Psychic
Discussion
Introduction to ESP
Psychics are the new type of the block. They made their appearance with the release of Duelist Genesis and have steadily been given more support in each new set. Their strategy focuses on giving up life-points with monsters and and spells and regaining them with their trap and Synchro support. With the new set coming out, Extreme Victory, psychics take in a new strategy into their methods. These new cards focus on the removing from play mechanic to add on to what they already have. With this new support I believe they can start making their presence know and alter your way of thinking about them.
Monsters:

Overdrive Teleporter
Level 6 - Psychic/Effect - Light
2100 ATK 1200 DEF
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.
I see him as the figurehead of psychics. Until the the new psychics in Extreme Victory were announced the only targets that were worth getting was Psychic Commander and Mind Protector to Synchro summon with. Now he has got so much since he can start OTK's and help you keep control of the field with the likes of Psychic Witch of Stillness and Taciturn Psychic Priest. Price is kinda high but is well worth the investment. Just watch out for Effect Veiler's.
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Krebons
Level 2 - Psychic/Tuner - Dark
1200 ATK 400 DEF
When this card is selected as an attack target, you can pay 800 Life Points to negate the attack.
He is our favorite little attack blocker. Emergency Teleport and him were the fuel of what made Tele-DAD. I see his new use in Psychic Chaos decks now since you can Chaos Sorcerer and then tune with him for a level 8 synchro. Still runnable in any other psychic deck though. It is also a
Telekinetic Power Well target.
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Psychic Commander
Level 3 - Psychic/Tuner - Earth
1400 ATK 800 DEF
When a Psychic-Type monster you control battles, during the Damage Step you can pay Life Points in multiples of 100 (max. 500) to have the monster it's battling lose that much ATK and DEF, until the End Phase.
Here is a psychic that just got better. He can be brought out with Emergency Teleport. He was the monster brought out with Overdrive Teleporter and Mind Protector so you could either tune him with Mind Protector to make a level 6 synchro or tune him with Overdrive Teleporter to make the level 9 Hyper Psychic Blaster. Now he can tune with with either Psychic Witch of Stillness or Taciturn Psychic Priest to make Naturia Barkion.
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Mind Master
Level 1 - Psychic/Tuner - Light
100 ATK 200 DEF
You can pay 800 Life Points and Tribute 1 Psychic-Type monster, except "Mind Master", to Special Summon 1 Level 4 or lower Psychic-Type monster from your Deck in face-up Attack Position.
Here is our favorite little brain matter. So busted he had to be limited to one because of the Mind Master OTK. He should be ran in any build still. He is a great Emergency Teleport and One for One target. It can also be brought back from the graveyard with
Telekinetic Power Well.
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Mind Protector
Level 3 - Psychic/Effect - Light
0 ATK 2200 DEF
This card's controller must pay 500 Life Points during each of their Standby Phases. If they cannot, destroy this card. Monsters with 2000 or less ATK cannot declare an attack, except for Psychic-Type monsters.
With the release of the new psychics from Extreme Victory his uses have diminished. His only saving grace is that he is a light monster if you want to run him in a chaos build but I don't think that is even enough for him to stick around. Run him until the new psychics come out.
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Doctor Cranium
Level 1 - Psychic/Effect - Earth
100 ATK 100 DEF
When this card is destroyed by battle and sent to the Graveyard, you can pay 800 Life Points to add 1 Psychic-Type monster from your Deck to your hand.
He can search out any psychic from your deck, is a One for One target, Emergency Teleport target, and Telekinetic Power Well target. He provides some balance towards the deck. Best to be ran as one copy if you are going to run him.
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Psychic Snail
Level 4 - Psychic/Effect - Earth
1900 ATK 1200 DEF
You can pay 800 Life Points and select 1 other face-up Psychic-Type monster you control. That monster can attack twice during each Battle Phase. This card cannot attack the turn you activate this effect.
He is a nice beater that can double the amount of attacks for your other psychics. Used in some OTK builds but provides support for any other builds.

