Yu-Gi-Oh! "Psychic" Archetype

This is a list of all the Yu-Gi-Oh! "Psychic" monsters and support cards in our database.

Full List of Yu-Gi-Oh! Archetypes

Card Name Type ATR    Sub Type     LVL     ATK     DEF     Card Text Buy It
Alien Psychic Effect Monster DARK Reptile 1 200 100 This card is changed to Defense Position when it is Normal Summoned or Flip Summoned. Monsters with A-Counters cannot declare an attack.
Armored Axon Kicker Effect Monster EARTH Psychic 6 2200 1800 If you control a face-up Psychic-Type monster, you can Normal Summon this card without Tributing. If this card destroys an opponent's monster by battle, you take damage equal to half the destroyed monster's ATK. Then, you can Special Summon 1 monster from the Graveyard with ATK less than or equal to the damage you took.
Augmented Heraldry Spell Field Psychic-Type Xyz Monsters on the field cannot be targeted by Spell/Trap effects. Once per turn: You can discard 1 "Heraldic Beast" monster; add 1 "Heraldry" Spell/Trap Card from your Deck to your hand, except "Augmented Heraldry". You cannot Normal or Special Summon monsters during the turn you activate this effect, except Psychic-Type Xyz Monsters and "Heraldic Beast" monsters (even if this card leaves the field).
Battle Teleportation Trap Normal Activate if you control only 1 face-up Psychic-Type monster, and select that monster. It can attack your opponent directly this turn. At the end of the Battle Phase, give control of that monster to your opponent.
Brain Hazard Trap Continuous Select 1 of your removed from play Psychic-Type monsters, and Special Summon it. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.
Brain Research Lab Spell Field Once per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster's effect that you control. When this card is removed from the field, the controller of this card takes 1000 damage for each Psychic Counter on it.
Bright Future Trap Normal Target 2 of your banished Psychic-Type monsters; return both those targets to the Graveyard and draw 1 card.
D.D. Telepon Effect Monster EARTH Psychic 2 500 1800 If this face-up card you control is banished: You can banish 1 Psychic-Type monster with 1500 or less ATK from your Deck. Then, during your next Standby Phase, if this card is still banished: Special Summon that monster banished by this effect.
Destructotron Effect Monster EARTH Psychic 4 1600 400 During the End Phase, if this card is the only Psychic-Type monster you control, destroy it. You can pay 1000 Life Points to destroy 1 face-down Spell or Trap card your opponent controls.
Doctor Cranium Effect Monster EARTH Psychic 1 100 100 When this card is destroyed by battle and sent to the Graveyard, you can pay 800 Life Points to add 1 Psychic-Type monster from your Deck to your hand.
Emergency Teleport Spell Quick-Play Special Summon 1 level 3 or lower Psychic-Type monster from your hand or deck. During the End Phase this turn remove from play that monster.
ESP Amplifier Spell Quick-Play All face-up Psychic-Type monsters you control gain 300 ATK for each of your removed from play Psychic-Type monsters. During the End Phase, remove from play all monsters that were affected by this effect.
Final Psychic Ogre Effect Monster EARTH Psychic 5 2200 1700 If this card destroys an opponent's monster by battle, you can pay 800 Life Points to select 1 Psychic-Type monster in your Graveyard, and add it to your hand.
Future Glow Spell Continuous Banish 1 Psychic-Type monster from your Graveyard, and note its Level. All face-up Psychic-Type monsters you control gain ATK equal to that Level x 200.
Genetic Woman Effect Monster WIND Psychic 4 1700 1200 Once per turn, you can pay 1000 Life Points and select 1 of your removed from play Psychic-Type monsters. Add it to your hand.
Gusto Codor Effect Monster WIND Winged Beast 3 1000 400 When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon 1 WIND Psychic-Type monster with 1500 or less DEF from your Deck.
Gusto Thunbolt Effect Monster WIND Thunder 4 1500 1200 If this card is destroyed by battle and sent to the Graveyard: You can banish 1 "Gusto" monster from your Graveyard at the end of the Battle Phase to target 1 WIND Psychic-Type monster with 1500 or less DEF from your Deck; Special Summon it.
