Psychic Game Guide

Psychic Game Guide

Deck has good recovery ability, strong end game (OTK) ability and clears enemy monsters. And even stronger thanks to the skill that adds dirty buff resources


Although this deck is strong, it is very difficult for newbies to get used to playing. If you are not careful and "sell" too much LP to use effects, you may be OTKed the next turn by your opponent.

The skill is also strong, of course it still limits the deck like most other skills but brings the ability to add resources, throw resources to the grave (can be recovered later), most importantly, find Fusion cards to serve the fusion

Sections covered in this guide:




Skill

 

INFINITE:D LIVE! (Skill Card) (100%)

 Rarity
UR Rarity
INFINITE:D LIVE! (Skill Card)
 Rarity
UR Rarity
INFINITE:D LIVE! (Skill Card)
INFINITE:D LIVE! (Skill Card)
INFINITE:D LIVE! (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


[REQUIREMENT] Can be activated from turn 2 onward if all of the monsters in your constructed Deck are Psychic Type monsters. [MULTI-CHOICE EFFECT] ●Send 1 LIGHT or DARK Attribute monster with 100/400/1500/2200 ATK from your Deck to your Graveyard. ●Send 1 card from your hand to the Graveyard, then add 1 "Psypickupper", "Ice Pop Bear", or "Fusion" from your Deck or Graveyard to your hand. (Each card once per Duel.)


This skill can only be used from the 2nd turn onwards when your deck is initially all Psychic.


+ send 1 LIGHT or DARK with 100/400/1500/2200 ATK from deck to grave and of course you can easily pick them up from grave, this move helps you to prevent bricks quite well, because the card you need to throw to grave will not be picked up and you can play x1 card you need, because skill throw to grave saves deck

+ send 1 card from hand to grave then search 2 monsters to fuse and 1 "Fusion" card from grave or deck to hand. (Each card once per duel). I rate it temporarily because other skills search the same, but I rate the bear searched by this skill highly because it has the ability to pull the body from the grave



CORE

 

Fusion (X3)

 Rarity
R Rarity
Fusion
 Rarity
R Rarity
Fusion
Fusion
Spell Normal
Fusion

    [REQUIREMENT] None [EFFECT] Fusion Summon by sending face-up monsters from your field to the Graveyard as material.


    Fusion with monsters on the field, the deck is fusion-oriented so bringing x3 is normal, the skill can also be put on hand if you need it.


    Of course not once per turn, sometimes you will have enough resources for 2 summons, this deck also adds a lot of resources

    CAN:D (X3)

     Rarity
    SR Rarity
    CAN:D
     Rarity
    SR Rarity
    CAN:D
    CAN:D
    LIGHT 1
    CAN:D
    • ATK:

    • 100

    • DEF:

    • 100


    Carrying infinite potential, she continues to chase her shining dream with a smile on her face.


    Materials for fusion, thrown into the grave by skill, as well as picked up from the grave easily

    Ice Pop Bear (x1-2)

     Rarity
    SR Rarity
    Ice Pop Bear
     Rarity
    SR Rarity
    Ice Pop Bear
    Ice Pop Bear
    LIGHT 1
    Ice Pop Bear
    • ATK:

    • 600

    • DEF:

    • 600


    [REQUIREMENT] During the turn you Normal Summoned this card. [EFFECT] Special Summon 1 "CAN:D" or "Ama Lilith" from your Graveyard face-up to your field. This turn, you can only attack with Omega Psychic or Psychic Type monsters.


    Jump CAN:D or Ama Lilith from grave to field, 2 necessary materials for fusion but no cost (discard, cost LP,...)


