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PSY-Frame PSY-Frames are a deck type that debuted in the pack High-Speed Riders. All PSY-Frame monsters are LIGHT and Psychic-type, with all of the main deck PSY-Frames having zero defense. The main strategy behind the PSY-Frame monsters is to respond to the opponents plays via their five PSY-Framegears, then immediately go into their Synchro monsters via their field spell. PSY-Framegears can only trigger their effects if you have no monsters on your side of the field, which is why their Synchros (the PSY-Framelords) come ready with effects that can temporarily banish themselves and other cards to make room for the next Gear. Let's start with what the deck revolves around. PSY-Frame Driver Level 6 ****** LIGHT 2500 ATK 0 DEF A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an automatic amplifier called PSY-Frame PSY-Frame Driver is the cornerstone to the decks plays. Driver is a necessary component to trigger any PSY-Framegear. Given that it can be summoned from anywhere but the banish zone, it is with best intention to keep this guy away from being banished without a contingency. PSY-Framegear Alpha Level 1 * LIGHT 500 ATK 0 DEF Psychic / Tuner / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s) while you control no monsters (except during the Damage Step): You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, add 1 "PSY-Frame" card from your Deck to your hand, except "PSY-Framegear Alpha". Monsters Summoned this way are banished during the End Phase. PSY-Framegear Alpha is the most substantial of gears, considering how almost every deck in the game has to summon monsters in order to progress their plays. In addition, being searcher for every card in PSY-Frame bar itself gives you a little more relief to searching out PSY-Frame Circuit, or just continuing to progress your board prescience by adding another Gear to the hand. PSY-Framegear Beta Lv 1 * LIGHT 700 ATK 0 DEF Psychic / Tuner / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When an opponent's monster declares an attack while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, destroy the attacking monster, then end the Battle Phase. Monsters Summoned this way are banished during the End Phase. Beta is also rather effective as a Gear, given that it can stop an opponents attempt to put damage up, or pinpoint a specific threat by destroying it. Ending the battle phase immediately is a powerful way to change the tide of battle. Just watch out for Odd-Eyes Meteorburst Dragon and the like. PSY-Framegear Gamma Level 2 ** LIGHT 1000 ATK 0 DEF Psychic / Tuner / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's monster effect is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase. PSY-Framegear Delta Level 2 ** LIGHT 1200 ATK 0 DEF Psychic / Tuner / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's spell card is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase. PSY-Framegear Epsilon Level 2 ** 1500 ATK 0 DEF Psychic / Tuner / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's trap card is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase. Gamma, Delta, and Epsilon are the negation-power of the deck, giving the user the ability to tackle any type of effect granted the user controls no monsters. Gamma and Delta tend to shine a lot more in the deck, due to the fact quite a few of the more common normal traps in the game will only be triggered when a monster is involved, such as torrential tribute, bottomless trap hole, compulsory evacuation device, mirror force, and others. PSY-Frame Circuit Field Spell If a "PSY-Frame" monster(s) is Special Summoned to your side of the field (except during the Damage Step), you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "PSY-Frame" monsters you control. At the start of the Damage Step, if a "PSY-Frame" monster you control battles an opponent's monster: You can discard 1 "PSY-Frame" monster; that monster you control gains ATK equal to the discarded monster's ATK until the end of this turn. PSY-Frame Circuit is crucial to the decks success of putting monsters on the board, since most of the monsters you summon off of PSY-Framegears will be during the opponents turn. It also makes for a Pseudo-honest that dampens the impact of opening PSY-Frame Driver. Seriously, you can boost your Zetas and Omegas to over 5000 ATK by dropping a Driver off that effect, and even over 3000 by dropping any Gear for it. PSY-Frame Overload Continuous Trap Once per turn: You can banish 1 "PSY-Frame" monster from your hand or face-up from your side of the field, then target 1 card on the field; banish it, face-down. