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Found 17 results

  1. PSY-Frame - Discussion

    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.
  2. Ritual Beasts

    [spoiler][/spoiler]   Monsters: 20 2 Ritual Beast Tamer Lara 1 Ritual Beast Tamer Wen 1 Ritual Beast Tamer Zeframpilica 3 Ritual Beast Tamer Elder 2 Spiritual Beast Apelio 3 Spiritual Beast Cannahawk 1 Spiritual Beast Pettlephin 3 Spiritual Beast Rampengu 1 Ghost Ogre and Snow Rabbit 2 Effect Veiler 1 Thunder King Rai-Oh   Spells: 8 3 Emergency Teleport 1 Raigeki 1 Soul Charge 1 Foolish Burial 1 Book of Moon 1 Ritual Beast's Bond   Traps: 12 3 Ritual Beast Steeds 3 Ritual Beast Ambush 3 Fiendish Chain 1 Vanity's Emptiness 1 Torrential Tribute 1 Solemn Warning   Total = 40     Extra Deck 15 2 Ritual Beast Ulti-Gaiapelio 3 Ritual Beast Ulti-Apelio 3 Ritual Beast Ulti-Cannahawk 2 Ritual Beast Ulti-Pettlephin 1 Lightning Chidori 1 Evilswarm Exciton Knight 1 Castel, the Skyblaster Musketeer 1 Metaphys Horus 1 Black Rose Dragon     Side Deck: 15 2 Artifact Lanceae 2 Flying "C" 2 Maxx "C" 1 Dimensional Fissure 3 Mystical Space Typhoon 1 Soul Drain 1 And the Band Played On 1 Macro Cosmos 2 Chaos Trap Hole
  3. Grandsoil Psy-Plants