Reinforced Human Psychic Borg
Level 4 - Psychic/Effect - Earth
1500 ATK 800 DEF
Up to twice per turn, you can remove from play 1 Psychic-Type monster from your Graveyard to have this card gain 500 ATK.
A forgotten psychic until the new psychics were announced in Extreme Victory. He can easily become a 2500 beater while setting up plays by removing psychics from your graveyard from play.
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Psy Girl
Level 2 - Psychic/Tuner - Earth
500 ATK 300 DEF
When this removed from play card is Special Summoned, remove from play the top card of your Deck face-down. When this card is sent from the field to the Graveyard, add the card removed from play by this card’s effect to your hand.
One of the new psychics from Extreme Victory. She combos with Psychic Wizard of Silence and Taciturn Psychic Priest to help get extra draws and make synchros which include Naturia Beast and Naturia Barkion.
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Mental Seeker
Level 3 - Psychic/Tuner - Earth
800 ATK 600 DEF
When this removed from play card is Special Summoned, reveal the top 3 cards of your opponent's Deck and select 1 of them. Remove the selected card from play, then return the rest to their Deck.
Another Extreme Victory psychic. He provides deck disruption to your opponent. I really don't see him really being used but since he is a level 3 tuner he might be seen as a one off copy in decks he is used in.
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Psychic Wizard of Silence
Level 4 - Psychic/Effect - Earth
1900 ATK 0 DEF
When this card is Normal Summoned, you can select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, Special Summon the monster removed from play by this card's effect.
The beater from Extreme Victory and nice effect to boot. He sets up plays with Psy Girl and Mental Seeker. I would also consider him a floater since you can pull off plays were you summon him and remove a psychic and chain Torrential Tribute so you can wipe out all the monsters on the field and summon the monster he just removed from play.
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Psychic Witch of Stillness
Level 3 - Psychic/Effect - Earth
1400 ATK 1200 DEF
When this card on the field is destroyed and sent to the Graveyard, you can remove from play 1 Psychic-Type monster with 2000 or less ATK from your Deck. During your next Standby Phase, Special Summon the monster removed from play by this effect.
I find her to be one of the best new psychics from Extreme Victory. She is a floater and recruiter that brings out the psychic monster of pretty much your choice during the standby phase of your next turn. She is the one who sets up plays in the future. What is even better is that she is level 3 so she is a prime target for Overdrive Telepoter.
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Taciturn Psychic Priest
Level 3 - Psychic/Effect - Earth
0 ATK 2100 DEF
When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, by sending 1 card from your hand to the Graveyard, select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, select 1 monster removed from play by this card's effect, and Special Summon it.
The better version of Mind Protector from Extreme Victory. Can be brought out with Overdrive Teleporter and sets up plays with Psychic Witch of Stillness. Also can make multiple synchros in one turn with Mind Master, Psy Girl, and other copies of itself.
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Magical Android
Level 5 - Psychic/Synchro/Effect - Light
2400 ATK 1700 DEF
1 Tuner + 1 or more non-Tuner monsters
During your End Phase, gain 600 Life Points for each face-up Psychic-Type monster you control.
She is one of the easiest synchros to be brought out by psychics. Psychics are known for using up lifepoints and she cushions the damage. You can gain a maximum of 3000 lifepoints per end phase with her but more likely to see on the 1200 lifepoint range.
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Psychic Nightmare
Level 6 - Psychic/Synchro/Effect - Wind
2400 ATK 1800 DEF
1 Tuner + 1 or more non-Tuner Psychic-Type monsters
Once per turn, during your Main Phase, you can pick 1 random card in your opponent's hand and call what type of card it is (Monster, Spell or Trap). If you call it right, this card gains 1000 ATK until your opponent's End Phase.
Here is a psychic synchro everyone has probably forgotten about. His effect fits the bill for the very nature of what psychics can do. He can mind read. He gives you the chance to boost your attack up to 3400 and even if you guess wrong you still got a peek of a card in your opponents hand for those people who like to play Mind Crush.