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "PSY-Frame" card from your Deck to your hand, except "PSY-Frame Overload". PSY-Frame Overload is the big threat-removal card for the deck. Face-down banishment is by far one of the most powerful forms of threat-removal in Yugioh, as it is nearly impossible to retrieve. This card also allows you to benefit from monsters on the opponents turn without Circuit, or use any negated or otherwise dead PSY-Frame monsters. Add all that with a banish effect to add any other PSY-Frame card from your deck (and sometimes even during the opponents turn) and you got a force to be reckoned with. PSY-Framelord Zeta Level 7 ******* LIGHT 2500 ATK 1800 DEF Psychic / Synchro / Effect 1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 face-up Attack Position Special Summoned monster your opponent controls; banish both it and this card until your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add it to your hand. Zeta can remove some huge threats from the opponents field and ultimately set up Omega to dump them in the graveyard to prevent the opponent from refunding their own monster. Zetas effect makes it rather tricky to get out of the way for good, but even when it hits the grave, you get to refund it back to the Extra Deck and a PSY-Frame card back to your hand. Yes, this can recycle Circuit back to the hand. PSY-Framelord Omega Level 8 ******** LIGHT 2800 ATK 2200 DEF Psychic / Synchro / Effect 1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's Main Phase: You can banish both this face-up card on the field and 1 random card in your opponent's hand until your next Standby Phase. During your opponent's Standby Phase: You can target 1 banished card; return it to the Graveyard. If this card is in your Graveyard: You can target 1 other card in any Graveyard; shuffle both that card and this card into the Deck. Omega is the most prominent boss monster in this deck, due to his ability to manipulate the banish zone and temporarily remove the opponents resources. Omega can often cause opponents to misuse their resources, such as baiting a Shaddoll Fusion or an additional summon to set up Alpha. Omegas effect to put stuff back in the graveyard will often involve putting Overload back in the graveyard for more search attempts and putting banished Drivers back in the grave. Additional Synchro Options: The Synchro options in this deck are, for the most part, straightforward. You clearly have access to both Level 7 and Level 8 Synchro monsters. Due to your typing, You also have access to LIGHT-specific and Psychic-specific Synchro monsters as well. Due to Psychic Feel Zone (a card mentioned in a later section) bypassing Synchro conditions, you also have access to Psychic-type Level 9 and 10 Synchros. In most cases, it can be narrowed down to the most plausible: Black Rose Dragon Black Rose Moonlight Dragon Yazi, Wickedness of the Yang Zing Clear Wing Synchro Dragon Ancient Fairy Dragon Dark Strike Fighter Michael, the Arch-Lightsworn Ancient Sacred Wyvern Stardust Dragon Stardust Spark Dragon Scrap Dragon Thought Ruler Archfiend Red Dragon Archfiend Scarlight Hot Red Dragon Archfiend Angel of Zera Overmind Archfiend Hyper Psychic Blaster Support Categories: Your Turn? This is one of those decks that generally just does not set up its field during the users turn. As such, 2 cards immediately come to mind: Cardcar D Seriously, how many other normal summons do you actively play? Drawing into a gear or two after setting up your Circuit is a pretty strong opening. Pot of Duality Falls hand in hand with Cardcar, but prevents you from special summoning for the rest of your turn, so be aware of your opponent having anything that could mess you up on your turn, since you will not be able to respond to the opponents card or effect with a PSY-Framegear. Pressuring the Opponent One of the issues within PSY-Frames is forcing the opponent to progress the game. There are a handful of cards that can put just the needed pressure on the opponent in order to get them to start triggering your PSY-Frames. Wind-up Rabbit / Evilswarm Thunderbird Monsters that can banish themselves from the field are a big thing in the deck, considering that you can easily clear your own field for another PSY-Framegear. Currently, Wind-up Rabbit is the most popular pressure option. Thunder King Rai-oh / Doomcalibur Knight Oh, another easy method of putting pressure on the field. However, while these guys come with very beneficial effects, they can sometimes be hard to get off the field, and your opponent might take advantage of that. In the OCG, multiple Thunder Kings are considered. Honest: A lot slower and more vulnerable than some of the others, but can prove very beneficial by its handtrap effect, letting you win any battle you want. Wave-Motion Cannon / Final Countdown These are a bit more unorthodox, but they can easily put a timer on the opponents plays. Final Countdown cannot even be dealt with if it resolves successfully. Yosenju / Spirit Monsters These two deck types can be actively included into the mixture of Psyframes due to their inherent ability to be spirited away off the field during the end phase. Do be aware, the size at which these engines would have to be integrated may lead to