    Edit: Added new build for after the release of soul charge and mathematician.   This deck is pretty fun but a bit inconsistent but can dish out some massive damage out of nowhere. Grandsoil psychics have had problems with consistency in the past and adding in tytannial and chiribume only increase that, but it also gives you more good opening plays outside of witch and trooper through lonefire blossom. You also have access to the new level 10 synchro, Leo, the Keeper of the Sacred Tree, and also Divine Dragon Knight Felgrand, which are both very powerful cards which can be tough to deal with. Plants and psychics also both work really well with call of the haunted allowing for more plays and just grabbing back recruiters. This is pretty similar to something a few posters posted a while back but I didn't really see any lists going the grandsoil route.   This deck could use a lot more testing and such though but this is what I've been testing. This deck probably isn't as strong as the top decks at the moment but has some plays that can match them such as tytannial, leo, and felgrand being effective in quite a few match-ups.   Current Build: Monsters: 24 1 Tytannial, Princess of Camellias 1 Chirubime, Princess of Autumn Leaves 3 Grandsoil the Elemental Lord 1 Redox, Dragon Ruler of Boulders   3 Serene Psychic Witch 1 Psychic Jumper 1 Esper Girl 1 Psychic Commander 3 Mathematician 1 Crane Crane 1 Debris Dragon 2 Lonefire Blossom 1 Mythic Macrocarpa Seed 1 Dandylion 2 Maxx "C" 1 Spore   Spells: 9 3 Emergency Teleport 3 Soul Charge 2 Mystical Space Typhoon 1 Foolish Burial     Traps: 7 1 Torrential Tribute 1 Solemn Warning 1 Bottomless Trap Hole 1 Phoenix Wing Wind Blast 1 Breakthrough Skill 2 Vanity's Emptiness     Total = 40     Extra Deck: 15 1 Formula Synchron 1 Armory Arm 1 T.G. Hyper Librarian 1 Ally of Justice Catastor 1 Naturia Beast 1 Naturia Barkion 1 Black Rose Dragon 1 Scrap Dragon 1 Stardust Dragon OR Crimson Blader 1 Leo, the Keeper of the Sacred Tree 1 Shooting Quasar Dragon 2 Meliae of the Trees 1 Mechquipped Agineer   -Still deciding on extra deck     Old Build [spoiler] Monsters: 24 1 Tytannial, Princess of Camellias 1 Chirubime, Princess of Autumn Leaves 3 Grandsoil the Elemental Lord 1 Redox, Dragon Ruler of Boulders   3 Serene Psychic Witch 1 Psychic Jumper 1 Esper Girl 1 Psychic Commander 1 Hushed Psychic Cleric 1 Destructotron 2 Card Trooper 2 Cardcar D 2 Crane Crane 2 Lonefire blossom 1 Dandylion 1 Spore   Spells: 5 3 Emergency Teleport 1 Foolish Burial 1 Dark Hole   Traps: 11 3 Call of the Haunted 2 Raigeki Break 1 Torrential Tribute 2 Fiendish Chain 3 Reckless Greed   Total = 40     Extra Deck: 15 1 Formula Synchron 1 Armory Arm 1 Armades, Keeper of Boundaries (could also be hyper librarian) 1 Ally of Justice Catastor 1 Naturia Beast 1 Naturia Barkion 1 Black Rose Dragon 1 Scrap Dragon 1 Crimson Blader 1 Leo, the Keeper of the Sacred Tree 1 Divine Dragon Knight Felgrand 1 Meliae of the Trees 1 Mechquipped Agineer 1 Leviair the Sea Dragon 1 Wind-Up Zenmaines [/spoiler]   Some plays explained: Lonefire + Call of the haunted Lonefire for dandy call for lonefire lonefire tribute dandy for lonefire lonefire tribute dandy token for chiribume or tytannial so you have 2 lonefire, tytannial/chiribume, and a token     Level 3 earth + lonefire Lonefire for dandy teleport or whatever for any level 3 earth xyz for meliae detach dandy for lonefire + 2 tokens tribute token for lonefire can now either make synchro plays like level 8 with spore or go into 2 lonefire + meliae + chiribume which can be annoying to clear.     If you have a level 3 earth with lonefire and something like call of the haunted or grandsoil you can do a lot like go into felgrand or leo with formula and quasar if you run it. Chirubime with meliae + lonefires can be annoying to clear and sets up strong plays for the next turn. This deck has a lot of options so I won't really go over every one.     Some card choices Hushed Psychic Cleric - I'm using him since he can extend plays and is a discard outlet for spore, dandy, redox, and the plant princesses.   Destructotron - Probably would cut either this or mind control, but he can be hit or miss. Sometimes he is the best thing ever and clears their sets as people set tons of stuff like MST and you can recruit him with witch, but other times he just eats their set such as fiendish or bottomless but that isn't necessarily a bad thing if he baits those out, if they fiendish you could synchro with it.   Crane Crane - A lot of synergy with the plant and psychic engines. Revives dandy, makes easy rank 3s such as meliae, and if they attack witch you have a strong follow with crane crane next turn.   Call of the haunted - Plants always have enjoyed using this card, allows for additional plays and just works well after you get something big like the princesses in the grave. Works with troopers, chrubime, witch, etc if they try to pop it.   Raigeki break - The deck has a few things that it likes to put in the grave so this works well here, just a versatile card overall.   Swift scarecrow - mermail and hieratics are scary, same reasoning for maxx "C" but they have some synergy with the earth engine   Leo, the Keeper of the Sacred Tree - Not too difficult to make here with the plant princesses, grandsoil, and redox. Can be tough for decks like fire fist to get over.   Divine Dragon Knight Felgrand - Might get cut, not sure but he can be made without too much trouble. If you go lonefire for chiribume you can call for lonefire for tytannial and make this. Also if you don't kill them with a grandsoil play and are scared of retaliation from something like exciton you can bring him out. other rank 8s such as Alsei, the Sylvan High Protector could also be options. 
  4. Cranesoil-Psychics

    Monsters: 25 3 Grandsoil the Elemental Lord 3 Redox, Dragon Ruler of Boulders 1 Destructotron 3 Serene Psychic Witch 2 Crane Crane 2 Psychic Commander 2 Card Trooper 1 Neo-Spacian Grand Mole 3 Maxx "C" 2 Psychic Jumper 1 Esper Girl 2 Swift Scarecrow   Spells: 10 3 Emergency Teleport 1 Gold Sarcophagus 1 Creature Swap 2 Mystical Space Typhoon 1 Dark Hole 1 Mind Control 1 Book of Moon   Traps: 6 1 Torrential Tribute 1 Bottomless Trap Hole 2 Call of the Haunted 2 Vanity's Emptiness   Total = 41   Extra Deck: 15 1 XX-Saber Gottoms 1 Stardust Dragon 1 Scrap Dragon 1 Crimson Blader 1 Black Rose Dragon 1 Naturia Barkion 1 HTS Psyhemuth 1 Naturia Beast 1 Ally of Justice Catastor 1 Armades, Keeper of Boundaries 1 Number 11: Big Eye 1 Wind-Up Zenmaines 1 Leviair the Sea Dragon 1 Number 30: Acid Golem of Destruction 1 Soul of Silvermountain     Crane Crane has a lot of synergy with the psychic engine, especially if they destroy witch as you can grab a tuner and revive witch to make a synchro or xyz play and possibly leave yourself with a witch. There are just quite a few options as you can also grab esper girl and make a levle 8 such as crimson blader. Crane also gives you easy rank 3 access or Naturia Barkion with Commander. Duality helps with the consistency as this deck can suffer from some mediocre hands at times.   Also not sure if I want to use Stardust or a second rank 7 which would probably be Master of Blades.
  5. PsyPlants

