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Updated Information

  • What Grows in the Graveyard Version Decklist added

Overview

This deck focuses on Summoning powerful Level 6 and Level 9 Synchro monsters taking advantage of Psychic Wheeleder and Psychic Tracker’s ability to be Special Summoned from the hand.

What Grows in the Graveyard Version

This deck is credited to freresduellinks

SporePsychic WheelederPsychic WheelederPsychic WheelederOverdrive TeleporterOverdrive Teleporter
Silent Psychic WizardSilent Psychic WizardSerene Psychic WitchSerene Psychic WitchPsychic TrackerLiving Fossil
Living FossilGalaxy CycloneGalaxy CycloneEnemy ControllerEnemy ControllerFloodgate Trap Hole
Memory LossPast Image----
Mist Bird ClausolasGaia Knight, the Force of EarthHTS PsyhemuthPsychic LifetrancerHyper Psychic Blaster-

Sealed Tombs Version

Note: If you don’t have Mist Wurm, you can run another copy of Hyper Psychic Blaster or a copy of Giganticastle.

Expensive Version

Sphere KuribohPsychic WheelederPsychic WheelederPsychic WheelederSerene Psychic WitchSerene Psychic Witch
Serene Psychic WitchPsychic CommanderPsychic CommanderPsychic CommanderPsychic TrackerPsychic Tracker
Psychic TrackerEnemy ControllerEnemy ControllerDrowning Mirror ForceDrowning Mirror ForceWall of Disruption
Wall of DisruptionWall of Disruption----
Gravity WarriorHTS PsyhemuthPowered InzektronHyper Psychic BlasterMist Wurm-

Budget Version

Psychic WheelederRisebell the Star AdjusterRisebell the Star AdjusterSerene Psychic WitchSerene Psychic WitchSerene Psychic Witch
Psychic CommanderPsychic CommanderPsychic CommanderDr. FrankenderpDr. FrankenderpDr. Frankenderp
Psychic TrackerPsychic TrackerPsychic TrackerEnemy ControllerEnemy ControllerPsychokinesis
PsychokinesisPsychokinesis----
Gaia Knight, the Force of EarthGravity WarriorPsychic NightmareHyper Psychic BlasterMist Wurm-

Set Skill

[Skill] descriptionUser
Sealed Tombs
Until the end of the opponent's next turn, neither player can banish cards from the Graveyard or Special Summon monsters from the Graveyard. This skill can only be used once per Duel.
Ishizu Ishtar
Ishizu Ishtar

How to Use

Serene Psychic Witch

When Serene Psychic Witch is destroyed by battle or card effect and sent to the Graveyard, it allows you banish a Psychic-Type monster with 2000 or less ATK from your Deck and then, during your next Standby Phase, Special Summon it.

Banish Psychic Wheeleder or Psychic Tracker from your Deck via this effect to set up a Synchro Summon for your next turn. If Risebell the Star Adjuster is Special Summoned by Serene Psychic Witch’s effect, you will be able to target it with its own effect and increase its Level by 3 until the end of that turn, which will allow you to Special Summon Hyper Psychic Blaster using only two monsters without having to activate Level Augmentation.

Psychic Wheeleder

Once per turn, if you control a Level 3 monster other than Psychic Wheeleder, you can Special Summon this card from your hand. As you can clearly see, there are a lot of Level 3 Psychic-Type monsters in the Example Deck, so you will be able to Special Summon Wheeleder via its own effect pretty consistently.

  • Summon any of your Level 3 non-Tuner monsters, Special Summon Psychic Wheeleder from your hand and then Synchro Summon a Level 6 Synchro;
  • Summon any of your Level 3 non-Tuner monsters, activate Level Augmentation and increase the Level of the non-Tuner monster by 3 using Psychic Wheeleder, Special Summon Psychic Wheeleder from your hand and then Synchro Summon a Level 9 Synchro;
  • Summon any of your Level 3 non-Tuner monsters, Special Summon Psychic Wheeleder, Special Summon Psychic Tracker and then Synchro Summon a Level 9 Synchro.

