The 12th Mini Box, Clash of Wings, has added a few new monsters to the Psychic archetype, giving it enough potential to be relevant in the current meta.
Psychic is a pretty good deck with a lot of monster and back row removal; Psychic performs pretty well against most decks with the exception of Spellbook. Compared to the previous version of the deck, the current one functions a lot less like a glass cannon: it’s pretty consistent, but it may struggle against big monsters without the help of Wind-Up Juggler or Psychokinesis.
The new addition to the deck coming from the last Mini Box, Wind-Up Juggler is a very interesting card that can destroy any monster it battles after damage calculation, but it can only use this effect once while it’s face-up on the field. If Wind-Up Juggler is sent to the Graveyard, banished by Silent Psychic Wizard effect and then special summoned, he will be able to use its effect again. The reason why Holy Guard is a suggested skill to use with this deck is mainly this card: crashing into a bigger opponent’s monster with Wind-Up Juggler is a good alternative to Psychokinesis and being able to do it without losing any Life Points is pretty good too.
Destructotron is here for some easy back row removal: at the cost of 1000 Life Points, he can destroy a spell or trap on the field. Whether the card you are targeting is face-up or face-down, it doesn’t matter, so, even if it’s chained to the effect, it will still be destroyed. This monster needs to be on the field with another Psychic monster, otherwise it will be destroyed during the End Phase, which is the reason why we are only running one. Ideally you would want to banish this card from the deck with Serene Psychic Witch if your opponent has set a lot of spell and traps on the field. Having a lot more Life Points to work with definitely makes this card a lot easier to play.
At the cost of 1000 Life Points, Psychokinesis can remove a card from the field, but you need to control at least one Psychic monster in order to activate it and, since it's a normal spell, you can only activate it during your Main Phase. The card is fairly versatile, it can destroy a monster that you can't get over or potentially get rid of a spell/trap card and having 5000 Life Points at start of duel and 1000 more from the skill makes this card's activation cost a lot less heavy. If Psychokinesis’ effect is negated, you will not take the 1000 damage, so playing it to bait Wiz, Sage Fur Hire’s effect will not cost you anything.
Serene Psychic Witch was already present in the previous version of the deck: she has the ability to banish a Psychic monster with 2000 or less ATK from the deck and then special summon it during the next Standby Phase. Unfortunately if Serene Psychic Witch is not destroyed and sent to the Graveyard or is not in the Graveyard when the Standby Phase comes, the effect will not activate: if the monster is banished by Amazoness Onslaught, she will not get her effect off. Since it’s not stated that she needs to be destroyed by battle, if a card like Donpa, Marksman Fur Hire destroys Serene Psychic Witch, she will still be able to banish from the deck and then special summon a monster. Serene Psychic Witch’s effect can not be negated by the skill Sealed Tombs, since she doesn’t special summon from the Graveyard.
Silent Psychic Wizard is one of the two new SR Psychic monsters from Clash of Wings: he sports a very good 1900 ATK stat and he also has the ability to special summon a Psychic monster that he has previously banished from your Graveyard with his effect upon being normal summoned. If you want to get more value out of this card, you need to summon it while having at least one monster he can banish, but take into consideration that his banishing effect will not activate when special summoned via Serene Psychic Witch or Powerful Rebirth; since Silent Psychic Wizard’s effect states that he needs to be sent from the field to the Graveyard, if the card is banished, you will not be able to special summon the monster you banished.
Since the deck basically runs only monsters with level four or higher, Powerful Rebirth is a very good option, it allows you to recycle Wind-Up Juggler, but there are some things to keep in mind: Serene Psychic Witch needs to be in Graveyard during the next Standby Phase after she's been destroyed, meaning that, if you summon her back on the field right away, you will not get the effect off; Silent Psychic Wizard only banishes from the Graveyard when he's special summoned. Powerful Rebirth is another card that would allow you to trigger Paleozoic Canadia's effect from the Graveyard: while it's true that the deck doesn't run that many monsters and being able to recycle them is nice, this is probably one of the cards that is more open for replacement.
It is certainly nice that no other card in the deck is limited: this allows you to run two copies of Enemy Controller freely. Psychic is not really a deck that can flood the field that quickly, you will often find yourself with two monsters on the field at best, so tributing one to take control of one of your opponent's monsters, will usually be a risky play. You can replace Enemy Controller with other options, but it's still an incredibly versatile card that can be used both defensively and offensively: since it's now even limited to two copies, it doesn't really occupy much space either.
