Psych you Out PSYFrame

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arkain07
Parallel Rare Duelist
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Psych you Out PSYFrame

Post by arkain07 » Sat Sep 05, 2015 6:42 pm

Intro

Welcome one and all to the guide on how to play PSYFrames. The PSYFrame archtype is a deck filled with Light Tuner monster. They are Light attribute and work mainly depending on making your opponent make plays. This archtype is filled with hand traps and works by consistently Synchro Summoning Monster on your or on your opponents turn. The deck is based on the on the Greek alphabet. PSYFrames can be pretty weak by themselves so be sure to everything you need to set up your plays to go into your Synchro Monsters.

The PSYFrame Team and Spell/Traps

[spoiler]PSYFrame Driver

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Monster is needed in the deck because the other monsters Special summon him. This card can clog your hand and you never really want to see him in your hand. Only need to run 1-2.

PSYFrame Gear Alpha

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Effect: Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s) while you control no monsters (except during the Damage Step): You can Special Summon this card from your hand and 1 "PSYFrame Driver" from your hand, Deck, or Graveyard, and if you do, add 1 "PSYFrame" card from your Deck to your hand, except "PSYFrame Gear Alpha". During the End Phase, banish any monsters Summoned this way.

This card is one of my favorites of the deck. All decks Normal Summon/ Special Summons Monsters and then you gain your search advantage on top of that. run 3

PSYFrame Gear Beta

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Effect: Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When an opponent's monster declares an attack while you control no monsters: You can Special Summon this card from your hand and 1 "PSYFrame Driver" from your hand, Deck, or Graveyard, and if you do, destroy the attacking monster, then end the Battle Phase. During the End Phase, banish any monsters Summoned this way.

This card is easy to get out and the attacking monster gets destroyed if summoned. Run 3

PSYFrame Gear Delta

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Effect: Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's Spell Card is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSYFrame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. During the End Phase, banish any monsters Summoned this way.

Deals with opponents spell cards. With Pendulum monster being spell cards in the Pendulum zone and most decks playing spell cards this card is easily summoned. Run 3

PSYFrame Gear Epsilon

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Effect: Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's Trap Card is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSYFrame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. During the End Phase, banish any monsters Summoned this way.

Most traps are used on your turn and you have to force your opponent to play them. On top of that most decks aren't trap heavy only depending on the format so run 2-3 depending on the format.

PSYFrame Gear Gamma

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Effect: Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's monster effect is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSYFrame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. During the End Phase, banish any monsters Summoned this way.

This is probably the second most important card due to effect negation outside of the damage step. Run 3


PSYFrame Lord Zeta
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Effect: Once per turn, during either player's turn: You can target 1 face-up Attack Position Special Summoned monster your opponent controls; banish both it and this card until your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSYFrame" card in your Graveyard; return this card to the Extra Deck, and if you do, add it to your hand.

Out of the 2 PSYFrame Synchro's this card seems to be the best. You can Disrupt Synchro Play's, cause XYZ's to lose materials, and can allow you to banish itself to make more PSYFrame gear plays that same turn. It also recycles your PSYFrame monster from your graveyard so once you get another Zeta into grave you can loop and add back to your hand what you need. Run 3 in your extras deck.

PSYFrame Lord Omega

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Effect: 1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's Main Phase: You can banish both this face-up card on the field and 1 random card in your opponent's hand until your next Standby Phase. During your opponent's Standby Phase: You can target 1 banished card; return it to the Graveyard. If this card is in your Graveyard: You can target 1 other card in any Graveyard; shuffle both that card and this card into the Deck.

I found this card to come in handy against Shaddoll's, Nekroz, and to lock your opponents hand down for a turn. Can combo it off with Burial from a Different Dimension. play 1-2 depending on play style and preference.

Spell/Traps

PSYFrame Circuit

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Effect: If a "PSYFrame" monster(s) is Special Summoned to your side of the field (except during the Damage Step), you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "PSYFrame" monsters you control. At the start of the Damage Step, if a "PSYFrame" monster you control battles an opponent's monster: You can discard 1 "PSYFrame" monster; that monster you control gains ATK equal to the discarded monster's ATK until the end of this turn.

Has a built in Honest effect and allows you to synchro summon on your opponents turn. Card is needed to make this deck work. Run 3

PSYFrame Overload

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Once per turn: You can banish 1 "PSYFrame" monster from your hand or face-up from your side of the field, then target 1 card on the field; banish it, face-down. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "PSYFrame" card from your Deck to your hand, except "PSYFrame Overload".

Card allows you to gain search and good MST bait to keep your opponent from killing off your Field Spell. Card also allows you to search on your opponents turn while in graveyard as well which is a good mechanic to have allowing you to gain the cards you need on your opponent turn as well. It also allows you to get rid of the PSYFrame monsters in your hand that you don't need and are stuck in your hand.[/spoiler]

Other Card Support

There is more card support. But I am going to list the main ones I feel are relevant to this archtype.