    Finally found a way to make plant synchro really consistent :P. The deck may not seem very good, but i recomend you to try it, "do not judge a book by its cover" :P           Decklist (40): Monsters (23): 3 Serene Psychic Witch 1 Silent Psychic Wizard 1 Hushed Psychic Cleric 1 Psychic Commander 1 Esper Girl 1 Psychic Jumper 2 Tour Guide From the Underworld 1 Sangan 1 Night Assailant 2 Debris Dragon 1 Lonefire Blossom 1 Dandylion 1 Spore 2 Card Trooper 2 Effect Veiler 1 Gorz, the Emissary of Darkness 1 Black Luster Soldier - Envoy of the Beggining   Spells (12): 3 Emergency Teleport 2 Mystical Space Typhoon 2 Creature Swap 1 Heavy Storm 1 Dark Hole 1 Monster Reborn 1 Mind Control 1 Pot of Avarice   Traps (5): 2 Torrential Tribute 2 Solemn Warning 1 Solemn Judgment   Extra Deck (15): 1 Formula Synchron 1 Armory Arm 1 Ally of Justice Catastor 1 T.G. Hyper Librarian 1 Naturia Beast 1 Naturia Barkion 1 Orient Dragon 1 Black Rose Dragon 1 Ancient Fairy Dragon 1 Stardust Dragon 1 Scrap Dragon 1 Wind-Up Zenmaines 1 Leviair the Sea Dragon 1 Number 17:Leviathan Dragon 1 Maestroke, The Symphony Djinn   The Naturia synchros are really awesome. I still haven't decided between Leviathan and Temtempo.
  6. Rock Stun: 40 (Mons) 17 3 x Koaki Guardian 3 x Koaki Wall 3 x Koaki Sandman 2 x Fossil Dyna 1 x Revival Golem 3 x Block Golem 1 x Grand Mole 2 x Card Car D (Spells) 11 2 x Pot of Duality 2 x Catapult Zone 2 x Forbidden Lance 2 x Mystical Space Typhoon 1 x Monster Reborn 1 x Dark Hole 1 x Book of Moon (Traps) 12 3 x Call of the Haunted 2 x Skill Drain 2 x Bottomless 2 x Solemn Warning 2 x Dark Bribe 1 x Solemn Judgment Psychics: 38 (Mons) 16 2 x Grandsoil 1 x Gorz 2 x Psychic Wizard 2 x Giant Rat 3 x Serene Psychic Witch 1 x Hushed Psychic Cleric 1 x Neospacian Grand Mole 2 x Maxx C 1 x Esper Girl 1 x Psychic Jumper (Spells) 14 3 x Emergency Teleport 2 x Mystical Space Typhoon 2 x Pot of Duality 1 x Dark Hole 1 x Monster Reborn 1 x Mind Control 1 x Book of Moon 1 x Heavy Storm 1 x Pot of Avarice 1 x Miracle Synchro Fusion (Traps) 8 2 x Call of the Haunted 2 x Solemn Warning 2 x Torrential Tribute 2 x D Prison/Compulsory/Bottomless Yeah not sure which deck to run, psychic has 2 slots open. Any input on either deck?
  7. Psychics

    Nothing too fancy here, this build is pretty basic. Also considering running thunder king. I will not be running an extra target for tour guide because I just don't feel that the other targets are worth the space. [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]Monsters: 16[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Psychic Commander[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Hushed Psychic Cleric[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]3 Serene Psychic Witch[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]3 Silent Psychic Wizard[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Esper Girl[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Psychic Jumper[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Destructotron[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]2 Giant Rat[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]2 Tour Guide From The Underworld[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Sangan[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]Spells: 13[/font][/color][/size] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]2 Pot of Duality[/font][/color] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Heavy Storm[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Dark Hole[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Monster Reborn[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Mind Control[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]3 Emergency Teleport[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Miracle Synchro Fusion[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Psychokinesis[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Mystical Space Typhoon[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Pot of Avarice[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]Traps: 13[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Mirror Force[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]2 Torrential Tribute[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]2 Solemn Warning[/font][/color][/size] [font=tahoma, helvetica, arial, sans-serif][color=#5a5a5a]3 Dimensional Prison[/color][/font] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]2 Call of The Haunted[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]2 Bottomless Trap Hole[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]1 Solemn Judgment[/font][/color][/size] [size=4][color=#5a5a5a][font=tahoma, helvetica, arial, sans-serif]Total = 42[/font][/color][/size] Extra Deck: 1 Number 30: Acid Golem 1 Wind-Up Zenmaines 1 Leviair The Sea Dragon 1 Number 39: Utopia 1 Ultimate Axon Kicker 1 Thought Ruler Archfiend 1 Stardust Dragon 1 Scrap Dragon 1 Black Rose Dragon 1 Gaia Knight, The Force of Earth 1 Psychic Nightmare 1 Naturia Barkion 1 Naturia Beast 1 Ally of Justice Catastor 1 Magical Android
  8. One 2 3 Four!