inconsistencies with opening hands. Managing Banished Resources Running low on Drivers? Need a Synchro up on board, or just need some more ammo for Overload? Here are two cards that can make use of your banish zone quite nicely. Psychic Feel Zone The feels are real when you can put drivers, gears, and even lords back in the graveyard in order to summon out another Synchro monster. Due to the fact that it basically ignore Synchro requirements, you can even utilize Overmind Archfiend to return banished Zetas and Omegas to the grave and trigger more effects. Psychic Path Path can recycle ammo for both Circuit and Overload, lest also add back some Gears or get Driver out of the banish zone. Path is easier to trigger, but Feel Zone tends to have a better outcome. Bright Future This can also utilize banished PSY-Frame monsters, but Path and Feel Zone will often cover the position better. Drawing one card is not as much of an advtage as compared to a synchro monster. Still you can run it for just the occasion. Quick Synchros Need a quick Zeta to kick things off? Well, why not give these a try? Mathematician + Felis, Lightsworn Archer Easy one to incorporate, but can leave a bad taste if you draw the felis. Due to Omega, you might be able to afford playing fewer Felis than normally be. Galaxies Galaxy Soldier and Galaxy Serpent form a nice duo to pump out a level 7, but need a LIGHT monster to discard. Wait, we are all LIGHT. The discard? Oh, that can go back to the hand once Zeta hits the graveyard. You can even discard Driver to feel like you just got it out for free (even though you didnt). Misc. Wait, what do I do with these again? Emergency Teleport Oh yeah, theyre Psychics. You can use Teleport to call upon a ready form of ammo for Overload, or you can use this to switch out a Zeta for a level 8 Synchro during your battle phase if you really wanted to (courtesy of Circuit). Kinda pointless outside of that, but it aint that bad as a one-of. Galaxy Cyclone, Breakthrough Skill, Skill Prisoner These cards and others like them often arrive in PSY-Frame conversations. Due to the power of Omega's effect, you can basically make massive use of any card that can banish itself from the graveyard to trigger its own effect, which is why Omega is so popular among a few other decks. Galaxy Cyclone is the most commonly considered of the bunch due to its immediate advantage and ability to take out continuous cards that put a damper on PSY-Frame. Mind Over Matter More Psychic-type ideas. Mind Over Matter can be pretty handy for saving your PSY-Frame Drivers if you are short a Circuit. In addition, it may actually put people in a false sense of security in progressing their gameplay, as most people would think you would have nothing left to respond to their moves bar Overload. The downside? You dont really have access to this card without either giving up a Synchro or potential synchro play in the process. Assault Mode Activate and Stardust Dragon/ Assault Mode This one can get rather scary. Due to Psyframe's easy ability to pump out level 8 Synchros and their love for monsters that can leave the field and come back later, Stardust Dragon/ Assault mode is easily considerable as a boss monster. Allows you to negate most things, then leave you with an empty board for your PSY-Framegears. What's more is that Assault Mode Activate is rather easy to search from the deck, and you can manipulate the number of cards dedicated towards this tactic through itself, Assault Beast, and even Fire Formation - Tenki. Threats to PSY-Frames Prepping for counters to PSY-Frames is becoming ever-more important now that people are beginning to get a grip on how to play against it and what to side against it. Here are some of the more important situations to be aware of to fixing up a PSY-Frame side deck. This section is meant for people to understand some of the better card pools to counter PSY-Frame and how PSY-Frame duelists can prepare for such tactics. Bolded is what I have found most important. Counter Traps This is by far one of the easier features to pick out, and with the announcement of Solemn Notice coming out in Breakers of Shadow, is eventually going to turn into one of the greatest needs in a PSY-Frame side deck. Counter Traps are the only full category of a card that PSY-Frames cannot respond to at this point in time. As such, they are virtually guaranteed to be negated without siding or even maining our own counter traps. Watch out for: Archetypal Counter Traps Solemn Notice Solemn Warning Solemn Scolding Debunk Options to counter include: Wiretap Solemn Scolding S/T removal Constellar Belt (LOL) Lockdown Commonly known as floodgates, these are cards that generally shut off a type of play that we can do. Due to the decks responsive nature, it is not that hard to set up a lock against us. Try to have some cards ready for any type of situation that opponent may throw at you to slow you down. Watch out for: Majestys Fiend