Doug Zeeff



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