This page notes details of Psychic Nightmare (WIND/Psychic/Synchro Monster/Effect Monster) : decks, tips, effect and rulings. Learn and enjoy playing Yu-Gi-Oh! Duel Links!
1 Tuner + 1 or more non-Tuner Psychic-Type monsters Once per turn, during your Main Phase, you can pick 1 random card in your opponent's hand and call what type of card it is (Monster, Spell or Trap). If you call it right, this card gains 1000 ATK until your opponent's End Phase.
Overdrive Teleporter can special summon two level-3 Psychic type monsters. Special summon a level-3 Tuner and Non-Tuner monsters to use as Synchro materials for Psychic Nightmare.
Use Abyss Designator to check your opponent’s hand, preferably when they have only one card in hand. You will most likely get the guessing part of Abyss Designator wrong which lets you check your opponent’s hand.
Skills
[Skill] description
User
Psychic Vision Use ESP Power to view your opponent's hand until the end of your first turn. Your starting hand will be reduced by 1 cards. While this Skill is active, you will not be able to view the details of the cards in your opponent's hand, and your opponent will not be able to use card effects that require cards in the hand to be revealed to activate / resolve.
Use Psychic Vision to look at your opponent’s hand to make sure Psychic Nightmare’s effect is successful. Although using this skill does bring a lot of drawbacks.
Decks
Rulings
Classifications
Actions
Declare a card type
Stat changes
This card gains ATK
Comments
Anonymous
This aint half-bad.
Combine this with some psychic staples and this could be viable actually
Thank you for visiting Duel Links wiki by GameA! We update this Yu-Gi-Oh! Duel Links community day by day to provide quality guides and the latest news.