Heraldic Beast Unicorn Effect Monster LIGHT Beast 4 1100 1600 You can banish this card from your Graveyard to target 1 Psychic-Type Xyz Monster in your Graveyard; Special Summon it. Its effects are negated. You can only use the effect of "Heraldic Beast Unicorn" once per turn.
Hushed Psychic Cleric Effect Monster EARTH Psychic 3 0 2100 When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, you can send 1 card from your hand to the Graveyard to select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, select 1 monster removed from play by this effect, and Special Summon it.
Hyper Psychic Blaster Synchro/Effect Monster EARTH Psychic 9 3000 2500 1 Tuner + 1 or more non-Tuner Psychic-Type Monsters
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. If this card attacks a Defense Position monster whose DEF is lower than the ATK of this card, gain Life Points equal to the difference at the end of the Damage Step.
Hyper Psychic Blaster/Assault Mode Effect Monster EARTH Psychic 11 3500 3000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate". If this card battles a monster, at the end of the Damage Step, inflict damage to your opponent equal to that monster's DEF and gain Life Points equal to its ATK. When this card on the field is destroyed, you can Special Summon 1 "Hyper Psychic Blaster" from your Graveyard.
Kozmo Lightsword Spell Equip Equip only to a Psychic-Type "Kozmo" monster. It gains 500 ATK and DEF, it can make up to 2 attacks on monsters during each Battle Phase, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can pay 800 LP; add this card to your hand. You can only use this effect of "Kozmo Lightsword" once per turn.
Kozmo Soartroopers Effect Monster DARK Psychic 3 1000 1000 During either player's turn: You can banish this card; Special Summon 1 Level 4 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Soartroopers" once per turn. Once per turn: You can pay 1000 LP, then target 1 Psychic-Type "Kozmo" monster in your Graveyard; Special Summon it.
Magical Android Synchro/Effect Monster LIGHT Psychic 5 2400 1700 1 Tuner + 1 or more non-Tuner monsters
During your End Phase, gain 600 Life Points for each face-up Psychic-Type monster you control.
Master Gig Effect Monster EARTH Psychic 8 2600 1400 Once per turn, you can pay 1000 Life Points to destroy monsters your opponent controls equal to the number of face-up Psychic-Type monsters you control.
Metaphysical Regeneration Trap Normal Activate only during the End Phase. Gain 1000 Life Points for each Psychic-Type monster sent to the Graveyard this turn.
Mind Master Tuner Monster LIGHT Psychic 1 100 200 You can pay 800 life points and tribute 1 Psychic-Type monster, except "Mind Master", to Special Summon 1 level 4 or lower Psychic-Type monster from your deck in face-up Attack Position.
Mind Over Matter Trap TRAP Counter Tribute 1 Psychic-Type monster. Negate the activation of a Spell or Trap Card, or the Normal or Special Summon of a monster and destroy that card.
Mind Protector Effect Monster LIGHT Psychic 3 0 2200 This card's controller must pay 500 Life Points during each of their Standby Phases. If they cannot, destroy this card. Monsters with 2000 or less ATK cannot declare and attack except for Psychic-Type monsters.
Overdrive Teleporter Effect Monster LIGHT Psychic 6 2100 1200 This card cannot be Special Summoned. You can pay 2000 Life Points to Special Summon 2 Level 3 Psychic-Type monsters from your Deck. This effect can only be used once while this card is face-up on the field.
Overmind Archfiend Synchro/Effect Monster DARK Psychic 9 3300 3000 1 Psychic-Type Tuner + 2 or more non-Tuner Psychic-Type monsters
Once per turn, you can select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, Special Summon as many monsters as possible that were removed from play by this effect.
Pandaborg Effect Monster WATER Psychic 4 1700 1400 When this card is destroyed by battle and sent to the Graveyard, you can pay 800 Life Points to Special Summon 1 Level 4 Psychic-Type monster from your Deck.