Dr. Frankenderp & Offerings to the Doomed

Dr. Frankenderp is a Level 3 Psychic-Type monster that, when Normal or Special Summoned, allows you to look at the top card of your Deck and put it at the bottom of your Deck or add it to your hand. In order to activate this effect you have to pay 500 Life Points and, if you choose to add the card to your hand, you have to skip your next Draw Phase, but that’s not really a big deal: you are not losing anything in the process, you are just drawing a card one turn earlier.

You can activate Dr. Frankenderp’s effect, add the card to your hand and then use Offerings to the Doomed during that same turn or during your opponent’s turn to make the most out of that skipped Draw Phase.

The Extra Deck

There are definitely a lot of alternatives when it comes to the Extra Deck. Using different combinations of the monsters shown in the Example Deck, you can Summon twelve different Synchros. Sure, you are never going to run Iron Chain Dragon in a Psychic Synchro Deck, but some of these options are pretty interesting.

If your opponent controls at least two monsters, then Gravity Warrior will be superior to Gaia Knight, the Force of Earth in terms of ATK; if your opponent controls three monsters, then Gravity Warrior will reach 3000 ATK.

Gravity Warrior is able to, once per turn, force an opponent’s Defense Position monster to change Battle Position and attack, if able. You can target a Vampire Familiar or Babycerasauruswith this effect while you only control Gravity Warrior for massive damage.

HTS Psyhemuth is a Level 6 Psychic-Type Synchro that you can easily Summon using Psychic Commander and Psychic Tracker or any of your three Level 3 non-Tuner monsters and Psychic Wheeleder. After damage calculation, when HTS Psyhemuth battles an opponent’s monster, it allows you to banish it together with itself.

If you Synchro Summon Psyhemuth using Psychic-Tracker, it will reach 3000 ATK, meaning it will tie with Koa'ki Meiru Maximus and Ancient Gear Reactor Dragon, but, thanks to its effect, you will be able to get rid of these high ATK monsters anyway.

The turn it's Synchro Summoned, Powered Inzektron can't be destroyed by battle or card effects and it also prevents you from taking any damage. This effect triggers when Powered Inzektron is Synchro Summoned, which means your opponent could still destroy it by chaining to it.

If you use Psychic Tracker and Psychic Wheeleder to Summon Powered Inzektron, it will reach 3100 ATK and you will get to destroy a face-up monster on the opponent’s side of the field with 3000 or less ATK.

Mist Wurm is here to end games. When Summoned, this Level 9 Synchro will allow you to bounce three cards your opponent controls back into their hand. You do need two or more non-Tuner monsters in order to Summon Mist Wurm, which means Level Augmentation will be able to help you, but having it in your Extra Deck is still invaluable.

Hyper Psychic Blaster is a Level 9 Synchro with 3000 ATK and the ability to inflict piercing damage. Additionally, if Hyper Psychic Blaster attacks a Defense Position monster, you will gain Life Points at the end of the Damage Step equal to the difference between this card’s ATK and that monster’s DEF. Hyper Psychic Blaster can reach 3600 ATK when Summoned using Psychic Tracker, which puts it right above Ancient Gear Reactor Dragon (under Ancient Gear Castle) and Silent Magician LV8.
If you attack a face-down Winged Kuriboh, your opponent will still take damage from that battle and you will also gain Life Points.

Additional Notes

  • First of all, I would advise sticking to Level 3 monsters for this Deck. While Destructotron, Reinforced Human Psychic Borg and Wind-Up Juggler are undeniably great cards, they have no synergy with Psychic Wheeleder and Psychic Tracker and, aside from Naturia Landoise and Karakuri Shogun mdl 00 "Burei", there isn’t really any big payoff for playing these Level 4 monsters.
  • If you don’t have Offerings to the Doomed or you just don’t have three copies of it, you can substitute it with any combination of Sphere Kuriboh, Paleozoic Canadia and Floodgate Trap Hole.
  • Psychokinesis is completely useless when going first, that’s why I why I didn’t consider it for the “optimized” version of the deck.
[Skill] descriptionUser
Sealed Tombs
Until the end of the opponent's next turn, neither player can banish cards from the Graveyard or Special Summon monsters from the Graveyard. This skill can only be used once per Duel.
Ishizu Ishtar
Ishizu Ishtar

Sealed Tombs will prevent your opponent from activating Diamond Core of Koa'ki Meiru’s effect from the Graveyard, meaning you will be able to destroy their monsters with Treacherous Trap Hole and Offering to the Doomed and they will be forced to pay the maintenance cost of their monsters during the End Phase. This Skill is also an extremely valuable tool against Spellbook, Vampire and Survival’s End decks.