Vanitys Fiend Fossil Dyna Pachycephalo Vanitys Emptiness Imperial Iron Wall Mind Drain Options to counter include (One card does not fit all counters): Solemn Warning Solemn Scolding Dark Hole Raigeki Torrential Tribute PSY-Framegear Epsilon S/T Removal Monsters Summoned to our Side A common tactic to oppose PSY-Frame is to put weaker or useless monsters on our side of the field, preventing the activation of any PSY-Framegear effects and allowing the opponent to set up right under our noses. Not the hardest tactic to deal with, though. Watch out for: Ojama Trio Kaiju Monsters Lava Golem Volcanic Queen Silent Wobby Flying C? Options to counter include: Dark Hole Torrential Tribute PSY-Frame Overload Emergency Teleport Tribute Summon Monsters Additional Threat List (Feel Free to contribute to any of these lists btw. I probably missed some stuff): Darkfall (Sends all copies of Driver and 1 Gear to the graveyard. Against Alpha and Beta only.) Mind Crush (Can knock any PSY-Framegear out of our Hand, including upon activation of said gears.) Skeleton What, so you didn't want to read my wall of text? Ok, fine, but I am not formatting it for you lazy bums. (thankfully another moderator stepped up for u goons) Main: 3 PF Alpha 3 PF Beta 3 PF Gamma 2-3 PF Delta 0-1 Epsilon 2-3 PF Driver 2-3 Cardcar D 3 PF Circuit 2-3 Terraforming 1 or more Psychic Feel Zone 2-3 PF Overload Extra 2-3 PF Zeta 2-3 PF Omega 1 Thought Ruler Archfiend Side 0-2 PF Epsilon 2+ Wiretap Shout out to Jack Atlas for most of the info and Exiled for the edit.
Arcanegrove posted a topic in TCG Deck Garage(Not sure whether this should be in philo or here. Also, I did this with prior organization, and I'm going to be too lazy to make it pretty, so live with this massive block of words) First, I would like to introduce Psy-Frames, as well as the varients I may wish to play, and what I wish to accomplish with this form of practice (One may skip this as they please. This is just to get my own thoughts out of the way before giving the deck lists) . As many will know, Psy-Frames are a semi-well (Hated) known archetype that relies on the opponent activating effect/attacking/normal and special summoning, to which the Psy-Frame player will respond by using one of his gears. Before High-Speed Riders was released, there was quite a bit of excited from the archetype, until it was tested for the first time. Whether is was tested by the wrong individuals, or it simply wasn't played correctly, it was received that if the opponent did nothing, the Psy-Frame player would lose. This resulted in cards that were not meant for this super speedy format, such as Final Countdown, and Wave-Motion Cannon, being played. While not exactly being a veteran player (I started a little over 7 months ago), I feel as though I have gotten a fairly good grasp of how this deck should be played against tier 1 decks, as well as the intricacies involving the rather complex chains that involve Psy-Frames. However, I am still very much a relatively new player. I wish to receive the advice from more experienced players with more knowledge regarding theories in YGO when viewing this deck list and it's reasoning. Psy-Frame Control/Anti-Meta Monsters (19): 3 Cardcar D 1 Malefic Cyber End Dragon 1 Necroface 3 Psy-Frame Driver 2 Psy-Frame Delta 3 Psy-Frame Gamma 3 Psy-Frame Beta 3 Psy-Frame Alpha Spells (15): 3 Psy-Frame Circuit 3 Pot of Duality 2 Soul Absorption 2 Dark Hole 1 Psychic Path 1 Psychic Feel Zone 1 Shard of Greed (*) 1 Gold Sarcophagus 1 Terraforming 1 Emergency Teleport (*) (See the reason for (*) under the respective card's explanation.) Traps (5): 3 Psy-Frame Overload 1 Macro Cosmos 1 Skill Drain Extra Deck: (Syncho) 1 Psy-Framelord Omega 3 Psy-Framelord Zeta 1 Ancient Pixie Dragon 1 Ancient Fairy Dragon 1 Black Rose Dragon 1 Stardust Dragon 1 Crystal Wing Synchro Dragon 1 Hot Red Dragon Archfiend Abyss OR 1 Overmind Archfiend 1 Leo, Keeper of the Sacred Tree (Fusion) 1 Cyber End Dragon 1 Chimeratech Fortress Dragon (For Ghost Reaper and Winter Cherries) 1 Blue-eyes Spirit Dragon 1 Dante, Traveler of the Burning Abyss. Side Deck: 2 Cyber Dragon 2 Artifact Lancea 3 Ghost Reaper and Winter Cherries 2 Mask of Restrict 2 Imperial Iron Wall 1 Anti-Spell Fragrance 1 Soul Drain 2 Stygian Dirge I found this version to produce the highest win/loss ratio against 1700-1800 rated players on YGOpro. I will just go ahead and say that I do not count those who do not know how to play against Psy-Frames towards the ratios. Nor do I count lesser players or non-meta decks (Just as a note, it is less, "I think non-meta decks aren't viable", and more that they do not compete well against Psy-Frames). I supposed I'll explain the gimmicks behind the cards such as Soul Absorption and Necroface/Gold Sarcophagus. While relatively self explanatory, the reasoning behind my thinking them as competitive in this deck, as opposed to cards such as Maxx "C" and Drowning Mirror Force, should be explained