    Romanpick (x1 (only received by skill))

     Rarity
    UR Rarity
    Romanpick
     Rarity
    UR Rarity
    Romanpick
    Romanpick
    LIGHT 1
    Romanpick
    • ATK:

    • 500

    • DEF:

    • 0


    [REQUIREMENT] If your LP are lower than your opponent's, pay 500 LP. [EFFECT] Send the top 3 cards of your Deck to the Graveyard. If a Psychic Type monster(s) is among the cards sent, add 1 Psychic Type monster from the Graveyard to your hand.


    mill 3 to the grave and also pick up 1 Psychic from the grave to hand among those 3 cards, the card being thrown to the grave is very important because you have the ability to pull back important cards from the grave to serve the combo

    Amabear Lilith and Ama Lilith (x0-1)

     Rarity
    R Rarity
    Amabear Lilith
     Rarity
    R Rarity
    Amabear Lilith
    Amabear Lilith
    DARK 4
    Amabear Lilith
    • ATK:

    • 2000

    • DEF:

    • 1500


    "Ama Lilith" + "Ice Pop Bear" [REQUIREMENT] None [EFFECT] Return 1 monster from your opponent's field to the owner's hand. Then, your opponent can Special Summon 1 monster from their hand to their field in face-up Attack Position.


     Rarity
    SR Rarity
    Ama Lilith
     Rarity
    SR Rarity
    Ama Lilith
    Ama Lilith
    DARK 2
    Ama Lilith
    • ATK:

    • 400

    • DEF:

    • 400


    A girl who sings her feelings freely. The love will never fade away.


    The fusion effect sounds a bit retarded because you push the card to your hand and then the opp jumps back to the monster.


    but if it's a monster from the Extra Deck, opp is a bit tired, and if opp doesn't have any monsters in hand anymore, it's like you -1 opponent

    Psypickupper (x3)

     Rarity
    SR Rarity
    Psypickupper
     Rarity
    SR Rarity
    Psypickupper
    Psypickupper
    DARK 6
    Psypickupper
    • ATK:

    • 1800

    • DEF:

    • 0


    [REQUIREMENT] During your Main Phase that you Normal or Special Summoned this card, send the top card of your Deck to the Graveyard. [EFFECT] This card loses 800 ATK until the end of this turn, then you can gain 800 LP.


    Fusion material for your OTK main force, has the ability to increase 800 LP for other Psychic monsters using effects

    Rhythmical Performer (x3)

     Rarity
     Rarity
    Rhythmical Performer
     Rarity
     Rarity
    Rhythmical Performer
    Rhythmical Performer
    WATER 3
    Rhythmical Performer
    • ATK:

    • 500

    • DEF:

    • 900


    [REQUIREMENT] Send the top card of your Deck to the Graveyard. [EFFECT] Your opponent sends the top card of their Deck to the Graveyard. Then, if they sent a Spell/Trap Card to the Graveyard by this effect, you can draw 1 card.


    F2P card, mill the top deck card of 2 players, if lucky draw 1 more card, consider it as having both a body sacrifice and draw 1

    CAN - Melo:D (x1)

     Rarity
     Rarity
    CAN - Melo:D
     Rarity
     Rarity
    CAN - Melo:D
    CAN - Melo:D
    DARK 7
    CAN - Melo:D
    • ATK:

    • 2400

    • DEF:

    • 1800


    [REQUIREMENT] Return 1 other face-up Level 5 or higher monster from your field to the hand. [EFFECT] Shuffle 1 face-down card from your opponent's field into the Deck. Then, if your LP are lower than your opponent's, you can add 1 Level 1 Psychic Type Normal Monster from your Graveyard to your hand.


    has the ability to push face-down monsters/spells/traps back to the deck by pushing Level 5 or higher monsters from your side of the field back to your hand, helping you open the way for OTKs and resources to your hand


    and more importantly, if your LP is lower than the enemy's, you will pick up 1 Normal Psychic Level 1 monster from the grave to your hand, taking material for sacrifice or fusion.

    Prima Guitarna the Shining Superstar (x1)

     Rarity
    UR Rarity
    Prima Guitarna the Shining Superstar
     Rarity
    UR Rarity
    Prima Guitarna the Shining Superstar
    Prima Guitarna the Shining Superstar
    LIGHT 7
    Prima Guitarna the Shining Superstar
    • ATK:

    • 2200

    • DEF:

    • 0


    [REQUIREMENT] Pay 1000 LP. [EFFECT] All face-up monsters on your field gain ATK equal to [the number of monsters on your opponent's field] x 300 until the end of this turn.