Past Image Trap Normal If you control a face-up Psychic-Type monster: Target 1 monster your opponent controls; banish it. During the next Standby Phase, it returns to the opponent's side of the field in the same Battle Position.
Power Injector Effect Monster EARTH Psychic 4 1300 1400 Once per turn you can pay 600 Life Points to have all face-up Psychic-Type monsters gain 500 ATK during this turn.
Psi-Beast Effect Monster EARTH Psychic 2 700 500 When this card is Normal Summoned, you can remove from play 1 Psychic-Type monster from your Deck. This card's Level becomes the Level of that monster.
Psi-Curse Trap Normal Activate only when a face-up Psychic-Type monster you control is destroyed by battle with an opponent's attacking monster and sent to the Graveyard. Destroy the attacking monster, and inflict damage to your opponent equal to the Level of your destroyed Psychic-Type monster x 300.
Psi-Impulse Spell Normal Tribute 1 Psychic-Type monster. Return all cards in your opponent's hand to the Deck. The, they draw 3 cards.
Psi-Station Spell Continuous When a Psychic-Type monster is Normal Summon, you can pay 500 Life Points to have it gain 300 ATK and increase its Level by 1.
PSY-Frame Driver Normal Monster LIGHT Psychic 6 2500 0 A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".
Psychic Blade Spell Equip Pay LP in multiples of 100 (max. 2000); equip this card to a monster. It gains that much ATK and DEF. You can only activate 1 "Psychic Blade" per turn.
Psychic Commander Tuner Monster EARTH Psychic 3 1400 800 When a Psychic-Type monster you control battles, during the Damage Step you can pay Life Points in multiples of 100 (max. 500) to have the monster it's battling lose that much ATK and DEF, until the End Phase.
Psychic Emperor Effect Monster LIGHT Psychic 6 2400 1000 When this card is Normal or Special Summoned, gain 500 Life Points for each Psychic-Type monster in your Graveyard.
Psychic Feel Zone Spell Normal Select 1 of your removed from play Psychic-Type Tuner monsters and 1 of your removed from play Psychic-Type non-Tuner monsters. Return them to the Graveyard to Special Summon 1 Psychic-Type Synchro Monster from your Extra Deck, whose Level is equal to the combined Levels of the returned monsters, in face-up Defense Position.
Psychic Jumper Tuner Monster EARTH Psychic 2 100 1500 Once per turn, you can pay 1000 Life Points and select 1 face-up monster your opponent controls and 1 Psychic-Type monster you control, except "Psychic Jumper". Switch control of those monsters. Their battle positions cannot be changed this turn, except with a card effect.
Psychic Kappa Normal Monster WATER Aqua 2 400 1000 An amphibian with a myriad of powers to shield it from enemy attacks.
Psychic Lifetrancer Synchro/Effect Monster EARTH Psychic 7 2400 2000 1 Tuner + 1 or more non-Tuner monsters
Once per turn, you can remove from play 1 Psychic-Type monster from your Graveyard to gain 1200 Life Points.
Psychic Nightmare Synchro/Effect Monster WIND Psychic 6 2400 1800 1 Tuner + 1 or more non-Tuner Psychic-Type monsters
Once per turn, during your Main Phase, you can pick 1 random card in your opponent's hand and call what type of card it is (Monster, Spell or Trap). If you call it right, this card gains 1000 ATK until your opponent's End Phase.
Psychic Overload Trap Normal Select 3 Psychic-Type monsters in your graveyard. Return them to the deck, then draw 2 cards.
Psychic Path Spell Normal Pay 800 Life Points and select up to 2 of your removed from play Psychic-Type monsters. Add them to your hand.
Psychic Reactor Trap Normal Activate only if you control a face-up Psychic-Type monster. During this turn, if a Psychic-Type monster you control battles an opponent's monster, remove from play both monsters.
Psychic Rejuvenation Trap Normal Gain 1000 Life Points for each face-up Psychic-Type monster you control.
Psychic Shockwave Trap Normal Activate only when your opponent activates a Trap Card. Discard 1 Spell/Trap Card to Special Summon 1 Level 6 DARK Machine-Type monster from your Deck.
