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Banish Psychic Deck


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Hey guys! I'm trying to fix up my RFP/Banish Psychic Synchro deck a little. I play a lot with my roommates/suitemates and I feel like I struggle against their decks. Not looking to particularly counter them, I'm just trying to make my deck a little better. I have nearly the exact same one as here, and it works well, I just can't counter ABC Dragon Buster or Superheavy Samurai like my friends have.

 

Here's the deck I'm gonna try to update to. I'm trying to keep it under 45 cards.

[Monsters]

2x Esper Girl (for summon from banish effect)

2x Psychic Jumper (allows swap of monsters)

3x Mental Seeker (fun to mess with people w/ Witch/Wizard)

3x Psychic Commander (Helps with edging over some monsters)

2x Hushed Psychic Cleric (Helps with banish summon)

3x Serene Psychic Witch (Helps with banish summon)

2x Silent Psychic Wizard (Helps with banish summon)

2x Reinforced Human Psychic Borg (good beater/synchro material/stall)

1x Overdrive Teleporter (helps pull level 3s to synchro or xyz)

 

[spells]

2x Dark Hole (Can help with activating cleric/witch/wizard effects)

1x E-Tele (fantastic for getting synchros out, wish it wasn't limited)

1x Foolish Burial (helps on first turn to activate wizard/cleric/borg effects)

1x MST (handled by psychokinesis, I'll be gaining LP from lifetrancer/soul abs)

1x Psychic Feel Zone (Allows for banished synchro)

3x Psychokinesis (better MST, just need LP/Psychics)

1x Soul Absorption (Allows HP gain for banish)

2x Telekinetic Power Well (allows me to pull level 2 tuners easier)

 

[Traps]

BTH 

3x Brain Hazard (Helps me pull banished monsters, like HTS or other synchros)

CED (good against things I can't deal with like chaos max or ABC)

2x Dimensional Prison (Sakaretsu, but better)

2x Mind Over Matter (Prevents most summoning/usage of OP cards, just need monster)

2x Mirror Force 

Solemn Warning (good to block summon, just need LP)

Torrential (helpful to break out wizard/cleric effects)

 

[synchro]

[5]

Armades, Keeper of Boundaries (good l5 synchro)

Naturia Beast (helps stop some spells, also good 'cause most psychics are Earth)

[6]

HTS Psyhemeuth (allows me to banish OPs)

Naturia Barkion (helps stop traps, good with most psychics)

Psychic Nightmare 

[7]

2x Psychic Lifetrancer (LP machine)

Naturia Landoise (helps stop monsters, good with most psychics)

 Black Rose Dragon (nuke)

[8]

2x Thought Ruler Archfiend (LP machine/single target trap/spell preventer)

[9]

Overmind Archfiend (good to swarm opponents with cards)

Hyper Psychic Blaster (fantastic mid game card for me, penetration, LP machine)

[Xyz]

[3]

Leviair the Sea Dragon (allows me to summon banished monsters, also I have lots of level 3s)

Number 49: Fortune Tune (LP machine, stall, level 3)

 

Any help/criticism would be appreciated! Thanks so much!

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I've never liked Mental Seeker myself. Ghost Ogre and Snow Rabbit would be a much better option as its also a Level 3 Tuner, but works as actual disruption whilst putting itself in the Graveyard for Wizard and Cleric to summon back. You can even send itself from the field for its effect if you summon it with something like Overdrive Teleporter.

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The deck seems pretty solid, but a couple of ratios seem a little strange

[spoiler=monsters:]

Hushed Psychic Cleric is usually played @3 due to it being a fantastic level (usually it's the non-tuner you summon off of Overdrive Teleporter), an earth monster, and one of the best play extenders in the deck.

If you could get your hands on two more copies of Overdrive teleporter, that would be fantastic (it's really that good). Beware the 2k lifepoint drain tho (anybody could have a veiler/ghost ogre waiting)

Mental Seeker is a fun card, yes, but playing 3 of it next to 3 psychic commander looks pretty clunky. Maybe it would be better @2?

Reinforced borg isn't actually that great for the deck. It doesn't make plays or get back what you banished, and all it does is get bigger. If you want to play it, it would be better @1.

Ghost Ogre is pretty good, being a lvl 3 psychic tuner. Unfortunately it's not EARTH, but if you could get 2 it should be fine @2

Grandsoil the Elemental Lord is also wonderful for the deck, given the amount of graveyard manipulation and EARTH monsters that you run. You should give it a shot.

 

 

[spoiler=spells:]

You might want to trade a Psychokinesis for another MST. MST stops floodgates that would stop you from playing, and Psychokinesis requires to already have a monster on the field and 1k lifepoints to spare. Twin Twisters is technically a superior card to MST too, but it still goes for about 10+$ online so do what you will with that.

Soul Charge is definitely something you should look at.