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Psychic Lifetrancer
Level 7 - Psychic/Synchro/Effect - Earth
2400 ATK 2000 DEF
1 Tuner + 1 or more non-Tuner monsters
Once per turn, you can remove from play 1 Psychic-Type monster from your Graveyard to gain 1200 Life Points.
Gain lifepoints by removing and set up plays with the new psychics from Extreme Victory. Only bad thing is her attack is low for being a level seven.
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Thought Ruler Archfiend
Level 8 - Psychic/Synchro/Effect - Dark
2700 ATK 2300 DEF
1 Tuner + 1 or more non-Tuner monsters
When this card destroys a monster by battle and sends it to the Graveyard, gain Life Points equal to that monster's original ATK. You can pay 1000 Life Points to negate the activation of a Spell or Trap Card that targets 1 Psychic-Type monster, and destroy it.
One of the first psychic synchros we got. Pretty face isn't it? He blocks those pesky targeting spell and trap card effects for your psychics like Book of Moon and Dimension Prison. Also helps in regaining lifepoints that you pay out with your other monsters.
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Hyper Psychic Blaster
Level 9 - Psychic/Synchro/Effect - Earth
3000 ATK 2500 DEF
1 Tuner + 1 or more non-Tuner Psychic-Type Monsters
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. If this card attacks a Defense Position monster whose DEF is lower than the ATK of this card, gain Life Points equal to the difference at the end of the Damage Step.
Level nine would seem hard to accomplish without the help of Overdrive Teleporter. This robot punishes people hiding behind defenses and gives you back the lifepoints in return. Not much is going to get over his attack or defend from it.
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Mental Over Archfiend
Level 9 - Psychic/Synchro/Effect - Dark
3300 ATK 3000 DEF
1 Psychic-Type Tuner + 2 or more non-Tuner Psychic-Type monsters
Once per turn, you can select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, Special Summon as many monsters that were removed by this card's effect as possible.
A psychic synchro from Extreme Victory. Tricky to bring out since it requires at least three psychic monsters to bring out. One method to bring him out is two Taciturn Psychic Priest and a Psychic Commander. If you manage to get a Mental Over Archfiend in the grave by proper summon and get another on the field you can loop them and only methods to get past that is removal and bounce.
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Ultimate Axon Kicker
Level 10 - Psychic/Fusion/Effect - Light
2900 ATK 1700 DEF
1 Psychic-Type Synchro Monster + 1 Psychic-Type monster.
This monster can only be Special Summoned by Fusion Summon (from the Extra Deck). This card cannot be destroyed by card effects. During battle between this attacking card and a Defense Position monster whose DEF is lower than than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card destroys an opponent's monster by battle and sends it to the Graveyard, you gain Life Points equal to the destroyed monster's ATK.
Here is the psychics only fusion. Would be a pain to bring out but is actually easily done. Miracle Synchro Fusion just makes it too easy. Psychics are known for synchroing very fast and meeting the requirements are a joke. Has a low level for a level ten but his effect is a better Hyper Psychic Blaster along with the bonus with not being destroyed by card effects. Anything short of removal or bounce will not get rid of him since not much will get over his 2900 attack.
Spells:
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Emergency Teleport
Spell/Quick-Play
Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck. During the End Phase this turn, remove from play that monster.
Probably the best support card for psychics. Limited to one because of how easy it was to make synchros and also what defined Tele-DAD. This should always be ran in any psychic build. It just sets up so many plays.
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Brain Research Lab
Spell/Field
Once per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster's effect that you control. When this card is removed from the field, the controller of this card takes 1000 damage for each Psychic Counter on it.
Allows to summon two psychics in one turn. Sets up OTK's and allows you to transfer all your cost towards this field spell when you pay for your psychics effects. Just be cautious of this thing being targeted for destruction if you put too many counters on it.

Psychokinesis
Spell/Normal
Activate only while you control a face-up Psychic-Type monster. Destroy 1 card on the field and take 1000 damage.