    Skill can easily throw this card to the grave, has the effect of increasing ATK for the whole team by the number of enemy monsters x300. Supports OTK or handles enemy bosses well, itself is also a fusion material for another OTK boss

    Psychic Divergence (x2-3)

     Rarity
     Rarity
    Psychic Divergence
     Rarity
     Rarity
    Psychic Divergence
    Psychic Divergence
    Spell Normal
    Psychic Divergence

      [REQUIREMENT] If you have a face-up Psychic Type monster on your field, pay 500 LP. [EFFECT] Place 1 Spell/Trap Card from your opponent's field on top of the owner's Deck.


      clear out annoying enemy spells/traps at the cost of losing 500 LP when there is a face-up Psychic monster on the field

      JAM:P Check! (x1-2)

       Rarity
      R Rarity
      JAM:P Check!
       Rarity
      R Rarity
      JAM:P Check!
      JAM:P Check!
      Spell Normal
      JAM:P Check!

        [REQUIREMENT] You have 2 or more face-up Psychic Type monsters on your field, including a Normal Monster. [EFFECT] Look at up to 2 face-down Spell/Trap Cards on your opponent's field, and destroy 1 of them. Then, if you have "CAN:D" face-up on your field, you can gain 1000 LP.


        It's also clearing spells/traps but dirtier. You look at the enemy's 2 spells/traps and choose 1 of the 2. If 1 of the 2 is a trap, shoot the trap. If 2 are traps, shoot the more dangerous card. Otherwise, the 3rd card will have a high chance of being a trap. Although at the moment, the enemy has a very high chance of setting 3 spells, knowing the 2 face-down cards of your opponent will help you be more confident and have a plan before the fight.


        and VCL after the above strengths you can get 1000 LP more if you have CAN:D face up on the field. What a sigma

        JAM:P Start! (x1-3)

         Rarity
        R Rarity
        JAM:P Start!
         Rarity
        R Rarity
        JAM:P Start!
        JAM:P Start!
        Spell Normal
        JAM:P Start!

          [REQUIREMENT] Place 2 Psychic Type monsters from your Graveyard on the bottom of the Deck in any order. [EFFECT] Add 1 Psychic Type Normal Monster from your Graveyard to your hand. Then, if you added "CAN:D" to your hand by this effect, gain 1000 LP.


          just returned, 3 cards (2 cards from grave to bottom of deck, 1 Psychic Normal Monster from grave to hand), then if you put CAN:D into hand thanks to this card's effect, you get another 1000 LP :D

          Silent Assailant (x2-3)

           Rarity
          R Rarity
          Silent Assailant
           Rarity
          R Rarity
          Silent Assailant
          Silent Assailant
          DARK 4
          Silent Assailant
          • ATK:

          • 1500

          • DEF:

          • 0


          An elusive assassin who undertakes dangerous missions while searching for her lost partner.


          F2P card, not affected by Psychic and has 1500 ATK

          CAN:D LIVE (x3)

           Rarity
          UR Rarity
          CAN:D LIVE
           Rarity
          UR Rarity
          CAN:D LIVE
          CAN:D LIVE
          LIGHT 9
          CAN:D LIVE
          • ATK:

          • 2800

          • DEF:

          • 2400


          "CAN:D" + "Psypickupper" [REQUIREMENT] Your opponent has a monster on their field. [Multi-Choice Effect] ● Take 2000 damage, then you can make all face-up monsters on your opponent's field lose 3000 ATK until the end of this turn. ● Gain 1000 LP, then you can Special Summon 1 Level 7 or higher Psychic Type monster from your Graveyard face-up to your field.


          easy to combine (because the 2 ingredients are easy to find)


          body is quite big 2800 ATK

          has 2 effects and both are strong:

          + take 2000 damage, then all face-up monsters on the enemy field will have their ATK reduced by 3000 until the end of the turn, support OTK or clear the boss extremely chill

          + super restore row: restores LP for other effects of Psychic monsters, and jumps Level 7 or higher Psychic monsters from your grave to the field

          CAN:D ALL (x2)

           Rarity
          SR Rarity
          CAN:D ALL
           Rarity
          SR Rarity
          CAN:D ALL
          CAN:D ALL
          LIGHT 4
          CAN:D ALL
          • ATK:

          • 2000

          • DEF:

          • 1500


          "CAN:D" + "Ice Pop Bear" [REQUIREMENT] None [EFFECT] Special Summon 1 Level 6 or lower Psychic Type monster from your Graveyard face-up to your field.


