|Psychic Creature |
サイキック・クリーチャー (Saikikku Kurīchā)
It was first introduced in DM-36 Psychic Shock.
A psychic creature begins the game in your Hyperspatial Zone which is situated next to your graveyard. You are limited to 8 psychic creatures per hyperspatial zone and they are counted separately from your deck of 40 cards. At any time during a duel you are allowed to look at your opponent's hyperspatial zone as it's considered a Public Zone.
A psychic creature card is double-sided, and usually features a creature on both sides. When the side with the lower cost triggers its awaken ability by satisfying its conditions, you may flip the card over to its higher cost side. This gives the creature a higher power and improved card effects. For example: Bolshack Dragon, the Temporal Blaze flips over to Bolshack Möbius, Victory Awakened when it wins a battle.
DMR-01 Episode 1: First Contact introduced a new type of psychic creature, the Psychic Super Creature. 2 or 3 Psychic Creatures can link together as psychic cells to flip and awaken to a more powerful creature.
Although all Hyperspatial spells that put psychic creatures into the battle zone follow the naming theme, "Hyperspatial _____ Hole" (except and ), there is no uniform naming convention for the many creatures that have effects that put psychic creatures into play.
Psychic Creatures are often seen as a sign of Power Creep as the Hyperspatial Cost of the creature is only used to determine what kind of hyperspatial cards can put it into the battle zone. As a result, a finisher-level creature such as Dias Zeta, the Temporal Suppressor can be put into the battle zone just for 5 mana with no drawbacks (Assuming the card that calls it out is Hyperspatial Emperor Hole) which defies former cost to power ratio logic.
Cards that support Psychic Creatures
|Support Card:||Card Effect:|
|■ Your psychic creatures that cost 5 or less can't be blocked.|
|■ Whenever your opponent would choose a creature in the battle zone, your tapped psychic creatures can't be chosen.|
|■ During your opponent's turn, if any of your psychic creatures would be returned to your hand by one of your opponent's spells or the ability of one of your opponent's creatures in the battle zone, that creature stays in the battle zone instead.|
|■ Awaken—When this creature attacks your opponent and isn't blocked, each of your other psychic creatures that cost 5 or less gets "power attacker +2000" and breaks an additional shield until the end of the turn. After the attack, flip this creature to its higher cost side.|
|■ Whenever this creature attacks, your other psychic creatures that cost 5 or less get "Power attacker +2000" and break an additional shield this turn.|
|■ If any of your psychic creatures would be returned to your hand by one of your opponent's spells or the ability of one of your opponent's creatures in the battle zone, that creature stays in the battle zone instead.|
|■ Whenever this creature attacks, you may flip any number of draghearts or psychic creatures.|
|■ Awaken—At the end of each turn, if another of your Psychic Creatures awakened that turn, flip this creature.|
Cards supported by Psychic Creatures
Anti-Psychic Creature Cards
Anti-Psychic Creature cards
|■ When you put this creature into the battle zone, destroy all psychic creatures. Then destroy all creatures that have power 5000 or less.|
■ Players can't summon creatures that have power 5000 or less or put psychic creatures into the battle zone.
|■ Each of your creatures in the battle zone gets +5000 power and breaks an additional shield for each of your opponent's psychic creatures in the battle zone.|
|■ Players can't put psychic creatures into the battle zone.|
|■ When you put this creature into the battle zone, destroy all non-psychic creatures that have power 3000 or less. Then destroy all psychic creatures that have power 5000 or less.|
|■ Destroy one of your opponent's psychic creatures that has power 11000 or less.|
|■ While your opponent has a psychic creature in the battle zone, this creature gets +15000 power.|
■ Whenever this creature battles a psychic creature, untap this creature.
|■ When you put this creature into the battle zone, destroy all psychic creatures.|
■ Nobody can put psychic creatures into the battle zone.