One for one removal. Can destroy any card on the field. Has its uses but is really not needed for builds. Can be a dead draw if you have no psychics on the field.
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Telekinetic Power Well
Spell/Quick-Play
Special Summon any number of Level 2 or lower Psychic-Type monsters from your Graveyard. You take damage equal to the total Levels of those monsters x 300.
You can bring back Mind Master, Krebons, Doctor Cranium, and Psy Girl. Low lifepoint cost that can be used to set up Mind Master OTKs or simply used to set up fodder for tributes and synchro summons.
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Psychic Feel Zone
Spell/Normal
Select 1 of your removed from play Psychic-Type Tuner monsters and 1 of your removed from play Psychic-Type non-Tuner monsters. Return them to the Graveyard to Special Summon 1 Psychic-Type Synchro Monster from your Extra Deck, whose Level is equal to the combined Levels of the returned monsters, in face-up Defense Position.
I like to first point out that this is not a synchro summon. With that said this allows you to summon synchros and return monsters that you removed back to the graveyard to be used for either to removed again or brought back from the grave. I am iffy about this card since the synchro you get back has to be in defense position. I guess it makes the card more balanced.
Traps:
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Mind Over Matter
Trap/Counter
Tribute 1 Psychic-Type monster. Negate the activation of a Spell or Trap Card, or the Normal Summon or Special Summon of a monster, and destroy that card.
Psychics have their own Solemn Judgment. Best used if you can keep up with the cost this card requires. Telekinetic Power Well works really well with it. Just be careful. It can be used against you with decks that swarm.
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Psychic Overload
Trap/Normal
Select 3 Psychic-Type monsters in your Graveyard. Return them to the Deck, then draw 2 cards.
Miniature Pot of Avarice in trap form for psychics. Can still be used if your plans are not to remove psychics from play. I actually think this card is good now that I think about it some more. The new psychics can end up filling the graveyard quickly. I might run two copies.
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Psychic Trigger
Trap/Normal
Activate only while your Life Points are lower than your opponent's. Select 2 Psychic-Type monsters in your Graveyard. Remove them from play and draw 2 cards.
This is just as good as Psychic Overload. Depends on how you want to run the deck. Getting your lifepoints lower than your opponent is easily done and the removing mechanic works with the new psychics. It is nice to have draw power that is not broken but yet is balanced enough to be used.
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Brain Hazard
Trap/Continuous
Select 1 of your removed from play Psychic-Type monsters, and Special Summon it. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.
Basic Call of the Haunted for psychics removed from play. Not needed but can be useful.
Recommenced/Suggested Cards:
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Glow-Up Bulb
Level 1 - Plant/Tuner - Earth
100 ATK 100 DEF
You can send the top card of your Deck to the Graveyard and Special Summon this card from the Graveyard. Each player can only use the effect of "Glow-Up Bulb" once per Duel.
Great tuner to run. Is another target for One for One so you have more than Mind Master as a target.
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Naturia Beast
Level 5 - Beast/Synchro/Effect - Earth
2200 ATK 1700 DEF
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters
While this card is face-up on the field, you can send the top 2 cards of your Deck to the Graveyard to negate the activation of a Spell Card and destroy it.
The new psychics from Extreme Victory are earth. Easy to tune into and can provide backup so your other psychics don't have to worry being stopped by spells.
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Naturia Barkion
Level 6 - Dragon/Synchro/Effect - Earth
2500 ATK 1800 DEF
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters
While this card is face-up on the field, you can remove from play 2 cards in your Graveyard to negate the activation of a Trap Card and destroy it.
Same thing as Naturia Beast except provides backup in the trap department.

T.G. Hyper Librarian
Level 5 - Spellcaster/Synchro/Effect - Dark
2400 ATK 1800 DEF
1 Tuner + 1 or more non-Tuner monsters
While this card is face-up on the field, each time a Synchro Monster(s) is Synchro Summoned, draw 1 card for each.
