Telepathic Power
Trap Normal

Telepathic Power

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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.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Jan 1, 2026
35± 7/ 100
Power Score
Intrinsic 37
Deck 33

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











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