[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand, then target 1 face-up monster on your side of the field; that target's level increases by the Level of the revealed monster. This skill can be used once per Duel.
Luna
Luna

Level Augmentation allows you to Summon a Level 9 Synchro like Hyper Psychic Blaster and Giganticastle using only two monsters.

[Skill] descriptionUser
KaibaCorp Bling
Can be used each time your Life Points decrease by 1800. In the Draw Phase, instead of doing a normal draw, draw a random Prismatic or Glossy Card.
Mokuba Kaiba
Mokuba Kaiba

Being able to draw your Prismatic Enemy Controller when you need it can be invaluable; sometimes taking control of an opponent’s monster is all you need to end the duel.

Matchups

Dino Survival's End Matchup (Neutral)

Once again, Sealed Tombs is able to prevent your opponent from activating Survival’s End’s effect from the Graveyard, which is their main way of removing threats from the field. If your opponent is playing Dinosaur Kingdom or just Tyranno Hassleberry (Unstoppable Dino Power!), don’t activate your Skill on Turn 1.

Paleozoic Canadia and Paleozoic Hallucigenia are going to be the main problem, after Survival’s End, in this matchup since they can prevent your from Synchro Summoning and allow their monsters to get over yours respectively.

Koa'ki Meiru Matchup (Slightly Favourable)

Sealed Tombs definitely gives you a huge advantage in this matchups, as I pointed out in the Skill section. If you go first and your opponent is playing as Yusei Fudo, Yugi Muto, Jaden Yuki or any character with Grit, I would advise activating your Skill right away.

Koa'ki Meiru Sandman and Koa'ki Meiru Wall can be a bit of an issue, but, since they are mostly Summoned from the Deck via Koa'ki Meiru Urnight’s effect, you should mostly be fine as long as you destroy it as soon as it hits the field.

Vampire Matchup (Slightly Favourable)

Again, Sealed Tombs is a fantastic tool in this matchup. You can safely Summon any of your Synchros without having to fear Vampire Vamp as long as you activated your Skill, which will prevent Vampire Familiar and Vampire Retainer from being Special Summoned from the Graveyard. Vampire decks are able to OTK you on Turn 2, but, as long as you have a Treacherous Trap Hole or Offerings to the Doomed and your opponent doesn't start with Hey, Trunade!, you should be fine.

Buster Blader Matchup (Favourable)

The DNA Surgery + Buster Blader, the Dragon Destroyer Swordsman combination can shut down your Deck, but you do have a lot of options when it comes to monster removal, so this matchup should not be an issue. Without DNA Surgery, your Synchro monsters are able to get over Buster Blader and Dark Paladin with the help of Psychic Tracker.

Silent Spellbook Matchup (Neutral)

Preventing Spellbook of Fate with Sealed Tombs can give you a huge advantage early on, but keeping it up might be difficult without an Offerings to the Doomed Available.

Use Offerings to the Doomed to get rid of Spellbook Magician of Prophecy right away (turn ON the Toggle Button just to make sure they don’t set it and then Tribute it if you’re going first) or, if you are going second and Silent Magician is already out, activate your Skill, Summon HTS Psyhemuth using Wheeleder, destroy Silent Magician and then banish it with HTS Psyhemuth’s effect.

Comments

Hot New Top
Anonymous
How competitive this deck is compared to another synchro deck like Gusto, Karakuri and Dragunity?
<< Anonymous
Anonymous Reply
No synchro deck except Karakuri and maybe Laval is compeditive beyond gold sadly :C

Synchro decks are to slow or to inconsistant, synchros bosses arent strong enough to deal with other boss cards, or are to difficult to bring out.

