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%)
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UR rarity
INFINITE:D LIVE! (Skill Card)
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INFINITE:D LIVE! (Skill Card)

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)
Card rarity
R rarity
Fusion
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R rarity
Fusion

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)
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CAN:D
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CAN:D

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

Ice Pop Bear (x1-2)
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Ice Pop Bear
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Ice Pop Bear

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))
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Romanpick
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Romanpick

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)
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R rarity
Amabear Lilith
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R rarity
Amabear Lilith
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Ama Lilith
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Ama Lilith

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)
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SR rarity
Psypickupper
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Psypickupper

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

Rhythmical Performer (x3)
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Rhythmical Performer
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Rhythmical Performer

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)
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CAN - Melo:D
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CAN - Melo:D

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)
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Prima Guitarna the Shining Superstar
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Prima Guitarna the Shining Superstar

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)
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Psychic Divergence
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Psychic Divergence

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)
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R rarity
Limited to 3 copies
JAM:P Check!
Card rarity
R rarity
Limited to 3 copies
JAM:P Check!

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)
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R rarity
JAM:P Start!
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R rarity
JAM:P Start!

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)
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R rarity
Silent Assailant
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R rarity
Silent Assailant

F2P card, not affected by Psychic and has 1500 ATK

CAN:D LIVE (x3)
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UR rarity
CAN:D LIVE
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UR rarity
CAN:D LIVE

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)
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CAN:D ALL
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CAN:D ALL

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)
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Pot of Avarice
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Pot of Avarice

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


Star Restart (x2-3)
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Limited to 3 copies
Star Restart
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Card rarity
Limited to 3 copies
Star Restart

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)
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Widespread Ruin
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Widespread Ruin
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Limited to 2 copies
Negate Attack
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Card rarity
Limited to 2 copies
Negate 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)
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Card rarity
Buffered Slime
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Buffered Slime

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)
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Rice Terrace Crisis
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Card rarity
Rice Terrace Crisis

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




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