in detail. Later, I shall expand upon 2 other variants, Pure and Synchro Speed, and explain why I need help regarding their theories, compared to this main profile. Soul Absorption, Macro Cosmos, Gold Sarcophagus, Necroface (Future: Pot of Cupidity) These cards are the ones that raise the most eye-brows. While Macro Cosmos is fairly understandable considering this meta, the others are somewhat odd. With Kozmos being as powerful as they currently are, the shock potential from these cards is slightly lost due to Lancea/Imperial Iron Wall being sided (Even in my own side), but I'll discuss these later. The goal of these cards is to place me in a position to not lose, in any scenario, unless I deck out, in which case time would have probably already expired. As strange as it sounds, in a Psy-Frame deck, Soul Absorption is never dead. With the about of banishment this deck does, consistently and constantly, the average LP I obtain in games where I have Soul active is, no exaggeration, between 18-24k LP. I feel that many people here will see the value of Gold Sarc/Necro/Macro/Soul Abs, when combo'ed together, but I shall still explain. Necroface is my out to not playing 3 Psychic Feel Zones, as well as having another monster to summon if my opponent keeps my Framelords off the field. Additionally, it recycles banished Drivers, and when combined with Gold Sarc + a couple other banished cards, is capable of getting over many problem monsters. The main reason, however, is for combo's with Soul Absorption and Gold Sarcophagus. 5000 LP will often determine games, especially when they become as grind-y as they do when playing against frames. With a single Soul Abs. on the field, and an Omega/Overload loop going, it's an easy 1500 LP per turn, while searching for frames. When in stale mates, simply banished zeta over and over again with Soul Absorption on the field will cause games to go into time and me to win because my opponent cannot get more LP than I. Furthermore, if I happen to banish a couple frames with Necro's effect, then I can use Psychic Feel Zone/ Path to add then back to hand or SS a Framelord. This makes this 2 card combo either +2 or an Omega/Zeta. This part of the deck is what take Psy-Frames, I believe, into a competitive format. Its is also the part that is easily replaceable for other engines such as my Sycnhro Speed Frames and Pure Frames. This is also what causes people on YGOpro to quit after my first turn is: Psy-Frame Circuit, Soul Absorption, Gold Sarcophagus, Pot of Cupidity, and Cardcar D. 18000 LP with 4 cards in hand, a guaranteed 3200 Att Necroface, and potentially a hand full of frames. Psychic Feel Zone, Psychic Path I have found these cards to be amazing... as well as inconsistent. The main use of these cards is to keep from all your Drivers from being banished. Along with Necroface, this give me 3 cards that allow me to once again use banished Drivers. Not much else to say. Path can be used to recycle fodder from using Overload, or, if Macro Cosmos is up, to reuse Gears again. Feel Zone is just simple. Good players don't let both frames get banished, so Feel Zone isn't as good in competitive play. Skill Drain, Malefic Cyber End Dragon, Emergency Teleport (*), Shard of Greed (*) The (*) next to Emergency Teleport and Shard of Greed is due to their currently being in flux. Shard of Greed is a free +1, as well as being Twister bait, which I will explain after the cards section. So it's not bad, and it's hardly ever dead, but at the same time, I have a list of other cards I could use to the same effect, plus some, with a bit of added inconsistency though. Emergency Teleport is a very interesting card, and is the core of my Synchro Speed variant, as well as having a lot of combo potential in all the other variants. One such combo is a Kozmo like effect of tagging out in order to attack twice. This is done with, usually, a Psy-Framelord, after they attack, by activating E-Tele while Psy-Frame Circuit is on the field to activate it's effect, which will Synchro Summon another monster from you're extra deck. It adds a lot of OTK potential with Malefic Cyber End Dragon, which usually results in about 9000 damage. The other big combo is to get out Red Dragon Archfiend Abyss when Pixie Dragon or Scarlight is on the field. Other minor combos are to use it for tribute fodder and Overload fodder. Now, we get to one of the MVCs of this variant. Malefic Cyber End Dragon. Yes, he does have his weaknesses, but they are nearly irrelevant, especially considering the nature of Psy-Frames. He gets over every Mega Monarch, with March and Domain active. He gets over every Kozmo Card. He gets over every BA/PK card. He baits Solemn cards (Who are the bane of Psy-Frames). He wins games in 2 turns if the opponent doesn't have an immediate answer. He also happens to combo with Skill Drain rather nicely. Speaking of Skill Drain, I do not believe I really need to explain the logic behind this