Psychics like to synchro a lot and making level fives are easy for them to do. Can provides multiple draws a turn.
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Mind Control
Spell/Normal
Take control of 1 monster on your opponent's side of the field until the End Phase. This monster cannot declare an attack or be Tributed.
Psychics run multiple tuners and it has been limited due to the restrictions it has doesn't affect when synchro summoning.
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One for One
Spell/Normal
Send 1 Monster Card from your hand to the Graveyard. Special Summon 1 Level 1 monster from your hand or Deck.
Sets up OTK's with Mind Master. Can also be used to target Glow-Up Bulb and Doctor Cranium.
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Miracle Synchro Fusion
Spell/Normal
Remove from play, from your side of the field or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that lists a Synchro Monster as a Fusion Material Monster, and Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.) If this Set card is destroyed by an opponent's card effect and sent to the Graveyard, draw 1 card.
It is used to bring out Ultimate Axon Kicker. Even if you can't use it you can set it as bait to draw out destruction from your opponent and get a free draw out of it.
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Gold Sarcophagus
Spell/Normal
Select and remove from play 1 card in your Deck. During your second Standby Phase after this card's activation, add the removed card to your hand.
Useful card that can search any card from your deck. Since it removes it can be manipulated to bring out your monsters sooner with Brain Hazard or Return from the Different Dimension or be used with Psychic Feel Zone.
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Return from the Different Dimension
Trap/Normal
Pay half your Life Points. Special Summon as many of your removed from play monsters as possible. During the End Phase, remove from play all monsters that were Special Summoned by this effect.
High risk card that can bring back all your removed psychics and set up combo plays to OTK and/or set up multiple synchro summons. Be very careful of those trap stuns if you decide to run it.
Combos:
All these combos come from the RFG Teleportation Mastery thread on Pojo thanks to unionlord and his ESP friends.
Psychic decks will vary greatly so all the combos won't be available to you.
I. The Priest and the Master
You need 2 psychics on field and 1 of them being Mind Master.Tribute a psychic with Mind Master for psi girl if it's not in grave yet. Then tribute her for Priest. Send a card to grave with priest's effect to remove psi girl from play. Tribute priest for another priest. The tributed priest activates and special summons psi girl to the field. Psi girl removes the top card from play. The combo can now be branched several ways.
1. Librarian Abuse
Synchro into Librarian. You get the card removed by psi girl.Then use priest again removing the in grave priest. Tribute priest for another level 2 tuner. The rfg priest returns. Activate its effect again removing psi girl. Synchro into librarian and draw for the first librarian. Psi girl is then special summoned and removes the top card from play. This branch also branches out.
1a. Tribute psi girl for Doctor Cranium and get the card removed from play by her effect. Then synchro into formula synchron and draw 3 more for its effect and the effect of the 2 librarians. Halberd Cannon anyone?
1b. I only used 2 priests so there is still 1 in deck. Tribute psi girl for the 3rd priest and grab the remove from play card. discard for priest's effect removing psi girl. Synchro for Armory Arm. Draw 2 cards thanks to librarian. Psi girl returns again. Her effect as usual. Then synchro for brionac or any level 6 synchro. Draw 2 and add the remove from play card to hand.
2. Borg Takedown
Tribute psi girl for Reinforced Human Psychic Borg. Add the rfg card to hand. Activate priest and remove the in grave priest. Tribute priest for Psychic Snail and the rfg priest returns to the field. Use snail's effect on borg. Activate priest's effect removing psi girl. Synchro into Armory Arm and psy girl returns and removes the top card from play. Synchro Snail and psi girl for brionac and add the rfg card to hand. Remove 2 to pump up borg and attach Armory Arm to him. He is now a 3500 attack double attacking Flame wingman. Brionac can open the field if needed.