          2 easy to find ingredients in many ways (card effects, skills)


          Has the effect of pulling 1 Level 6 or lower Psychic monster from the grave to the field, can be used as a sacrificial or fusion material, can even be used as a free punch or defense.



          Staple

           

          Pot of Avarice (x1)

           Rarity
           Rarity
          Pot of Avarice
           Rarity
           Rarity
          Pot of Avarice
          Pot of Avarice
          Spell Normal
          Pot of Avarice

            [REQUIREMENT] Shuffle 5 monsters from your Graveyard into the Deck. [EFFECT] Draw 2 cards.


            just returned the goods and drew the card (oh damn, why does it look like runick)


            Star Restart (x2-3)

             Rarity
             Rarity
            Star Restart
             Rarity
             Rarity
            Star Restart
            Star Restart
            Spell Normal
            Star Restart

              [REQUIREMENT] Place 1 card from your hand on the bottom of the Deck. [EFFECT] Special Summon 1 Level 5 or lower Normal Monster from your Graveyard face-up to your field, then you can add 1 "Fusion" from your Graveyard to your hand.


              Return to the deck at the cost of placing one card from your hand on the bottom of the deck.


              The strength of this card is that it picks up everything this meta needs: 1 monster for fusion from the grave and 1 "Fusion" card from the grave (well, probably leaving out some decks that don't use normal monsters as fusion material like Cyber ​​Dragon)

              Widespread Ruin and Negate Attack (Legend Trap)

               Rarity
               Rarity
              Widespread Ruin
               Rarity
               Rarity
              Widespread Ruin
              Widespread Ruin
              Trap Normal
              Widespread Ruin

                [REQUIREMENT] When an opponent's monster declares an attack. [EFFECT] Destroy 1 Attack Position monster with the highest ATK on your opponent's field.


                 Rarity
                 Rarity
                Negate Attack
                 Rarity
                 Rarity
                Negate Attack
                Negate Attack
                Trap Normal
                Negate Attack

                  [REQUIREMENT] When an opponent's monster declares an attack. [EFFECT] Negate the attack. This turn, your opponent cannot declare an attack.


                  A very good card to destroy enemy non-target monsters but can't be used on Maximums because most of them won't be destroyed by Trap.


                  1 card blocks enemy attacks and the enemy cannot attack anymore, almost skipping the opponent's turn

                  Depending on which deck you encounter the most, use the appropriate trap.

                  Buffered Slime (x1)

                   Rarity
                   Rarity
                  Buffered Slime
                   Rarity
                   Rarity
                  Buffered Slime
                  Buffered Slime
                  Trap Normal
                  Buffered Slime

                    [REQUIREMENT] When an opponent's Level 8 or lower monster declares an attack. [EFFECT] Send the top card of your Deck to the Graveyard. This turn, you take no battle damage. Also, if your LP are 3000 or more, take 2000 damage.


                    This card really helps you survive a turn thanks to the effect of not taking battle damage but only when a Level 8 or lower monster attacks, if the enemy monster is Level 9 or higher, usually a fusion or Maximum then it's over. But it can't be denied that this card is very strong.

                    Rice Terrace Crisis (x0-1)

                     Rarity
                     Rarity
                    Rice Terrace Crisis
                     Rarity
                     Rarity
                    Rice Terrace Crisis
                    Rice Terrace Crisis
                    Trap Normal
                    Rice Terrace Crisis

                      [REQUIREMENT] When your opponent Special Summons a monster from the hand or Graveyard. [EFFECT] Change up to 2 face-up monsters on your opponent's field to face-down Defense Position, whose total Levels equal 12 or less.


                      Rush fusion by sending face up monsters to fuse so this card can block the opponent from fusing :)




                      Companion unit:

                      - Yu-Gi-Oh! Guidance Vietnam





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