PSY-Framegear Beta
LIGHT 1

PSY-Framegear Beta

  • Archetype:
  • PSY-Frame

  • ATK:
  • 700

  • DEF:
  • 0

  • View:
  • 3735




Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When an opponent's monster declares an attack while you control no monsters: You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, destroy the attacking monster, then end the Battle Phase. During the End Phase, banish the face-up monsters Special Summoned by this effect.




 
 
AI Power Analysis
Board breakerConfidence: MediumEvaluated Oct 5, 2026
62± 4/ 100
Power Score
Intrinsic 64
Deck 65

PSY-Framegear Beta — Power Evaluation

Final Score: 62 ± 4 · Confidence: Medium

  • Intrinsic: 64 · Deck: 65 · Meta: provisional
  • Primary role: Board breaker · Secondary: Combo enabler

Why it scores here

PSY-Framegear Beta is a specialized going-second control piece that excels in its home PSY-Frame archetype as a disruption tool, not a board builder. It reliably destroys one attacking monster and ends the Battle Phase when triggered, and serves as a Level 1 Tuner for Synchro material; both utilities give it consistent value. The card's strength lies in its predictable partnership with PSY-Frame Driver (98.4% co-deck rate) and portability across 32 archetypes, but its inherently situational activation—requiring no controlled monsters and an opponent attack—plus End Phase self-banish severely limit its resilience and late-game flexibility. No card advantage is generated; this is a 1-for-1 disruptive trade, not a power builder.

Axis scores

Axis Score Evidence
Accessibility 75 Consistently paired with PSY-Frame Driver (98.4% co-deck presence) and runs in 127 decks across multiple archetypes; however, activation requires both no controlled monsters and opponent attack, making practical reliability situational despite high deck prevalence (observed).
Combo & Conversion 45 No combo evidence supplied; text analysis shows this card destroys one attacking monster and ends Battle Phase—a reactive 1-for-1 trade with no multi-card board extension or board building capability (inferred).
Resource Economy 55 Summons two bodies (self and PSY-Frame Driver from hand/deck/GY) to destroy one attacking monster; net effect is roughly even resource trade with no card advantage generated, dependent entirely on opponent's board state (inferred).
Effect & Interaction 65 Provides hard removal via destruction and Battle Phase ender; solid disruption in going-second scenarios, but effectiveness is entirely conditional on opponent declaring an attack (verified).
Material Utility 70 Level 1 Tuner with LIGHT attribute and Psychic race provides premium Synchro material; remains useful even when effect is negated due to pure type/attribute/level value in archetype context (verified).
Resilience & Flexibility 50 Banishes itself at End Phase with no text-based recursion path; cannot activate if you control monsters or opponent doesn't attack, making it a dead draw in many board states; zero late-game flexibility (verified).
Deck-Building Efficiency 70 Runs cleanly as 2–3 copies in PSY-Frame (52% of 127 decks) and techs efficiently into 32 archetypes (Numeron, Sky Striker, Time Thief, Resonator, etc.); no apparent garnet or brick pattern; low deck-building cost (observed).

Calculation

Weight profile: Board breaker / Going-second primary role, no secondary blend. Intrinsic ≈ 64, Deck ≈ 65, Meta = provisional. Modifiers: Situational activation window (-2); End Phase self-banish (-1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Highly consistent core piece in PSY-Frame archetype (98.4% with PSY-Frame Driver)
  • Premium Level 1 Tuner material for Synchro plays; maintains material value even when effect negated
  • Solid hard removal plus Battle Phase denial in appropriate going-second scenarios
  • Efficient portability: runs as tech in 32 distinct archetypes (Numeron, Sky Striker, Time Thief, Virtual World, etc.)
  • Clean deck integration: runs 2–3 copies with no garnet, lock, or brick issues

Weaknesses

  • Purely reactive activation—requires both no controlled monsters AND opponent attack declaration
  • No proactive board-building or combo-generation capability; dead card if conditions unmet
  • Self-banishes at End Phase, eliminating any recursion or late-game utility
  • Generates zero card advantage; strictly a 1-for-1 disruptive trade
  • Highly situational; often dead draw in certain matchups or if board state favors you controlling monsters

Counters / choke points

  • Non-destruction removal (bounce, banish, hand loop) bypasses the on-attack disruption
  • Graveyard disruption (Macro Cosmos, Dimensional Fissure) prevents PSY-Frame Driver access from GY
  • Floodgate cards that block Monster Zones prevent Driver Summon during the effect chain
  • Hand traps that negate or remove PSY-Frame Driver mid-chain disable the combo entirely

Best use

Core going-second disruptive tool in PSY-Frame; tech disruption piece in control strategies. Decks: PSY-Frame, Control/Going-second variants, Numeron, Sky Striker.

Evidence & gaps

  • Verified: Level 1 Tuner, LIGHT attribute, Psychic race (card.description); Cannot be Normal Summoned; must be Special Summoned by card effect only (card.description); Activation requires opponent monster declaring attack while you control no monsters (card.description); Effect destroys attacking monster and ends Battle Phase (card.description); Banishes self face-up at End Phase (card.description); PSY-Frame Driver is primary partner card (98.4% co-deck rate from deck data); Appears in 127 total decks across 32 distinct archetypes (deck data.distinct archetypes)
  • Observed: Average 1.99 copies per deck, distribution 1×33 / 2×62 / 3×32 (deck data.copies per deck); PSY-Frame (both variants) represents 52% of all running this card (deck data.archetypes); Top 5 partners are PSY-Frame cards (Driver, Gamma, Delta, Omega, Lambda) (deck data.top partners); Gameplay type 7 = 68.5%, type 4 = 29.1% of decks (deck data.formats)
  • Inferred: Combo conversion is limited to 1-for-1 disruption; no multi-card board building occurs (no combos supplied, text-based); High accessibility within PSY-Frame due to consistent search routes via PSY-Frame Driver chains (deck prevalence + text synergy); Level 1 Tuner utility makes it premium Synchro material in archetype-heavy play (card type + partner prevalence); Card is a going-second control tool, not generic disruption (activation condition + deck context + gameplay type data); Situational activation limits practical resilience despite high deck popularity (text design + situational trigger)
  • Data gaps: No combos supplied—combo conversion and multi-turn board role are text-only inference, not observed in real boards No guides supplied—strategic context and human-curated synergy notes unavailable No banlist status token—assuming unlimited (3 copies legal) based on distribution pattern No StatisticsCard usage data—archetype inclusion % and typical copies calibrated only from 127-deck sample, not historical frequency











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