II. Master and the Teleporter
1. Heavy Beatdown
One for One or e-tele Mind Master to the field and tribute it for Overdrive Teleporter. If its already in grave then any tribute will do.Use its effect to bring a level 3 tuner and priest to the field. Use priest's effect to rfg Mind Master. Synchro psychic nightmare and Mind Master returns. Tribute nightmare with Mind Master for another priest. Remove nightmare with priest's effect. Tribute priest for Psychic Snail and nightmare returns to field. Snail's effect is not once per turn so use its effect on both Overdrive and nightmare. Finally synchro for a level 5 synchro.I will use android for thsi example. 4200+4800+2400...if nightmare's effect goes through than add 2000 more to that final sum.
2. Hyper Psychic Otk....their are actually several ways of reaching this otk.
You control Mind Master and Overdrive Teleporter. Activate Overdrive and summon commander and priest. Synchro Hyper Psychic Blaster. You can use priest's effect here if u want for some extra damage. Tribute priest for Psychic Snail and use its effect on blaster. Tribute snail for any level 3 non tuner. Synchro for Armory Arm and attach to Hyper Psychic Blaster. You now control a 4000 attack, piercing, double attacking flame wingman.There were 2 chances to use a priest during the set up so your field can be even larger.
3. Colossal Loop "TCG only"
This combo can be reached very similarly to heavy beatdown. It requires your opponent to control a monster with 1900 attack or more. Once again Mind Master is in grave by whatever means and you have Overdrive on the field and his effect brought out a level 3 tuner and priest. Use priest to remove Mind Master and synchro for psychic nightmare. Tribute psychic nightmare for psi girl. Then tribute psi girl for priest. Remove psi girl with priest's effect and synchro Armory Arm. Psi girl returns and removes a card from play. Synchro for Colossal Fighter using psi girl and Overdrive. Add the rfg card to hand. Attach armory to opponent's monster and begin the loop.
III. Brain Lab Abuse
All of the previously mentioned combos take a good bit of life points to accomplish however brain lab allows you to charge your costs and if your able to pull of the win you won't have to pay back anything and your credit will be safe.
1. Psylocke....Originally the deck founded by The Creator in that link however it now can be reached without building a deck around it. LINK
IV. The Master and the Well of Power
Telekinetic Power Well is actually almost an otk card on its own for as u have noticed all the combos involve initially Mind Master and 1 psychic. Simply having Mind Master and another in grave initiates all of the previously mentioned otks and combos. However it also can reach of few otks on its own.
1. Hyper Psychic Returns
The set up for this is as usual Mind Master and 1 psychic. Tribute it followed by the other lower level psychics 2 at least being tuners and end with a level 4. Synchro for android. Power well out Mind Master and the other 3 lower level psychics.
Synchro android and level 2 tuner for lifetrancer.....gain 1200 lp.
Synchro lifetrancer and level 4 tuner for Hyper Psychic Blaster.
Tribute the final psychic for snail and use its effect on blaster.
You have already set up miracle synchro fusion at this point.
Finally tribute snail for priest. actiivate her effect and rfg lifetrancer.
Synchro for Armory Arm. Lifetrancer returns again. gain 1200 lp.
Attach Armory Arm to Hyper Psychic Blaster.
2. Ally of the psychics Catastor....contributed by Sesshomuronay
You would need to control a Mind Master and any other psychic type monster. You would then activate Mind Masters effect to send the other psychic type monster to the grave, followed by level 2 or lower psychic type monsters until there are 3 copies in your graveyard after which you would summon a Psychic Snail. Then activate Telekinetic Power Well to revive 3 level 2 or lower psychics(for this example I am going to use 2 copies of Krebons and one copy of Doctor Cranium). Then tribute the copy of Doctor Cranium for a copy of Mind Protector. Synchro summon Magical Android using a Krebons and the Mind Protector and give it the ability to attack twice with Psychic Snail. You would then proceed to synchro summon Ally of Justice Catastor using Psychic Snail and Mind Master. At this point in time, you would control a Magical Android, a Krebons, and an Ally of Justice Catastor whose total attack values come to a total of 8200. This is not the only way to complete this OTK, but this is probably one of the best ways without relying on a build running too many psychic type monsters. You will require a total of 6300-7100 life points to perform this OTK depending on whether or not the initial psychic you tributed was a Doctor Cranium or Krebons.