|■ When you put this creature into the battle zone, choose one of your opponent's psychic creatures and return it to his hyperspatial zone.|
|■ Each of your opponent's psychic creatures in the battle zone gets -5000 power.|
|■ Your opponent's psychic creatures can't attack or block.|
|■ Each of your opponent's psychic creatures gets -5000 power.|
|► Choose one of your opponent's psychic creatures in the battle zone and return it to its owner's hyperspatial zone.|
|■ This creature gets +5000 for each of your opponent's psychic creatures in the battle zone.|
|■ When you put this creature into the battle zone, destroy all non-psychic creatures that cost 3 or less. Then destroy all psychic creatures that cost 9 or less.|
|■ When you put this creature into the battle zone, destroy all psychic creatures that have power 6000 or less.|
|■ Destroy one of your opponent's creatures that has power 5000 or less. If you have a psychic creature in the battle zone, destroy another of your opponent's creatures that has power 5000 or less.|
|■ When you put this creature into the battle zone, choose one of your opponent's psychic creatures in the battle zone and return it to its owner's hyperspatial zone.|
|■ When you put this creature into the battle zone, choose any number of your opponent's psychic creatures that have total power 8000 or less and destroy them.|
|■ Whenever this creature attacks, destroy one of your opponent's psychic creatures.|
|■ At the start of your turn, choose one of your opponent's creatures that costs 6 or less and you may return to its owner's hand. Then choose one of your opponent's psychic creatures in the battle zone, you may return to its owner's hyperspatial zone.|
|■ When this creature leaves the battle zone, your opponent chooses one of his psychic creatures and destroys it.|
|■ Your opponent's psychic creatures can't attack players.|
|■ When you put this creature into the battle zone, return all Psychic Creatures and Draghearts to their owner's hyperspatial zone.|
■ Nobody can put cards from the Hyperspatial Zone into the battle zone.
|■ While your opponent has a psychic creature in the battle zone, your creatures win all battles.|
|■ This creature can attack untapped psychic creatures.|
|■ Neither player can put a creature from their Hyperspatial Zone or Super Gacharange Zone into the battle zone.|
Creatures that evolve from Psychic Creatures
|Evolution Creature:||Evolves From:|
|■ Super Infinite evolution—Put this creature on any number of psychic creature(s) that have total cost 20 or more.|
|■ Whenever you put psychic creatures into the battle zone or awaken them, you may put this creature from your hyperspatial zone into the battle zone.|
List of Psychic Creatures
List of Support cards
List of Anti-Psychic Creature cards
Due to the way they are put into play, psychic creatures are also affected by cards that effect cards put into play For No Cost. These include;
|Anti-For No Cost card:||Card Effect:|
|■ Revenge Chance—At the end of each of your opponent's turns, if he put a creature from his hyperspatial zone into the battle zone, you may summon this creature for no cost.|
|■ Whenever your opponent puts a creature into the battle zone for no cost, destroy that creature.|
|■ Whenever a player casts a spell or puts a creature or cross gear into the battle zone without tapping cards in his mana zone, that player chooses one of his creatures and destroys it.|
|■ Whenever a player puts a creature into the battle zone without tapping cards in his mana zone, destroy that creature.|
- Psychic creatures are affected by any card that specifies creatures, such as Terror Pit, Natural Snare, and Aqua Surfer.
- Psychic creatures are not considered to be summoned into play. They can only be put into the battle zone by a spell or effect such as the Hyperspatial spells or by various creatures, signified with a lightning around the card. You can't put it into the battle zone by paying its cost.
- Psychic creatures that go to a zone other than the battle zone are put into that zone briefly before returning to the hyperspatial zone (so effects that check for a creature changing zones, such as Super Trash Train, Fuuma Devil's, still trigger).
- Psychic creatures may be evolved like a normal creature. If the evolution creature leaves the battle zone, the psychic creature under it is briefly put into the same zone before being returned to the Hyperspatial Zone. If only the top card of the evolution leaves the battle zone, the psychic creature under it stays in the battle zone.
- A psychic creature doesn't provide any mana as it can only ever be in your battle or Hyperspatial Zone, whenever a Psychic Creature is to leave the battle zone, it returns to the Hyperspatial Zone after briefly inhabiting the intended zone. Psychic creatures do get summoning sickness and can't attack on the turn they are put into play.