Psychic Snail Effect Monster EARTH Psychic 4 1900 1200 You can pay 800 Life Points and select 1 other face-up Psychic-Type monster you control. This monster can attack twice during each Battle Phase. This card cannot attack the turn you activate this effect.
Psychic Soul Trap Normal Tribute 1 Psychic-Type monster you control. Gain Life Points equal to the Level of the Tributed monster x 300.
Psychic Sword Spell Equip Equip only to a Psychic-Type monster. If your Life Points are lower than your opponent's, the equipped monster gains ATK equal to the difference (max. 2000).
Psychic Trigger Trap Normal Activate only while your Life Points are lower than your opponent's. Select 2 Psychic-Type monsters in your Graveyard. Remove them from play and draw 2 cards.
Psychic Tuning Trap Continuous Select 1 Psychic-Type monster in your Graveyard and Special Summon it in Attack Position. It is treated as a Tuner monster. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card. When this card is sent to the Graveyard, take damage equal to that monster's Level x 400.
Psychokinesis Spell Normal Activate only while you control a face-up Psychic-Type monster. Destroy 1 card on the field and take 1000 damage.
Reinforced Human Psychic Borg Effect Monster EARTH Psychic 4 1500 800 Up to twice per turn, you can remove from play 1 Psychic-Type monster from your Graveyard to have this card gain 500 ATK.
Serene Psychic Witch Effect Monster EARTH Psychic 3 1400 1200 When this card on the field is destroyed and sent to the Graveyard, you can remove from play 1 Psychic-Type monster with 2000 or less ATK from your Deck. During the next Standby Phase, Special Summon the monster removed from play by this effect.
Silent Psychic Wizard Effect Monster EARTH Psychic 4 1900 0 When this card is Normal Summoned, you can select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, Special Summon that removed monster.
Storm Caller Effect Monster WIND Psychic 6 2300 2000 You can put your opponent's monsters that are destroyed by battle with other Psychic-Type monsters on top of their owner's Deck instead of sending them to the Graveyard. When this card is destroyed by a card effect, this card's controller takes Damage equal to its original ATK.
Telekinetic Power Well Spell Quick-Play Special Summon any number of Level 2 or lower Psychic-Type monsters from your Graveyard. You take damage equal to the total Levels of those monsters x 300.
Telekinetic Shocker Effect Monster EARTH Psychic 4 1700 700 If a Psychic-Type monster would be destroyed, you can pay 500 Life Points and destroy this card instead.
Telepathic Power Trap Normal Activate only when a face-up Psychic-Type monster you control is attacked and destroyed by battle with an opponent's monster. Destroy the monster that attacked, and gain Life Points equal to its ATK.
Teleport Spell Continuous Once per turn, if your opponent controls a monster and you control no monsters, you can pay 800 Life Points to Special Summon 1 Psychic-Type monster from your hand.
Thought Ruler Archfiend Synchro/Effect Monster DARK Psychic 8 2700 2300 1 Tuner + 1 or more Non-Tuner monster
When this card destroys a monster by battle and sends it to the graveyard, gain life points equal to that monster's original ATK. You can pay 1000 life points to negate the activation of a spell or trap card that targets 1 Psychic-Type monster, and destroy it.
Time Escaper Effect Monster EARTH Psychic 2 500 100 You can discard this card and target 1 face-up Psychic-Type monster you control; banish it until your next Standby Phase. This effect can be activated during either player's turn.
Ultimate Axon Kicker Fusion/Effect Monster LIGHT Psychic 10 2900 1700 1 Psychic-Type Synchro Monster + 1 Psychic-Type monster.
This monster can only be Special Summoned by Fusion Summon (from the Extra Deck). This card cannot be destroyed by card effects. During battle between this attacking card and a Defense Position monster whose DEF is lower than than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card destroys an opponent's monster by battle and sends it to the Graveyard, you gain Life Points equal to the destroyed monster's ATK.
Card Name Type ATR    Sub Type     LVL     ATK DEF Card Text Buy It
   This set contains 69 cards.