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

Psychic Game Guide
Skill
This skill can only be used from the 2nd turn onwards when your deck is initially all Psychic.
CORE
The fusion effect sounds a bit retarded because you push the card to your hand and then the opp jumps back to the monster.
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
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.
easy to combine (because the 2 ingredients are easy to find)
Staple
Return to the deck at the cost of placing one card from your hand on the bottom of the deck.
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.
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.




