    [media]http://www.youtube.com/watch?v=4rFRFeEVuhM[/media] So, this is probably what I'll be playing for the beginning of the upcoming format, it's a little weird, but I love it honestly. Monsters (28) 3 Silent Psychic Wizard 3 Serene Psychic Witch 2 Hushed Psychic Cleric 1 Esper Girl 1 Psychic Jumper 1 Psychic Commander 1 Lonefire Blossom 1 Spore 1 Dandylion 1 Copy Plant 2 Debris Dragons 2 Tourguide From The Underworld 1 Sangan 2 Caius, The Shadow Monarch 2 Tragoedia 1 Spirit Reaper 1 Treeborn Frog 2 Effect Veiler Spells (13) 1 Miracle Synchro Fusion 2 Emergency Teleport 2 Enemy Controller 1 One for One 1 Foolish Burial 1 Pot of Avarice 2 Mystical Space Typhoon 1 Heavy Storm 1 Monster Reborn 1 Dark Hole Extra Deck (15) 1 Ultimate Axon Kicker 1 Mist Wurm 1 Thought Ruler Archfiend 1 Stardust / Scrap Dragon 1 Blackrose Dragon 1 Psychic Lifetrancer 1 Anicent Fairy Dragon 1 Naturia Barkion 1 Gaia Knight, The Force of Earth / Iron Chain Dragon 1 Naturia Beast 1 Ally of Justice Catastor 1 Magical Android 1 Temtempo, The Precussion Djinn 1 Number 17: Leviathan Dragon / Wind-up Zenmaines A Couple question you may have: Where is Mind Control? Where is T.G. Hyper Librarian? Why Temtempo over Any of the other Rank 3's? I took out Mind Control for a 2nd E-Con, as half of my monsters are Floaters E-con seemed better, and has tested very well. Librarian is an AMAZING card in Plants I'm well aware, but this deck has such a tight extra that I felt I'd rather drop Nat Beast and Android (probably getting hate for that.. oh well). As for Temtempo, I love the card, he wins me so many games that other wise shouldn't have been won, and with Brionac banned, I needed an easy out to Zenmaines, Maestroke, and that new Chronomally guy. I want to know what you guys think, I'm open to critiques and tweaks, no negativity! Thanks for reading.
  9. Psychic-Nordics

