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I was messing around with them a few weeks ago. Was using them in a Macro deck for Synchroing and deck thinning. That's about it for me. Not much you can do with them anymore with E-Tele. at 1.
And yes, Psychics ARE pretty good if you have the patience to try to work with them for a better balance. They DO NOT "need" 3 Emergency Teleport to work well, I can tell you that much. It made it very easy, yes, but hey, that's what adaptation is for; using your own skills to make up for the loss of ease.
I just got lazy, I still like them, don't get me wrong. I just liked the E-Tele. abuse, mainly because of deck thinning. They should come out with a card like this::
Foreshadow
Spell - Normal
Discard 1 psychic monster from your hand and then pick up the top 3 cards of your deck. Select 2 of them then add them to your hand. You cannot normal summon or set the turn this card is activated. Only 1 "Foreshadow" can be activated once per turn.
Something like that...though it seems pretty powerful.
It'd be evil...it's basically a Destiny Draw with +1 card while letting you CHOOSE any of the 2 to add to your hand...even if you can't Normal Summon or Set, with all the Special Summoning going on, that won't exactly hinder you very much either.
Anyway, they already got balanced draw stuff themselves. Could even simply use Ancient Leaf. Have 9000+ LP, pay 2000 to draw 2.
I'm really general Psychic overall...my Psychic removal is nice with Soul Absorption, but Supernatural Healing/"Metaphysical Regeneration" has taken a bit of a hit because of the removal stuff (Dimensional Fissure and whatnot) and I don't want to rely on Soul Release for the removal just to use Healing either. Also got a slight mixture with Fairies and The Sanctuary in the Sky with things like Mars, Neo-Parshath, and Ancient Sacred Wyvern too.
The best Psychic deck that I could come up with is a build that revolves around Overdrive Teleporter and using a gravekeeper engine. Couple that idea with level eater and the deck is very explosive and fairly consistent.
Spells 15
Book of Moon 2
Mystical Space Typhoon 2
Gold Sarcophagus 2
Miracle Synchro Fusion 2
Pot of Avarice 1
Monster Reborn 1
Cold Wave 1
Giant Trunade 1
Dark Hole 1
Emergency Teleport 1
One for One 1
Mind Control 1
I've been doing some foresight with this deck type. Psychics appear to be a deck that can win competitively if built right. But I am worried about its match-ups against the more popular decks. I see Psychokinesis being so good in this format and for Psychics, its a small price to pay considering how quickly they can gain LP (or lose them, if misplayed)
Key Cards
-Overdrive Teleporter: This guy is so good! For 2k in LP, you can grab tuners, monsters that can paralyze the board or even the RFP psychics to tune up and grab something worth while.
-Mind Protector: He just might be the guy that defends almost as good as spirit reaper. Paralyzes the board and is only susceptible to monsters above 2200 atk. Three Stars makes an easy tune for Psychic Nightmare, Magical Android or pieces together for Thought Ruler Archfiend
-Psychic Commander: Need I say more? Summoned with Overdrive Teleporter, Emergency Teleport, or Mind Master. Can pull off -500 from a monster in the damage step. Three star tuner. The possibilities are endless. But makes it an easy summon for Hyper Psychic Blaster
-Psychokinesis: This is good. Really Good. Pair it up with Prime Material Dragon, Blackwing Dragon or anything else that could mitigate lp Damage ( unless you have enough to pay) Guarantee's something is getting out of the way. Trouble is, it needs a psychic on the board. Still Viable though.
-Psycho Tirgger/Psycho Overload: Man these cards are really pivotal. The former works for RFP psychics while the latter works for Synchor/fusion summoning. Pair up with Pot of Duality and a few other recruiters/draw and get the explosion you want. Both cards have their pos/neg experiences. Play at your own comfort level
-TRA/MA/HPB: The big three. All three of these got LP gaining abilities and each brings something special to the table. Magical Androidd brings a lot for its level and attack because of the 600 per psychic at the end phase. Makes her a prime target for BTH, but it still gets better when you pair up with ThoughtRuler Archfiend. TRA makes sure that nothing can target MA or any psychic for that matter (spell/trap) on the field on in the graveyard.
The list goes on an on. Just wanted you guys's opinions. And how do psychics change with the addition of extreme victory
The EXVC Psychics are all about removal over the usual LP gaining/paying stuff, so Psycho Health-Trancer has a much greater use now.