[spoiler]Cardcar D

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Effect: Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned this turn: You can Tribute this card; draw 2 cards, then it becomes the End Phase of this turn. You cannot Special Summon during the turn you activate this effect.

This card is a good turn 1 card which allows you to draw and gain early hand advantage which is needed for this deck. Can allow you to set up your plays and gain other PSYFrame Gear's to your hand. Run 2-3 depending on space.

Wind-Up Rabbit

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Effect: During either player's turn: You can target 1 "Wind-Up" monster you control; banish it until your next Standby Phase. This effect can be used only once while this card is face-up on the field.

This card is a fun tech. Since you can banish it at any time and gain the effects of your PSYFrame Gear's easily and throws your opponent off on which deck you are playing. also allows you to get in for extra damage on your opponent. Run 0-3 depending on build and preference.

Emergency Teleport

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Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck, but banish it during the End Phase of this turn.

This card works well with any Psychic deck and being a quick play spell card you can make more plays on your opponents turn with effect of Circuit. Run 2-3 depending on space.

Psychic Overload

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Target 3 Psychic-Type monsters in your Graveyard; shuffle all 3 into the Deck, then draw 2 cards.

Drawing cards is important and you can also get your other PSYFrame Gear's back into your deck to get hand advantage over your opponent.

Bright Future

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Target 2 of your banished Psychic-Type monsters; return both those targets to the Graveyard and draw 1 card.

With the possibility of your Psychic monsters getting banished due to card effects and other things this card may help and it also gives you draw power so may come in handy.

Psychic Path

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Pay 800 Life Points and select up to 2 of your removed from play Psychic-Type monsters. Add them to your hand.

This card allows you to keep your plays alive if your PSYFrame Gear's get banished and you can add the cards back to your hand. Run 0-2 depending on space and player preference.

Psychic Feel Zone

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Select 2 of your removed from play monsters (1 Psychic-Type Tuner and 1 Psychic-Type non-Tuner), return them to the Graveyard, and Special Summon 1 Psychic-Type Synchro Monster from your Extra Deck in face-up Defense Position, whose Level equals the total Levels of the returned monsters.

Can allow you to make big plays and get out your Synchro Monsters. Run 0-2 depending on preference.

Beckoning Light

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Discard your entire hand, then for each card you discarded to the Graveyard by this effect, add 1 LIGHT monster from your Graveyard to your hand.

So this card here allows you to get PSYFrame Overload into the graveyard for its quick effect and gain back cards you may need that are in your graveyard. With all monsters being Light this cards is a way to get back the advantage and put yourself back into the game. Run 0-2

Honest

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effect: During your Main Phase: You can return this face-up card from the field to the hand. During either player's Damage Step, when a LIGHT monster you control battles: You can send this card from your hand to the Graveyard; that monster gains ATK equal to the ATK of the opponent's monster it is battling, until the end of this turn.

This card Is an easy Normal summon if needed and also has a hand trap ability that works with your light attribute monsters. And returning it to your hand works well with the deck so you can normal summon it to get in for damage if needed. run 0-2

Urgent Tuning

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During the Battle Phase: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control.

So this card allows you to synchro summon during the Battle Phase and can be a key card in turning your game state around. Run 0-3

There are a few other things hybrid decks you can use with this such as Yosenju or Spirt deck that return to your hand and allows you to use your rank 4 plays as well as get in for damage on your opponents turn.

Side Notes

With drawing cards being important in this deck this card helps you gain advantage over your opponent by allowing you to draw more cards. Since hand advantage and drawing cards seems to be so important to this deck playing cards like Reckless Greed, One Day of Peace, Jar Of Greed, and many more can keep you alive with this archtype and allow you to keep your plays alive which I feel is the most effective strategy when it comes to playing PSYFrame's.

There is a lot of Psychic card support and other monsters from older Psychic decks that I have yet to test and depending on how play testing goes I will add them as I feel needed.[/spoiler]

Sample Deck

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[spoiler]2 PSYFrame Driver
2 PSYFrame Gear Epsilon
3 PSYFrame Gear Gamma
3 PSYFrame Gear Alpha
3 PSYFrame Gear Beta
3 PSYFrame Gear Delta
3 Cardcar D

Spells

1 One Day of Peace
3 PSYFrame Circuit
2 Terraforming
2 E Teleport
2 Dark Hole
1 Raigeki

Traps

3 Psychic Overload
1 Bottomless Trap Hole
1 Torrential Tribute
3 Reckless Greed
2 PSYFrame Overload

Extras

2 PSYFrame Lord Omega
3 PSYFrame Lord Zeta
2 Thought Ruler Archfiend
1 Black Rose Dragon
1 Clear Wing Synchro
1 Stardust Dragon
1 Stardust Spark Dragon
1 Scrap Dragon
1 Trish
1 Leo
1 Star Eater[/spoiler]
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Atumman105 wrote:This isn't easy for me to say, but I've been 100% completely wrong about Monarchs. Thanks to Arkain, I now properly understand both them AND the importance of hand advantage. Thanks, Arkain!

user name here is the same as DN Arkain07

Clan = Moon

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