    A deck that seems decent in theory, though probably isn't that great at the moment with decks being as explosive as they are and with things like inzektors or dark world destroying set monsters... but it seems fun to play. Some neat plays are if they attack witch you can special summon black goat in defense, grab esper girl/hushed psychic cleric in the standby phase depending on your hand. From here you get the monster from witchs effect, then turn black goat to attack to get you the horse tuner. Then you can do a bunch of different things depending on what you have in your hand. One play is tribute esper girl for overdrive teleporter, pay 2000 for commander and cleric, use cleric to remove esper. Now you can go into mist wurm with black goat, cleric and commander and then a level 8, or you can go naturia barkion with commander/cleric and beast with black goat + esper. Or thor with the horse, cleric and black goat, then a level 8 with esper + overdrive and you still have commander. If you have reborn or teleport than you can likely go for game, there are also opportunities for ancient sacred wyvern OTKs in there as well. There are also hyper librarian opportunities all over the place, idk I havent figured out the optimal plays yet. Most of the nordic and psychic cards are earth too, so they synergize quite well and can easily pump out any of the naturia monsters. New format test build: Monsters: 18 3 Silent Psychic Wizard 1 Psychic Commander 1 Hushed Psychic Cleric 3 Serene Psychic Witch 1 Destructotron 1 Esper Girl 1 Psychic Jumper 2 Guldfaxe of the Nordic Beasts 3 Tanngnjostr of the Nordic Beasts 1 Tanngrisnir of the Nordic Beasts 1 Super-Nimble Mega Hamster Spells: 12 3 Emergency Teleport 1 Heavy Storm 2 Mystical Space Typhoon 1 Dark Hole 1 Monster Reborn 1 Mind Control 1 Book of Moon 2 Pot of Duality Traps: 10 2 Torrential Tribute 1 Gleipnir, the Fetters of Fenrir 2 Bottomless Trap Hole 2 Dimensional Prison 2 Solemn Warning 1 Starlight Road Total = 40 Pre-banlist build: [spoiler]Monsters: 20 1 Gorz The Emissary of Darkness 2 Overdrive Teleporter 2 Psychic Commander 1 Hushed Psychic Cleric 3 Serene Psychic Witch 1 Destructotron 1 Esper Girl 1 Psychic Jumper 2 Guldfaxe of the Nordic Beasts 3 Tanngnjostr of the Nordic Beasts 1 Tanngrisnir of the Nordic Beasts 2 Effect Veiler Spells: 10 2 Emergency Teleport 1 Heavy Storm 2 Mystical Space Typhoon 1 Dark Hole 1 Monster Reborn 1 Mind Control 1 Pot of Avarice 1 Book of Moon Traps: 11 2 Torrential Tribute 2 Gleipnir, the Fetters of Fenrir 2 Bottomless Trap Hole 1 Fiendish Chain 2 Compulsory Evacuation Device 2 Solemn Warning Total = 41[/spoiler] Build 1: [spoiler]Monsters: 21 2 Overdrive Teleporter 2 Psychic Commander 1 Hushed Psychic Cleric 3 Serene Psychic Witch 1 Destructotron 2 Silent Psychic Wizard 1 Esper Girl 2 Guldfaxe of the Nordic Beasts 3 Tanngnjostr of the Nordic Beasts 1 Tanngrisnir of the Nordic Beasts 1 Super-Nimble Mega Hamster 2 Effect Veiler Spells: 10 2 Emergency Teleport 1 Heavy Storm 2 Mystical Space Typhoon 1 Dark Hole 1 Monster Reborn 1 Mind Control 1 Pot of Avarice 1 Book of Moon Traps: 10 2 Torrential Tribute 2 Gleipnir, the Fetters of Fenrir 2 Bottomless Trap Hole 1 Dimensional Prison 1 Starlight Road 2 Solemn Warning Total = 41[/spoiler] Extra Deck: 1 Thor, Lord of the Aesir 1 Mist Wurm 1 Thought Ruler Archfiend 1 Scrap Dragon 1 Stardust Dragon 1 Ancient Sacred Wyvern 1 Black Rose Dragon 1 Naturia Barkion 1 Psychic Nightmare 1 Gaia Knight The Force of Earth 1 Naturia Beast 1 Ally of Justice Catastor 1 Number 39: Utopia 1 Number 30: Acid Golem of Destruction 1 Wind-Up Zenmaines Wanted to run a level 3 xyz, but the extra deck is so cramped for space.
  10. Gadgets

    Gadget Deck. I love the plusses this deck generates. Probably taking this to locals this week. Any comments or tips would be great; I'm pretty new to the archetype. Basically, I felt that the only weakness of gadgets were their terrible stats. Giant Rat makes it so I can have two on the field at a time. Thrasher gives me an XYZ target. Striker and the Emergency Teleport stuff do similar things except with synchros. Monsters (18) 3 Photon Thrasher 2 Green Gadget 2 Yellow Gadget 2 Red Gadget 2 Serene Psychic Witch 2 Effect Veiler 1 Neo-Spacian Grand Mole 1 T.G. Striker 2 Esper Girl 1 Unknown Synchron Spells (11) 3 Mystical Space Typhoon 2 Emergency Teleport 1 Pot of Avarice 1 Book of Moon 1 Dark Hole 1 Monster Reborn 1 Heavy Storm 1 Scapegoat Traps (11) 3 Dimensional Prison 2 Bottomless Trap Hole 2 Torrential Tribute 2 Solemn Warning 1 Solemn Judgment 1 Starlight Road My meta is mostly Rabbit/Dragon. There are a couple inzektor players and one or two wind-ups, but those decks dominate. Also, without the d-prisons my dragon match-up is atrocious.
  11. The Wizard and I