Decks:
Psychic Chaos
Monsters: 20
1x Dark Armed Dragon
2x Chaos Sorcerer
1x Mind Master
2x Overdrive Teleporter
2x Krebons
3x Psychic Commander
2x Mind Protector
1x Doctor Cranium
1x Psychic Snail
1x Glow-Up Bulb
1x Sangan
1x Gorz the Emissary of Darkness
2x Caius the Shadow Monarch
Spells: 13
1x One for One
1x Mind Control
1x Emergency Teleport
1x Telekinetic Power Well
1x Monster Reborn
1x Dark Hole
1x Allure of Darkness
2x Miracle Synchro Fusion
2x Mystical Space Typhoon
1x Giant Trunade
1x Foolish Burial
Traps: 7
1x Mirror Force
1x Torrential Tribute
2x Bottomless Trap Hole
2x Trap Stun
1x Call of the Haunted
Synchros: 15
1x Magical Android
1x Ally of Justice Catastor
1x Brionac, Dragon of the Ice Barrier
1x Gaia Knight, the Force of Earth
1x Psychic Nightmare
1x Psychic Lifetrancer
1x Arcanite Magician
1x Black Rose Dragon
1x Thought Ruler Archfiend
2x Stardust Dragon
1x Colossal Fighter
1x Hyper Psychic Blaster
2x Ultimate Axon Kicker
This decks combines psychics with the power of chaos since psychics like Overdrive Teleporter, Mind Master, and Mind Protector are lights and Krebons are dark. This deck is meant to special summon very fast with multiple synchros per turn and also maintain field presence even if you can't OTK. As you can tell this is a deck without the new psychics from Extreme Victory since we don't have them yet. This is really just a sample build so feel free to change it up however you want to.
Psychic Warp
Monsters: 20
2x Overdrive Teleporter
2x Psy Girl
3x Psychic Wizard of Silence
3x Psychic Witch of Stillness
3x Taciturn Psychic Priest
1x Mind Master
3x Psychic Commander
2x Krebons
1x Glow-Up Bulb
Spells: 12
1x One for One
1x Mind Control
1x Emergency Teleport
1x Telekinetic Power Well
1x Monster Reborn
1x Dark Hole
2x Miracle Synchro Fusion
2x Mystical Space Typhoon
1x Giant Trunade
1x Foolish Burial
Traps: 8
1x Mirror Force
1x Torrential Tribute
2x Psychic Trigger
3x Trap Stun
1x Call of the Haunted
Synchros: 15
1x Magical Android
2x T.G. Hyper Librarian
1x Naturia Beast
1x Ally of Justice Catastor
1x Naturia Barkion
1x Brionac, Dragon of the Ice Barrier
1x Psychic Nightmare
1x Psychic Lifetrancer
1x Black Rose Dragon
1x Thought Ruler Archfiend
1x Stardust Dragon
1x Hyper Psychic Blaster
2x Ultimate Axon Kicker
This deck uses the new psychics from Extreme Victory to there full potential. Hyper Librarian is in here since psychics synchros summon multiple times per turn which should be easy for this deck to maintain hand size will having a field full of monsters. The Naturia synchros are in here for control of the field. This is also a sample build so feel free to change it how you like.
Plant-Psychic
This is a plant-psychic deck that won over in an unofficial tournament in Japan. LINK It combines the power of plants with psychics to win. What is interesting about this build is that it runs no Overdrive Teleporters.
Conclusion of the Mind
Psychics are a powerful type that shouldn't be underestimated. I hope they warped your way of thinking of how they can control the other decks out their. Extreme Victory gave them new psychic abilities to compete with the tournament scene and I am sure they won't disappoint when their power is released. Until then, do not attempt to adjust your television screen.
Edited by Dark Riku, 03 April 2011 - 01:51 AM.



