The main reason synchros arent that good though is cause we only have 3 monster card zones. So summoning more then 1 synchro or lvl 9+ synchros is near impossible.
<< Anonymous
Lukaiser Reply
I reach KOG with my psy synchro deck. But i dont use like sugested here. I beat all decks easy, except Reactor MA Dragon, dat one was hard and basically determined by the initial hand of me and my oponent, but it is very competitive. I use: 2 Wheel, 1 Comander, 3 tracker, 3 serene, 1 green kappa (nice for clean backguard and is lvl 3 for synchro), 1 cleric (lvl 3, nice defence, and enable to..
<< Anonymous(Lukaiser)
Lukaiser Reply
bring back bosses. 2 psychokinetics, 1 tribute to the doom, 1 headbutt, 2 traphole, 1 dimensional prison and 2 Hi tornado!. Basically clean map with kappa or tornado, summond the wheels and destroy all monster. Psynchro: 1 Nightmare, 1 Psy blaster, 1 mist worm (very usefull), 1 firece gaia. I dont have BS Hemout.

Yubel -> e
Masked hero -> e
Golem -> e
Laval -> m
Dino -> m
Reactor dragon -> hard
VJGodlyBang
Mental Seeker is extremely good, and definitely needs to be added in budget version. Being able to look, choose, and remove from play from your opponent’s deck is strong.
<< Anonymous(VJGodlyBang)
Anonymous Reply
Not as strong as you think though. You gain no momentum from Mental Seeker's effect. At best, you just gain a 1/7 chance to slow your opponent's momentum.

Also, Mental Seeker has no special summon ability, neither to himself, but others. He even NEEDS another card to summon it.
So you need 2 cards to possably remove 1 near random card from the opponent.
<< Anonymous(VJGodlyBang)
Anonymous Reply
Also. Mental Seeker doesnt make it easyer for the synchro, that you propably want to summon with it seeing Mental Seeker is a tuner, to fight the opponent.
You dont change the field. You could just as well summon a normal monster synchro instead of it.
Anonymous
Wich is better, P. Synchro or Laval?
<< Anonymous
ValleCula Reply
Probably Laval, but that's mostly because of Dustflame Blast being so good.
<< Anonymous
Anonymous Reply
Currently Laval. Cause of a better boss monster, and a little more consistancy.
Anonymous
laval or this which is better
<< Anonymous
Anonymous Reply
at this stage? Laval. Cause better boss monster and more consistant.
Anonymous
The new Psychic deck vs Yubel

https://duellinks.konami.net/att/020b745afaeb4cced58509182b0bf910470a0a4231
Anonymous
Serenity is garbage hush psychic lvl 3 way better let's you summon any psychic from your graveyard when it dies ifor you discard a card. Also psychic night mare gets up to 4000 atk with tracker and his effect, he can easy otk.
Anonymous
Any thoughts on turning Psychics into a control/removal deck, now that they have Psychokinesis, Past Image, Wind-Up Juggler, etc.? They can also equip Destructotron with Telekinetic Charging Cell, for mass backrow removal, or they can use Psychic Commander and/or Future Glow to double as pseudo-beatsticks.
<< Anonymous
Anonymous Reply
Wouldn't mind seeing a control version of Psychics, if anyone's up for creating a deck list.
<< Anonymous
ValleCula Reply
Once I'm done with Madolche, I'll work on this.
Anonymous
the wheel card is crazy.
Just that card can be really useful in different builds, it's just the new tetherwolf. Very versatile.
Anonymous
write about matchup against ancient gears please
<< Anonymous
Anonymous Reply
Reactor Dragon ignores the WoD backrow and wins.

The End.
<< Anonymous
Jake Reply
Exactly.
<< Anonymous(Jake)
ValleCula Reply
Sigh...I'll add that matchup as well. I actually faced two of them (Geartown Turbo) while climbing and won both times.
Anonymous
Is this deck better than Gusto?
<< Anonymous
ValleCula Reply
Honestly Gusto Stall destroyed me. I lost two matches from Leg 1 to KoG: one was Koa'ki Meiru and the other was Gusto.
Anonymous
Against ancient gear you have to use psychic nightmare and gess right so they don't kill u
Jake the Cardmaster
He doesn't even mention the Ancient Gear matchup because the "expensive" would probably lose most games. All those traps become useless.

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