    [media]http://www.youtube.com/watch?v=72A4VG_3aiI[/media] [spoiler][img]http://i1155.photobucket.com/albums/p555/Ian_Izanagi/Teletroll.jpg[/img][/spoiler] 3 Serene Psychic Witch 3 Silent Psychic Wizard 2 Psychic Commander 1 Esper Girl 1 Psychic Jumper 1 Hushed Psychic Cleric 3 Tour Guide from the Underworld 2 Effect Veiler 1 Sangan 1 Gorz, the Emissary of Darkness 2 Emergency Teleport 2 Mystical Space Typhoon 2 Pot of Duality 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Book of Moon 1 Mind Control 1 Pot of Avarice 1 Miracle Synchro Fusion 2 Fiendish Chain 2 Bottomless Trap Hole 2 Torrential Tribute 2 Solemn Warning 1 Solemn Judgment 1 Ally of Justice Catastor 1 Naturia Beast 1 Magical Android 1 Brionac, Dragon of the Ice Barrier 1 Psychic Nightmare 1 Naturia Barkion 1 Black Rose Dragon 1 Psychic Lifetrancer 1 Stardust Dragon 1 Thought Ruler Archfiend 1 Scrap Dragon 1 Hyper Psychic Blaster 1 Ultimate Axon Kicker 1 Wind-Up Zenmaines 1 Leviair, the Sea Dragon 2 Thunder King Rai-Oh 2 D.D. Crow 2 Snowman Eater 1 Effect Veiler 2 Soul Taker 1 Mystical Space Typhoon 1 Soul Release 1 Dust Tornado 1 Shadow-Imprisoning Mirror 1 Return from the Different Dimension Since my last thread's fail - despite the fact that I am seen a stubborn motherfucker -, I decided to test Psychic TGU a bit more. That's the result of my tests; and it works pretty well. I have to say that the side deck is my real problem... I'm pretty sure you saw it. I'll look closely to your ideas/questions if you have some.
  12. Wicked Games

    [center][media]http://www.youtube.com/watch?v=o9PuAm7d0PA[/media][/center][center][spoiler][img]http://i.imgur.com/cBBa2.jpg[/img][/spoiler][/center][center]____________________________[/center][center]3 Effect Veiler[/center][center]3 Serene Psychic Witch[/center][center]3 Tour Guide from the Underworld[/center][center]2 Hushed Psychic Cleric[/center][center]2 Overdrive Teleporter[/center][center]1 Black Luster Soldier - Envoy of the Beginning[/center][center]1 Gorz, the Emissary of Darkness[/center][center]1 Krebons[/center][center]1 Psychic Commander[/center][center]1 Psychic Jumper[/center][center]1 Sangan[/center][center]____________________________[/center][center]3 Mystical Space Typhoon[/center][center]2 Emergency Teleport[/center][center]2 Soul Taker[/center][center]1 Dark Hole[/center][center]1 Heavy Storm[/center][center]1 Mind Control[/center][center]1 Monster Reborn[/center][center]____________________________[/center][center]3 Call of the Haunted[/center][center]2 Bottomless Traphole[/center][center]2 Solemn Warning[/center][center]2 Torrential Tribute[/center][center]1 Solemn Judgment[/center][center]____________________________[/center][center]2 Maxx "C"[/center][center]2 Spirit Reaper[/center][center]2 Victoria[/center][center]2 Leeching the Light[/center][center]2 Messenger of Peace[/center][center]3 Shadow-Imprisoning Mirror[/center][center]2 Dimensional Prison[/center][center]____________________________[/center][left][b][u]Good Matchups;[/u][/b][/left][left]This deck has about an equal of good matchups to bad.[/left][left]-HEROes is a relatively 50/50 matchup depending on my draws. Beast/Barkion put in tons of work, and the only real problem I face when playing them is The Shining, which is why I opted to main Soul Takers not only for the Chaos Dragon matchup, but this one aswell.[/left][left]- Chain Burn/Final Countdown gets totally nutted on due to Naturia Beast and Barkion being just amazing cards. It is not hard to get out both Naturia Beast and Barkion after the first turn, and fortunately for me they can only survive off of Scarecrows and Faders for so long.[/left][left]- The Rabbit matchup is about 50/50 in the sense that if I can setup on the first turn before a Rabbit is played, I easily have game. I am still working on techs to get over the average Rabbit matchup, but the one tech I currently love for that matchup is Psychic Jumper. If Jumper is normal summoned with a psychic already on board, they are forced to waste a negate whether it be Laggia (which is usually summoned against this deck because people have a great lack of knowledge) or a warning, where I can easily bring back the Jumper via Cleric/CoTH or whatever.[/left][left]- The Darkworld matchup is a toughie some times, where the priority of game 1 is getting out a Beast before they can setup a Grapha in grave. Game 2 I see my side board cards which greatly influence the duel and the game just becomes dependent on both my luck and my opponents.[/left][left][b][u]Bad Matchups:[/u][/b][/left][left]- The Inzektor matchup is absolutely terrible for obvious reasons, but I chose to only side SIMs as opposed to other things which hurt the deck because I really haven't been playing many Inzektors, and the popularity of the deck (atleast in my area) has decreased due to the fear of mained Macros, and just Macros in general.[/left][left]- The Chaos Dragon matchup is unreal, and just terrible game 1. Game 2 I have alot of cards to side in, and it really depends on how I'm feeling about the player/what he will side in to counter me. There is no actual way to make this matchup better, but Psychic Jumper puts in alot of work here which I enjoy.[/left][left]- The Wind-up matchup is ridiculously terrible if I get looped regardless of how many cards they hit. Game 2/3 I side in Maxx "C"'s to try and prevent that from happening.[/left][left][b][u]Side Board Choices:[/u][/b][/left][left]2 Maxx "C" - This card is totally unexpected, game 2/3. This format, people play into Maxx "C" so frequently that it is not even funny. I side this in to help the Rabbit matchup sometimes aswell, because I need to dig for cards to either force negations. I'd side it in vs Rabbit occasionally, Wind-ups and some Rogue matchups.[/left][left]2 Spirit Reaper - Kinda self explanatory. I'd side it in against Rabbit, Chaos Dragons, HEROes, some Rogue matchups,[/left][left]2 Victoria - Also self explanatory. Really helps with the Chaos Dragon matchup, and have sided it in once against a Scrap matchup for the fuck of it, lol.[/left][left]2 Leeching the Light - This card is such an MVP. I can produce more than 3 monsters quite easily sometimes, and Chaos Dragon players usually do not see this coming. I'd side it in vs Chaos Dragons and sometimes Hieratics.[/left][left]2 Messenger of Peace - I did not like 3, because it was hard to side in the whole 3 sometimes, and I would usually draw 2 of them when 1 was enough. I'd side it in vs Chaos Dragons, Rabbit, HEROes, occasionally Dark Worlds, and most Rogue matchups.[/left][left]2 Dimensional Prison - Such a good card to side in vs my bad matchups, which combined with the mained Bottomless, puts in lots of work. I'd side it in vs Rabbit, Dark World, and game 3 vs Chaos Dragons when I know whether or not they sided in Decrees.[/left][left]3 Shadow-Imprisoning Mirror - Counters one of my bad matchups, and makes an alright matchup even better. I'd side it in vs Inzektors, Dark World, and some Rogue matchups.[/left][center]____________________________[/center] [left][font=tahoma, helvetica, arial, sans-serif][size=2][size=3]I feel bad for writing this whole wall of text out because most of it is obvious to some people, and not to others.. Anyways, I really enjoy this deck, I would enjoy any suggestions you guys could give me, and I recommend this for everyone to try![/size] [/size][/font][/left]
  13. Overdrive Teleporter.dek

