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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.