EXVC-JP023
Psi-Girl (Tuner)
Earth/Psychic/2/500/300
When this removed from play card is Special Summoned, remove from play the top card of your Deck face-down. When this card is sent from the field to the Graveyard, add that card to your hand.
- Obviously a slight variation on Different Dimension Capsule, but trickier to stop. Only way to prevent the card from being added to your hand is to get it removed from play, bounced, or returned to the Deck. So you can still use it for a Synchro Summon AND get the removed card. Obviously meant to work more directly with the other support.
EXVC-JP024
Mental Seeker (Tuner)
Earth/Psychic/3/800/400
When this removed from play card is Special Summoned, look at the top 3 cards of your Deck. Remove 1 of them from play and shuffle the others into your Deck.
- Sort of an anti-Pot of Greederosity. Peek at your opponent's next 3 cards and remove 1 of them rather than let them have it.
EXVC-JP025
Psycho Wizard of Silence
Earth/Psychic/4/1900/0
When this card is Normal Summoned, you can remove from play 1 Psychic-Type monster from your Graveyard. When this card is sent from the field to the Graveyard, Special Summon the monster that was removed from play in this way.
Super Rare
- nuff said.
EXVC-JP026
Psycho Witch of Silence
Earth/Psychic/3/1400/1200
When this card on the field is destroyed and sent to the Graveyard, you can remove from play 1 Psychic-Type monster with an ATK strength of 2000 or less from your Deck. During your next Standby Phase, Special Summon that monster.
- nuff said.
EXVC-JP027
Taciturn Psycho Priest
Earth/Psychic/3/0/2100
When this card is Normal or Flip Summoned, change it to Defense Position. Once per turn, you can send 1 card from your hand to the Graveyard to remove from play 1 Psychic-Type monster from your Graveyard. When this card is sent from the field to the Graveyard, Special Summon 1 Psychic-Type monster that was removed from play in this way.
Rare
- Another target for Overdrive Teleporter.
EXVC-JP044
Mental Over Daemon (Synchro)
Dark/Psychic/9/3300/3000
1 Psychic-Type Tuner + 2 or more Psychic-Type non-Tuner Monsters
Once per turn, you can remove from play 1 Psychic-Type monster from your Graveyard. When this card is sent from the field to the Graveyard, Special Summon as many Psychic-Type monsters removed from play in this way as possible.
Ultra/Ultimate Rare
- 2 specific materials, but from my experience with proxies and all, is not that difficult at all. And with a mass Return from the Different Dimension for Psychics (through its own effect anyway) that let's them STAY, this easily means you can possibly start a loop with 2 Mental Over Daemons; remove 1 of them from play with the other's effect, the first one gets sent from the field to the Graveyard and let's you Special Summon the removed one and keep repeating for essentially an "immortal" 3300 ATK.
EXVC-JP055
Psychic Booster
Quickplay Magic
Increase the ATK strength of all face-up Psychic-Type monsters you control equal to the number of your removed from play Psychic-Type monsters x 200 points. During the End Phase, remove from play all monsters affected by this effect.
- Possible beatsticking all your Psychics while, with the new stuff, easily combo-ing as well.
EXVC-JP056
Psycho Feel Zone
Normal Magic
Return 1 Psychic-Type Tuner Monster and 1 Psychic-Type non-Tuner Monster that you have removed from play to your Graveyard, and Special Summon 1 Psychic-Type Synchro Monster from your Extra Deck with a Level equal to the combined Level of those monsters in face-up Defense Position.
Rare
- A Parallel World Fusion for Psychic Synchros, but in Defense Position, which isn't so bad overall. Too bad it doesn't count it as a Synchro Summon, but it also let's you recycle some Psychics for the other removal ones or to use things like Psycho Trigger or Psycho Charge and whatnot.
EXVC-JP071
Psycho Reactor
Normal Trap
You can only activate this card while you control a face-up Psychic-Type monster. During this turn, when a Psychic-Type monster you control battles an opponent's monster, remove from play those monsters.
- Essentially turns 1 Psychic into a D. D. Warrior for the turn, which combos well with the other support in this Set.
EXVC-JP072
Brain Hazard
Continuous Trap
Select 1 of your removed from play Psychic-Type monsters and Special Summon it. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.
Rare