    [img]http://i.imgur.com/kZPYm.jpg[/img] Monsters (22) 1 Wattaildragon 3 Effect Veiler 1 Esper Girl 1 Gorz the Emissary of Darkness 3 Hieratic Dragon of Tefnuit 2 Hushed Psychic Cleric 3 Overdrive Teleporter 2 Psychic Commander 1 Psychic Jumper 3 Serene Psychic Witch 2 Silent Psychic Wizard Spells (18) 1 Book of Moon 1 Dark Hole 2 Emergency Teleport 2 Enemy Controller 1 Foolish Burial 1 Heavy Storm 2 Hieratic Seal of Convocation 1 Mind Control 1 Monster Reborn 3 Mystical Space Typhoon 1 Pot of Avarice 2 Pot of Duality Extra (15) 1 Ally of Justice Catastor 1 Black Rose Dragon 1 Brionac, Dragon of the Ice Barrier 1 Hyper Psychic Blaster 1 Naturia Barkion 1 Naturia Beast 1 Scrap Dragon 1 Stardust Dragon 1 Though Ruler Archfiend 1 Gaia Dragon, the Thunder Charger 1 Inzektor Exa-Beetle 1 Leviair the Sea Dragon 1 Number 25: Force Focus 1 Photon Strike Bounzer 1 Wind-Up Zenmaines Side (15) 2 Battle Fader 1 D.D. Crow 1 Maxx "C" 2 Mobius the Frost Monarch 3 Snowman Eater 2 Soul Exchange 2 Soul Taker 2 Royal Decree got this idea from the single card discussion for tefnuit, and was further inspired by the destiny hero thread in which they splashed tefnuit as well. anything with easy rank 6 access is sexy. i'm kinda iffy on whether or not to run traps, as advancing a dominating board or simply going for otk can be done without traps, but idk. yes, overdrive does get owned by veiler, but i believe the deck can play around it. the extra and side are mostly theory, but suggestions would definitely help.
  14. [img]http://i1155.photobucket.com/albums/p555/Ian_Izanagi/PsychicDecklist.jpg[/img] 3 Serene Psychic Witch 3 Silent Psychic Wizard 2 Hushed Psychic Cleric 2 Psychic Commander 1 Esper Girl 1 Psychic Jumper 3 Effect Veiler 1 Sangan 1 Gorz, the Emissary of Darkness 2 Emergency Teleport 2 Pot of Duality 2 Forbidden Lance 2 Mystical Space Typhoon 1 Heavy Storm 1 Dark Hole 1 Monster Reborn 1 Book of Moon 1 Mind Control 1 Pot of Avarice 1 Miracle Synchro Fusion 2 Torrential Tribute 2 Fiendish Chain 2 Solemn Warning 1 Solemn Judgment 1 Psychic Overload 1 Ally of Justice Catastor 1 Naturia Beast 1 Magical Android 1 Brionac, Dragon of the Ice Barrier 1 Psychic Nightmare 1 Naturia Barkion 1 Black Rose Dragon 1 Psychic Lifetrancer 1 Stardust Dragon 1 Thought Ruler Archfiend 1 Scrap Dragon 1 Hyper Psychic Blaster 1 Ultimate Axon Kicker 1 Wind-Up Zenmaines (I'm playing Muzurythm as I don't have it yet) 1 Leviair, the Sea Dragon
  15. TG Psychics

