Trap
NormalTelepathic Power
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3051
When a Psychic-Type monster you control is destroyed by battle with an opponent's attacking monster: Target the opponent's monster; destroy that target, and if you do, gain LP equal to the destroyed monster's ATK on the field.
Telepathic Power — Power Evaluation
Final Score: 35 ± 7 · Confidence: Medium
- Intrinsic: 37 · Deck: 33 · Meta: provisional
- Primary role: Removal / Negation · Secondary: Utility
Why it scores here
Telepathic Power is a reactive Normal Trap that only fires after an opponent's attacking monster destroys a Psychic-Type monster you control in battle, so it converts nothing on its own and is dead whenever you are not attacked. When it does trigger, it trades your already-lost monster for the opponent's attacker plus a small LP gain, roughly an even exchange that costs a trap slot for a situationally narrow removal effect. The card has no archetype, no search route, and appears in only 2 sampled decks at 1 copy each with zero combo appearances, so its scored value rests on a conditional 1-for-1 removal rather than any board-building or disruptive ceiling. High ATK/DEF does not apply here (it is a Spell/Trap with no body) and earns no points.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 25 | A Normal Trap with no archetype or search route that is only live when an opponent attacks into a Psychic-Type monster you control, confirmed by 1 copy in just 2 sampled decks (observed). |
| Combo & Conversion | 12 | Combos evidence shows 0 appearances, 0 as_starter, and 0 as_payoff, so it builds nothing on its own (verified). |
| Resource Economy | 40 | It exchanges a monster you already lost for the opponent's attacker plus LP equal to that monster's ATK, roughly even, but the setup requires losing a body first (inferred from text). |
| Effect & Interaction | 38 | It destroys the attacking opponent's monster, a real but narrow removal that only triggers off battle destruction of your Psychic monster and never negates (verified from text). |
| Material Utility | 3 | As a Trap Card it provides no body, level, attribute, or material value in any zone (verified). |
| Resilience & Flexibility | 20 | Being a battle-reactive trap that is dead unless the opponent attacks a Psychic monster, it offers no multi-zone or multi-turn flexibility and no evidence of resilience (inferred). |
| Deck-Building Efficiency | 42 | It is a single unsearchable trap slot with no garnet or lock, and only 1 copy is run per deck, which is cheap but offers little payoff for the slot (observed). |
Calculation
Weight profile: Single primary role Removal / Negation weights (no secondary blend applied). Intrinsic ≈ 37, Deck ≈ 33, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Destroys the opponent's attacking monster, a clean 1-for-1 trade
- Adds LP equal to the destroyed monster's ATK on the field
- Splashable single trap slot with no archetype lock or garnet
- Legal in TCG, OCG, Master Duel, and Duel Links
Weaknesses
- Requires an opponent's attacking monster to destroy a Psychic-Type monster you control in battle first
- Dead card when the opponent does not attack into a Psychic monster
- No archetype, no search route, and no combo appearances at all
- Only 1 copy in each of the 2 sampled decks, indicating marginal inclusion
Counters / choke points
- Monster effect or trap negation (e.g. generic counter traps) before the chain resolves
- Removing your Psychic-Type monsters outside of battle so the trigger never occurs
- Attacking with monsters whose destruction is irrelevant or that float
- Battle protection or preventing battle destruction stops the trigger condition
Best use
Reactive battle removal trap. Decks: Psychic-Type decks, Mekk-Knights (as sampled). Suggested copies: 1.
Evidence & gaps
- Verified: Card text: when a Psychic-Type monster you control is destroyed by battle with an opponent's attacking monster, destroy that monster and gain LP equal to its ATK on the field; Card is a Normal Trap with no archetype; Card is legal in TCG, OCG, Master Duel, and Duel Links; Combos evidence: 0 appearances, 0 as_starter, 0 as_material, 0 as_payoff
- Observed: 2 sampled decks run it (both in main deck); Average 1 copy per deck (max 1), split across Mekk-Knights and ZEXAL; Top partners include Mekk-Knight monsters and Emergency Teleport
- Inferred: Removal is narrow because it only triggers off battle destruction of your own Psychic monster; No search route or archetype means accessibility is limited to drawing/setting it; Resource exchange is roughly even but requires losing a body first
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only very small deck sample (2 decks) limits confidence in deck fit