card. All of my gears are hand traps, so they are not effected, it negates MCED effect, allowing me to SS without a field spell, and it hurts nearly every current tier 1 deck. Not much to say really. It's won me many games simply because I can batter people harder than they can batter me. Plus having a lot of LP from soul Absorption allows me to not care about the cost at all, stall for days, and all around ruin many peoples lives. Strengths and Weaknesses I decided not to discuss the core, as it would take up time and effort that would really not be useful, so I skipped right to the pluses and minuses of the deck. So, as many know, one of most glaring issues of the Psy-Frame archetype is the weakness from Twin Twisters being a main deck card. Especially since, in this variant, I run so much back row and so many continuous spell cards. This weakness is slightly covered by Delta, but I cannot always have it in hand, and losing my Field spell in the middle of a Gear effect is painful. (However, with the leak of the new Psy-Frame Multi-Threader, this issue will not be as difficult to cover against. Also, please note that I had been working on this post since before the card was leaked, and I can safely say I have been playing Frame for a long time, so this deck profile is not a hyped up one because of the new Support) The second largest issue is that of counter traps. While they hurt every archetype, it hurts Psy-Frames so much, I actually prefer to have my stuff Twin Twistered than to have my Beta get negated by Solemn Strike for game. Especcially since Psy-Frames rely so heavily on your opponent doing stuff, they can simply set Solemn and end turn. It is very nearly the biggest issue I have with frames, but since I can SS Malefic Cyber End Dragon and attack for game after a Warning and Strike, I consider it not as damn painful compared to not having my field spell. The last real issue is Imperial Iron Wall. While it actually has potential to be in my main deck just because of it's synergy with Frames (Kinda), I do not run outs to it. This is the meta of Twisters and Strikes, so there isn't much back row to begin with, and against most decks, Overload is all I need in terms of backrow removal. It can be annoying though, considering this entire deck revolves around the banished zone. Now for the pluses: I am fairly certain that deck deck cannot lose against any deck if I open with the correct counter starting hand. In a grind game, Soul Absorption Wrecks lives, and it is exactly what I want to do as Psy-Frame player. I can play cards that absolutely RUINS most current T1 decks, with ways of stopping them stopping me stopping them with things like Macro Cosmos and Skill Drain. (Ex: First turn Macro Cosmos against BA, he gets out Grampulse to pop it or has Twin Twisters in hand, I then Delta or Gamma respectively, get Omega, and proceed to win because he now cannot do anything until he top decks another Twister, Fire Lake, or gets another Grampulse. By then, I very well would have probably bashed him in with Omega.) It is a deck with a very, very high skill requirement to play, and to play against. Which means that your average YGO players will not be able to out smart you due to the nature of chains and Psy-Frames chess-like play style. This is part of the reason why average players despise Psy-Frames. It is one of the few decks I feel entirely safe to brick with. I've played with a lot of decks, and opening with a just a circuit is amazingly calming. It forces your opponent to play safe and not over extend, which prolongs games, which lets me get to the cards that will allow me to win. No other deck can you not play a card (Assuming your opponent knows what you're playing), and then watch your opponent struggle with deciding what to do. I have literally stalled for wins simply by ACTING like I have a Beta in hand while Circuit is active. Because they know that if they attack with their boss monster, and I kill it fire, SS into a Zeta or something, all of their resources would be gone, and they would not be able to out grind me. No other deck can boast this. Other Cards and Variants I May Want to Play (WIP) I want to see other peoples responses very badly, so I will be working on this while replying to comments. This is gonna get to be the largest section probably... Other Information Thanks for reading this nearly 2000 word post. If there was something unclear, please tell me and I will correct it or clarify it. I wish to know the opinions of other as to what they think of this. As stated, the other variants and cards are currently being typed, but I hope to get some criticism regarding their theoretical viability compared to this one. Thanks again for taking the time to read this, and I hope to debate regarding this deck's viabilty and my choices for it soon. (In addition to the still-being-typed section, if there was something that was not self explanatory, please tell me and I will add it in.)