You should try Psychic Feel Zone @2. It's really useful when summoning Overmind Archfiend.

You could also play an Upstart Goblin if you like

Brain Research lab is silly with Overdrive Teleporter, since it makes it cost 1k instead of 2k. It also gives an additional normal summon per turn for 1k lifepoints. Probs would only run @1 anyway since it's a large target for whatever backrow removal your opponent has.

You can also try Miracle Synchro Fusion if you want to, since it also banishes materials from the graveyard. You would run Ultimate Axxon Kicker with this.

If you really need recovery options, you could use psychic path.

 

 

[spoiler=traps:]

The only thing notable here is the 3x brain hazard.You could trade one of those for a call of the haunted?

You could also play Bright Future or Psychic Overload if you want to.

 

 

[spoiler=Extra deck:]

For synchros I would look into stardust charge warrior and coral dragon. 6 is one of the easiest levels to summon in this deck and those to are a couple of the best in the lvl6 pool.

Stardust dragon could make a nice 8. you can use esper girl + overdrive teleporter to make it after you use OvTele's effect, but you would have to have esper girl in the graveyard before or send and banish her with cleric's effect. You could run it over the 2nd Thought ruler.

If you decided to play miracle synchro fusion, Ultimate Axxon Kicker goes here. Scrap Dragon has a decent amount of synergy with it, surprisingly since UAK wouldn't die from it's effect and your opponent's whatever still gets destroyed.

I don't recommend playing Fortune Tune. It may stall well and has a lifepoint gain effect with it, but it requires resources that would be better used to try and further your plays.

 

 

 

These are just suggestions, though, so you can do whatever you want.

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-2 Mental Seeker: Not good enough nowadays, IMO.

-3 Psychokinesis: Issue with this card is that without a Psychic on the field, it is dead. That's a problem if your opponent keeps your board clear of Psychics, you don't draw into them, etc. You are better off with less-dependent removal.

-1 MST: It is good overall, but nowadays Twin Twisters often performs better.

-2 Mind Over Matter: Similar case with Psychokinesis; depends on you having a Psychic. Better stick with generic backrow like Book of Moon, Solemn Strike and Dimensional Barrier. However, if this is for IRL, then understandably they won't be easy and/or cheap to get.

-1~2 Power Well: I feel this card isn't good enough, either. To make the best out of it, you will need to set up a couple of Tuners in the grave first, and that normally require some turns of setup, stalling your plays.

-3 Brain Hazard: Not convinced by this one. It's too situational. You may be better off with grave-revival cards instead, like Call of the Haunted. You could keep 1, I guess, but that still sounds like an stretch.

 

I'm also unsure about the Psychic Borg since I would think nowadays a beater isn't good enough, but it is helps with the banishing plays then by all means keep it. But I would try with more copies of Psychic Wizard and Cleric first.

 

+1 Raigeki

+2 Twin Twisters

Fill with backrow like Solemn Strike, Dimensional Barrier, etc. Maybe Soul Charge to replace those Brain Hazards.

Also thinking a 2nd Feel Zone may be good for the "costless" Synchro Summon.

Miracle Synchro Fusion as a 1-of is sounds like a good suggestion IMO.

 

Now, here is an experimental idea. I noticed the mained 2 Dark Holes, so perhaps you could replace them and give a try to a Kaiju Slumber engine instead? I'm speaking of 2 Kaiju Slumber + 3 different Kaijus. That could help you deal with your opponent's overwhelming bosses like ABCs and whatever Superheavies Summon, plus your Psychics will float from the nuke of Slumber, and may even allow for the Summon of Level 9~11 Synchros.

 

-2 Dark Hole

+2 Kaiju Slumber

+3 different Kaijus, including Gameciel.

 

Extra Deck:

-1 Lifetrancer: 1 should be enough.

-1 Thought Ruler Archfiend: Same as above.

-1 Landoise: Discarding Spells isn't nice and is situational, and there are other effective Level7 Synchros out there.

-1 Overmind Archfiend: Requiring 3 materials isn't good, and the effect is sluggish too. With the same investment you may as well Summon Trishula instead.

 

+1 Black Rose Moonlight Dragon, Clear Wing Synchro Dragon, or maybe Yazi

+1 Hot Red/Scarlight Red Dragon Archfiend: for the monster nuke.

+1 Trishula, replacing Overmind Archfiend

 

Now, IDK how consistent the deck is at getting Level9s but, if it is efficient at it, then you can try:

+1 Cloudcastle

+1 Vermillion Dragon Mech

+1 True King V.F.D. (future TCG release)

 

Basically, Cloudcastle revives a Level9 you previously Summoned, and then goes into V.F.D. a quite strong floodgate on a 3000/3000 body. If you are playing Kaijus, then you can further assist this combo by using Thunder King and Kumongous + Level2 Tuner to summon, let's say, Vermillion Dragon Mech.

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