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.
When Black Ptera is sent from the field to the Graveyard, except by being destroyed by battle, it returns to your hand. Use Black Ptera as Synchro Material or Tribute it to take control of an opponent’s monster via Enemy Controller: this Level 3 Dinosaur will come right back, ready for your next turn.
During the turn it was Normal Summoned, as long as Photon Cerberus is face-up on the field, neither player can activate Trap Cards. The biggest weakness most Synchro decks share is just how easy it is to disrupt their plays via cards like Treacherous Trap Hole and Six Style - Dual Wield, but, thanks to this monster, you will not have to worry about it as much. When Photon Cerberus is finally sent to the Graveyard as Synchro Material, your opponent will be able to activate their Trap Cards again, but there won’t be two targets on your side of the field anymore.
The most important thing is getting to that Black Rose Dragon (Cockadoodledoo + Photon Cerberus), Stardust Charge Warrior (Cockadoodledoo or Psychic Wheeleder + Photon Cerberus) or even Crystron Quariongandrax (Cockadoodledoo + Psychic Wheeleder + Photon Cerberus) and that’s exactly what this Level 3 monster can help you accomplish.
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.
When Black Rose Dragon is Synchro Summoned, you can destroy all cards on the field. You can use Black Rose Dragon to punish your opponent for overcommitting to the board early. You can use World Legacy Clash to prevent your Black Rose Dragon from being destroyed by its own effect.
Quariongandrax is definitely not an easy Synchro to bring out, but it’s also the type of card that can completely turn a Duel around. If Quariongandrax is Synchro Summoned, you can target monsters your opponent controls and/or in their Graveyard up to the number of Synchro Materials used for its Synchro Summon and straight out banish them. You can get rid of all monsters on your opponent’s side of the field with a single card and then attack them directly for 3000 damage. If that wasn’t fair and balanced enough already if this Synchro Monster is destroyed, you can target a banished monster and Special Summon it to your side of the field.
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 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.
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.
Sealed Tombs means that Fuma will not be able to protect Legendary Six Samurai - Shi En and Photon Cerberus means no Treacherous or Dual Wield. There is to say that, if we exclude Quariongandrax, your primary way of removing threats from the board is via destruction by card effects, which happens to not be so effective against Six Samurai decks. Even if Secret Six Samurai - Fuma can’t prevent Shi En from being destroyed from the Graveyard, your opponent can still use Shi En’s own effect to save it.
Red-Eyes Fusion Matchup (Neutral)
Red-Eyes Slash Dragon can negate the effect of Psychic Wheeleder and Quariongandrax, but you can use Sangan’s effect to make it miss the timing and leave your opponent wondering about what just happened for a few minutes. Without a good opening hand, you can easily be run over by this deck, but consistency is actually Psychic Synchro’s forte, so that’s not going to happen that often.
Blue-Eyes Matchup (Neutral)
If you’re on the play, there’s a pretty high chance you are not going to see your next turn, but that can be said for pretty much any other deck when it comes to this matchup. Sealed Tombs can prevent your opponent from activating Silver's Cry and Black Rose Dragon and Quariongandrax can hit your opponent so hard that it’s going to be nearly impossible for them to come back.
Geartown Turbo Matchup (Favorable)
Here’s one of the main reasons why I think you should run Cosmic Cyclone. Wait for your opponent to activate Breaker the Magical Warrior’s effect, chain Cosmic Cyclone and banish their Geartown or Ancient Gear Fortress. Needless to say, Quariongandrax can completely cut your opponent out of the game, leaving them with no way to recover.
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..
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
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.
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.