    [img]http://i.imgur.com/LJ3EX.jpg[/img] Monsters: 21 2 Silent Psychic Wizard 3 Serene Psychic Witch 1 Psychic Commander 1 Hushed Psychic Cleric 1 Esper Girl 1 Psychic Jumper 1 T.G. Rush Rhino 1 T.G. Striker 2 T.G. Warwolf 3 Tour Guide From The Underworld 1 Sangan 2 Effect Veiler 2 Maxx "C" Spells: 10 2 Emergency Teleport 2 Mystical Space Typhoon 1 Monster Reborn 1 Dark Hole 1 Mind Control 1 Heavy Storm 1 Book of Moon 1 Pot of Avarice Traps: 10 1 Starlight Road 1 Solemn Judgment 2 Fiendish Chain 2 Call of The Haunted 2 Solemn Warning 2 Torrential Tribute Total = 41 Basically you run a deck full of floaters, COTH also works great here for this reason. One neat play is tour guide get sangan and SS warwolf. Then teleport for esper and synchro for wonder magician, destroy backrow and then make scrap dragon with magician and tour guide and destroy sangan and another card. Even if they torrential its not too bad as sangan and warwolf replace themselves. Edit: Forgot leviathan in the extra in the pic so I added him. Extra deck is so tight, I want to run utopia, mist wurm, landoise and other things too but there is no room.
  16. Pumped Up Kicks

    Monsters: 23 3 T.G. Striker 3 T.G. Warwolf 3 Hushed Psychic Cleric 3 Serene Psychic Witch 2 Esper Girl 2 Silent Psychic Wizard 2 Overdrive Teleporter 2 Time Escaper 2 Psychic Commander 1 Gorz, the Emissary of Darkness Spells: 12 3 Pot of Duality 2 Mystical Space Typhoon 2 Miracle Synchro Fusion 1 Heavy Storm 1 Monster Reborn 1 Dark Hole 1 Emergency Teleport 1 Mind Control Traps: 5 2 Mind Crush 1 Trap Dustshoot 1 Solemn Judgment 1 Mirror Force
  17. Psychics

    Trying to find room for a psychic overload, just not sure what to take out. Time escaper is pretty awesome though, especially if they try to veiler an overdrive. Monsters: 20 1 Gorz The Emissary of Darkness 2 Overdrive Teleporter 2 Thunder King Rai-Oh 3 Silent Psychic Wizard 3 Serene Psychic Witch 2 Hushed Psychic Cleric 2 Psychic Commander 1 Esper Girl 2 Time Escaper 2 Effect Veiler Spells: 15 3 Pot of Duality 2 Miracle Synchro Fusion 1 Psychokinesis 2 Mystical Space Typhoon 1 Heavy Storm 1 Mind Control 1 Enemy Controller 1 Book of Moon 1 Dark Hole 1 Monster Reborn 1 Emergency Teleport Traps: 6 2 Bottomless Trap Hole 2 Solemn Warning 1 Torrential Tribute 1 Trap Dustshoot Total = 41 Extra Deck: 1 Ultimate Axon Kicker 1 Trishula, Dragon of The Ice Barrier 1 Hyper Psychic Blaster 1 Stardust Dragon 1 Thought Ruler Archfiend 1 Scrap Dragon 1 Psychic Lifetrancer 1 Black Rose Dragon 1 Psychic Nightmare 1 Naturia Barkion 1 Brionac, Dragon of The Ice Barrier 1 Naturia Beast 1 Magical Android 1 Ally of Justice Catastor 1 Number 17: Leviathan Dragon(~Filler)
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