Today we’ll be continuing the exciting exploration of the Psychic-type monsters brought by The Duelist Genesis. We already saw three powerhouse cards yesterday, which flaunt the raw power of the Psychic monsters and their utility when used as a single card. However, today we’ll be focusing heavily on the synergy within Psychic cards, and how they provide a strong mixture of utility and combo-oriented engines. Today’s cards are:
Telekinetic Charging Cell
Equip Spell
Equip only to a Psychic monster. You do not have to pay life points to activate its effect(s). When the equipped monster is destroyed and Telekinetic Charging Cell is sent to the graveyard, you can pay 1000 life points to return it to your hand.
Mind Master
Psychic / Tuner
Light Level 1
100 / 200
You can pay 800 life points and tribute a Psychic monster, except "Mind Master", to special summon a Level 4 or lower Psychic from your deck in face up attack mode.
Destructotron
Psychic / Effect
Earth Level 4
1600 / 400
During the end phase, if this is the only Psychic monster you control, destroy it. You can pay 1000 life points to destroy a face down spell or trap your opponent controls.
Psychic Overload
Trap
Choose three Psychic monsters in your graveyard. Return them to your deck, then draw two cards.
Telekinetic Charging Cell is a world debut card for the TCG, like Allure of Darkness and Test Tiger. For that reason alone, you should be raising an eyebrow. Normally, any card that has the effect of only sparing you life points isn’t worth running, but here it enables incredible card-drawing engines and field-sweeping moves with Psychic monsters. As we noticed yesterday, Psychic monsters cost you life points in exchange for tremendous effects. This means that your life points represent options, so don’t be afraid to care about them.
However, it isn’t saving a few life points here and there that represents Charging Cell’s full potential. There’s a quote that discounts a lot of deck choices from even being tested in circles of friends: "If it can’t win in one turn, or generate massive swings of advantage over an opponent, it isn’t worth running." Without Telekinetic Charging Cell, Psychics have a hard time doing either of those without running out of life points. This means they’d only be strong when splashed into another deck. However, using Charging Cell to combo with some of your other cards can mean disastrous things for your opponent.
Next we have Mind Master, which is one of the all-important Tuner monsters (and a level 1, different from the level 2 Krebons—that means you can search your deck for the Tuner that has the correct level for your situation). More importantly, Mind Master has an amazing effect. This is normally where you’ll want to play your Telekinetic Charging Cell, because it allows for some ridiculous turns. To understand this combo, one has to consider both Psychic Overload and Pot of Avarice. If you’ve never played against the old Merchant Pot Turbo deck, you might have trouble imagining an opponent drawing this many cards in one turn for free. This is similar, but takes no turns to set up!
You play Mind Master, use Emergency Teleport to special summon another Psychic to the field, slap a Charging Cell on your Mind Master, and continue tributing Psychics to special summon more until you run through your entire deck’s monster lineup. Not only do you put your Emergency Teleport to amazing use and dodge its "remove the monster from play" line, you can play up to three Pot of Avarice cards before your opponent even takes a turn, and it’s all for free. Then you can set Psychic Overload, and end the turn with two monsters (one of which is probably a Tuner) . . . and about a million cards in your hand.
Notice that Destructotron is simply amazing, and will probably be splashed in quite a few decks. This is a card that doesn’t even have to be played in a Psychic deck (though it’s searchable from the deck via three Emergency Teleport cards and three Mind Master cards if you are playing Psychics). You could just play him, destroy your opponent’s set copies of Solemn Judgment, use him as a 1600 beatstick, and let him go to the graveyard at the end of your turn.
This leaves us with Psychic Overload, which seems to bring the deck full circle. All the synergies and strengths of Psychic monsters are capped with its very own Pot of Avarice. You can refuel the monsters you used as materials for a Synchro summon, use it to net some free cards when abusing Mind Master, or just recycle the monsters that were destroyed by battle or via card effects.
This leaves Psychic-type monsters with a card that searches the deck for any Psychic and special summons it, three Tuners (there’s another one we don’t even have time to discuss), a monster that can special summon as many Psychics as you want, an equip spell that makes your combo moves free, a Pot of Avarice card that can be used only on Psychics, a Breaker the Magical Warrior card that looks more like Harpie’s Feather Duster (aren’t both of those cards Forbidden!?), and a Synchro monster that can be used to offset the deck’s weaknesses.
You have six ways of searching your deck for Psychic monsters quickly, which is three times as many Reinforcement of the Army cards as you’re allowed to use (and people seem to play Elemental Hero Stratos on their first turn fairly often . . .). That means your deck is almost synonymous with your in-play options. To shut this deck down, your opponent is going to have to shut down almost every card in it. Don’t forget that Psychics make it easier to Synchro summon than almost any other deck.
Psychics are going to see play in both dedicated versions and as tech in previously existing decks. The free special summon means that you can play three Emergency Teleport cards, search your deck for Destructotron, destroy your opponent’s back-row cards, and then tribute for a Monarch, netting a huge foothold over your opponent. In any deck that wants to play Synchro monsters with consistency, Psychics are going to be a huge help. Most impressive is their ability to be played as a dedicated deck, which will definitely be a fast one. The combinations are incredible, and they’ll most likely be seeing top-level tournament play before long.
Good luck searching for Psychics during the Sneak Preview for The Duelist Genesis, and have fun testing them for your next tournament. It’s going to be an exciting few weeks for the game, as many players are going to be scrambling to create the strongest new decks. Be sure to give Psychics some well-earned testing, and enjoy the synergy and raw power of the deck!
—Ryan Murphy