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Helping to Break Psychics


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Drainborg
Earth/Psychic/1/800/0
If you control a face-up Psychic-Type monster, you may Special Summon this card (from your hand). When this card is sent from the field to the Graveyard, select 1 monster your opponent controls and decrease its ATK by 800, then gain Life Points equal to its DEF.

Space Condenser
Light/Psychic/Tuner/1/200/500
When this card is banished, select 1 card in either player's Graveyard; Banish it.

Black Processor
Earth/Psychic/Tuner/3/1200/1600
Once per turn, you may banish 1 Psychic-Type monster in your Graveyard; This card's Level becomes that monster's Level until the End Phase of your opponent's next turn.

Psychic Distiller
Earth/Psychic/Synchro/Tuner/2/800/800
1 Psychic-Type Tuner + 1 non-Tuner monster
When this card is Synchro Summoned successfully, you may banish 1 card in your Graveyard; Then add 1 of your banished Psychic-Type monsters to your hand. When this card would be destroyed as a result of battle, you may return 2 of your banished cards to your Graveyard instead.

(This one is just a random idea)
Psychic Cell Splitter
Earth/Psychic/Synchro/3/800/1600
1 Tuner + 1 non-Tuner monster
When this card is Synchro Summoned, gain Life Points equal to the combined ATK of the Synchro Material Monsters used. Up to twice per turn, you may pay 800 Life Points to Special Summon 1 "Cell Token" (Earth/Psychic/2/800/800) on either player's side of the field.

Shining Entrancer
Light/Psychic/Synchro/4/1900/900
1 Psychic-Type Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned, you may select 1 Defense Position monster on the field; Change control of that monster until the End Phase of the turn.

Psychic Infinity Driver
Earth/Psychic/Synchro/10/4000/2000
1 Tuner + 1 or more Psychic Synchro Monsters
When this card would be destroyed, you may banish 1 Synchro Monster in your Graveyard instead. Once per turn, you may banish the top card of your Deck and apply the following effect based on the banished card:
* Psychic-Type Monster: Special Summon that monster in face-up Defense Position.
* Non-Psychic Monster: Increase your Life Points by the Level of that monster x300.
* Spell: Gain 1000 Life Points.
* Trap: Inflict 1000 damage to your opponent.

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