10 Sep Top 10 Best Psychic Type Monsters in Yugioh
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Released around the time of Yu-Gi-Oh! 5D’s, Psychic Type monster cards added a whole new way to play Yu-Gi-Oh! These cards have powerful effects, and very few of them are risky to play. There’s a lot of call for amazing combos with a Psychic deck!
Best Psychic Type Monsters in Yugioh
Serene Psychic Witch
When Serene Psychic Witch is on the field, you have a hard hitter at your side. She may only have 1400 attack points, but it’s her effect that will truly lead you to some winning strategies; provided you play her right.
When Serene Psychic Witch is destroyed and sent to your Graveyard, you can banish one Psychic Type monster that has 2000 or less attack points from your deck. During the next Standby Phase of the round, as long as Serene Psychic Witch stays in the Graveyard, you can Special Summon the monster that was banished by Serene Psychic Witch’s effect.
Armored Axon Kicker
Even without his effects, Armored Axon Kicker still packs a punch at 2200 attack points. He also has a solid 1800 defense points, which isn’t anything to scoff at in the world of Yu-Gi-Oh! At the very least, you won’t lose this card immediately after you play it.
As long as you control a Psychic-Type monster that is face-up on the field, you can Normal Summon Armored Axon Kicker without Tributing any other cards. If Armored Axon Kicker destroys an opponent’s monster during the battle phase, you will take damage equal to half the destroyed monster’s attack points.
Following this event, you can then Special Summon one monster from your Graveyard that has attack points less than or equal to the damage you took. So, for example, if you destroy a monster with 2000 attack points, you can summon a monster that has 1000 attack points at most.
Ghost Ogre & Snow Rabbit
Ghost Ogre & Snow Rabbit is a card that’s all about monster effects, rather than brute force. With zero attack points and a middle ground defense of 1800 points, Ghost Ogre & Snow Rabbit may seem like a meek monster card to have, but that’s far from the truth.
When a monster that is active on the field activates its effect, or when a Spell or Trap card activates its Quick Effect, you can do the following:Send Ghost Ogre & Snow Rabbit from your hand or your side of the field to the Graveyard, and destroy the card on the field trying to active its effect.
This effect can be used once per turn.
Psychic Lifetrancer is a synchro card that can make a huge difference to your play. At 2400 attack points and 2000 defense points, she’s a powerful monster card with nothing to lose. To summon her, you’ll need one Tuner monster card plus one or more non-Tuner monsters.
Once per turn, you can remove from play one Psychic Type monster that is in your Graveyard. By doing this, you gain 1200 Life Points. Imagine being able to use Psychic Lifetrancer’s effect several times in a duel!
Number 74: Master of Blades
This Master of Blades has a hefty sacrifice that is needed before he can come out to play on the field. You must use two monsters that are both level seven to bring out Number 74: Master of Blades.
During either your turn or your opponent’s turn, when a card or an effect is activated that targets Number 74: Master of Blades, you can detach one XYZ Material from this card. Once this action has been completed, negate the activation of the effect, destroy the card in question, and then destroy any one card on the field. Number 74 doesn’t mess around, that’s for sure.
Requiring a slightly lesser Tuner sacrifice than Psychic Lifetrancer, Magical Android needs just one Tuner monster and one or more non-Tuner monsters to be summoned. Despite the large number of attack points that Magical Android has, its specialty does not lie in attacking.
Magical Android’s effect allows you to gain 600 life points for every Psychic Type monster that you control on the field. You can utilize this effect during the end of each of your turns. Pretty helpful, we’re sure you’d agree.
Another Psychic Type that is on the higher end of attack and defense points Storm Caller is great to have in your deck; whether you’re playing with Psychic monsters or have a Wind attribute deck.
For its effect, Storm Caller allows you to do the following: You can put your opponent’s monsters that have been destroyed by battle with other Psychic Type monsters on top of their owner’s deck (instead of sending them to the Graveyard). When Storm Caller is destroyed by a card’s effect, the player controlling Storm Caller takes damage equal to its original attack points.
When Grapple Blockeris Normal Summoned, you can select one monster that your opponent controls. The monster that you have selected cannot attack or be Tributed, while Grapple Blocker remains on the field.
During each of your End Phases, you must pay 500 life points or destroy Grapple Blocker. It’s a good Psychic Type to have if you want to agitate your opponent, but it does come with a risk.
Another card with zero attack points, Mind Protector, is much more useful than it may seem. With 2200 defense points, it’s already a card that you can, at least, stall with. But its effect offers more than that.
The player controlling this card must pay 500 life points during each one of their Standby Phases. If they cannot pay this toll, they must destroy this card. Monsters with 2000 or less attack points cannot declare an attack, unless they are Psychic Type monsters, while Mind Protector is in play.
Hyper Psychic Blaster
Last on our list is Hyper Psychic Blaster, which matches the formidable Blue-Eyes White Dragon in both attack and defense points. This card needs one Tuner and one or more non-Tuner monsters (that are Psychic Types) to summon it.
When Hyper Psychic Blaster attacks a monster in defense position, you should inflict piercing battle damage to your opponent. At the end of the Damage Step, if this card has attacked a monster with defense points lower than this card’s attack points, gain the difference as life points.
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