Paleozoic Canadia can stop Fur Hires from flooding the field: putting a Beat, Bladesman Fur Hire, Recon, Scout Fur Hire, Donpa, Marksman Fur Hire or Seal, Strategist Fur Hire face-down before they can activate their effect is an easy way to slow down the deck. Paleozoic Canadia is also a card that is not completely useless once it's sent to the Graveyard, so even if it's discarded by the skill Compensation, you will be able to chain it to a trap card and summon it on the field.
A new trap card from Clash of Wings: since, in order to get three copies of Wind-Up Juggler, you have to reset the box twice, you likely have at least one copy of this card. Widespread Ruin destroys the opponent's monster with the highest attack when your opponent declares an ATK; it doesn't matter if said monster is in DEF position, so even an Amazoness Queen that has just been summoned by Amazoness Princess will be destroyed. Activating this against Fur Hires will likely mean getting rid of Dyna, Hero Fur Hire, since it's the monster with the highest ATK; activating Widespread Ruin against Masked Heroes will potentially stop The destruction effect does not target, which is nice, but Hazy Flames is not really that relevant anymore.
When destroyed by battle, Serene Psychic Witch can special summon any psychic-type monster with 2000 or less attack from your deck, but you have to wait till your next standby phase to special summon your monster.
Messing with your opponent's graveyard is a great way to throw off their strategy. Your opponent might just be able to chain with another card and make your effect useless, but that would force them to make less optimal plays. For example, you summon Wattsychic Fighter and select Red-Eyes B. Dragon to be returned to the top of their deck, your opponent then uses Red-Eyes Spirit to revive Red-Eyes B. Dragon making the effect of Wattsychic Fighter useless, but now that Red-Eyes B. Dragon is on the field he can be destroyed by battle or card effects like psychokinesis.
Reinforced Human Psychic Borg
|Borg was one of the core cards in the previous version of the deck: he can increase his ATK by banishing Psychic monsters from the Graveyard and get to very high values, but once he’s in DEF position, he is easy to get rid of. Still a viable option for this deck if you are lacking copies of Wind-Up Juggler or Silent Psychic Wizard.|
|Power Injector boosts your psychic-type monsters’ ATK by 600 at the cost of 500 Life Points; he is a nice option, but his effect lasts only until the End Phase, leaving a 1300 ATK monster on the field during your opponent’s turn.|
|While it may seem redundant, since we are already running Destructotron and Psychokinesis, Cosmic Cyclone is not a bad option: being a quick-play spell makes it more versatile than the cards previously mentioned.|
Super Rush Headlong
|Can be used both defensively and offensively, a nice alternative to Juggler when you can’t get rid of something. Super Rush can buy you a whole turn, if your opponent has only monster of the same attribute on the field.|
Floodgate Trap Hole
|If you don’t have any Paleozoic Canadia, Floodgate Trap Hole is a good substitute: it does pretty much the same thing, but it locks your opponent’s monster in that position. Paleozoic Canadia has the added benefit of having some value even after being sent to the Graveyard.|
|Good alternative to Wall of Disruption, but just not as effective against a full field of monsters; Mirror Wall would never be able to save a Silent Psychic Wizard in DEF position, but it can stay on the field for multiple turns.|
Since Psychic cards decrease your LP a lot, skills require you to decrease your LP can all be viable options. Equip those skills depending on what decks you will duel against.
Can be used each time your Life Points decrease by 1000. Return 1 card in your hand to your Deck and draw another. This skill can only be used once per turn and twice per Duel.
|No Mortal Can Resist|
Can be used when your Life points are at least 1000 less than the opponent's. All monsters in the opponent's Graveyard changes to Skull Servants (Zombie / DARK / Level 1 / ATK: 300 / DEF: 200). This skill can only be used once per turn..
|Life Cost 0|
You can use the skill when your Life Points are 1000 or less. You do not have to spend Life Points to activate a card until your opponent's next turn ends. You can only use the skill once per Duel.
Whichever player has double or more LP than the other takes double battle damage.
|Sleight of Hand|
Can be used each time your Life Points decrease by 1500. Add 1 7 Completed card, hidden in your wristband, to your hand. This skill can only be used once per turn and twice per Duel.
Can be used if your Life Points drop below 2000. In the Draw Phase, instead of doing a normal draw, a powerful card, from outside of your Deck, is added to your hand. This skill can only be used once per Duel.
Can be used each time your Life Points decreases by 1000. Send the card on the top of your Deck to the Graveyard, and recover 300 LP.
Any skill that requires you to lower your LP is good with this deck, since most of the cards in this deck require you to pay LP in order to activate their effects.