- An awakened or released creature doesn't have summoning sickness. So if you awaken a Psychic creature during your turn (and had already put it into the battle zone the previous turn or earlier) you can attack with it on the same turn you awakened it. However, if an awakened psychic creature gets put into the battle zone directly in its awakened form and it reverts to its unawakened form using some way in the same turn, the creature gets summoning sickness.
- Any card effects that affected the psychic creature before awakening or release continue to effect it. So, if you cast a spell such as Colossus Boost on Bolshack Dragon, the Temporal Blaze, giving it +4000 power, and flip it, the newly awakened Bolshack Möbius, Victory Awakened will now have 16000 power (12000+4000).
- A cross gear attached to a Psychic creature stays crossed to the creature after it awakens or uses its release ability.
- When flipped over by its Awaken or Release ability, a Psychic creature retains its original tap status. If it was previously tapped, it remains tapped. If it was untapped, it stays untapped.
- You can still cast hyperspatial spells to put Psychic creatures into the battle zone even if you can't do the other effects listed on the Hyperspatial spell. For example, if the opponent had no creatures to destroy with Hyperspatial Bolshack Hole, you could still use it to put a Psychic creature into the battle zone.
- Any player may view the contents of any Hyperspatial Zone at any time, even before the game begins.
- It isn't mandatory to put a Psychic Creature in its weaker form into the battle zone. For example, if you have a card such as Hyperspatial Bolshack Hole that allows you to put a fire Psychic Creature that costs 7 less into the battle zone, you can put the awakened side of Jonjo Jon, the Awakened Adventurer that costs 5 into play.
Awaken ● Battle ● Block ● Break ● Cast ● Charge ● Cross
Destroy ● Discard ● Dragsolution ● Expand ● Forbidden Liberate
Fortify ● Gachinko Judge ● Generate ● Gacharange Summon ● Link ● Reveal ● Seal
Search ● Shuffle ● Summon ● Switch ● Tap ● Trigger ● Upside Down ● Use
Ability ● Artist ● Card Illustration ● Card Name ● Card Number
Card Rarity ● Card Type ● Cost ● Civilization ● Mana Cost ● Mana Number
Power ● Race ● Soul ● Subtype ● Summon Cost ● Supertype
D2 Field ● DG Field ● DM Field
Dragheart Creature ● Dragheart Fortress ● Dragheart Weapon
Evolution Creature ● Evolution Cross Gear
Evolution Dragheart Creature ● Evolution Exile Creature ● Evolution Psychic Creature
Exile Creature ● Final Forbidden Creature ● Final Forbidden Field ● Forbidden Core ● Forbidden Creature
Forbidden Field ● Forbidden Impulse ● Gacharange Creature ● Happiness Field ● Moonless Night Field
Mono Artifact ● Neo Creature ● Neo Evolution Creature ● Neo Gacharange Creature ● Orega Aura
Psychic Creature ● Psychic Field ● Psychic Super Creature
T2 Field ● Ceremony of Zeron ● Zeron Creature ● Zeron Nebula
Super Deck Zero Duel ● Start Deck Champion Finals
Adds Civilization ● Adds Race ● Alternate Win ● Alternative Cost
Attack Bend ● Basic Card ● Cantrip ● Card Discard ● Chump Block
Cost Reduction ● Deck Manipulation ● Degenerate ● Diamond State
Draw Engine ● Draw Lock ● Draw Source ● Draw Spell
Extra Turn ● Finisher ● Graveyard Fertilizer ● Graveyard Summon
Hand Addition ● Hand Change ● Increase Power
Infinite ● Infinite Attacker ● Infinite Blocker
Mana Acceleration ● Mana Burn ● Mana Curve ● Mana Summon
Opponent Reliance ● Peeping ● Prevents Attack ● Prevents Defeat
Reset ● Resistance ● Reverse Fury Charge ● Reverse Slayer ● Shield Addition
Shield Burn ● Shield Change ● Shield Peek
Suicide ● Skip the rest of the turn ● Trample
Unattackable ● Unblockable ● Unchoosable
Vigilance ● Win All Battles ● 3D Dragsolution
Cards that can be put into the Battle Zone at the start of the game
Blocker Based Removal ● Bounce ● Can Attack Untapped Creatures
Card Based Removal ● Decrease Power ● Fixed Removal ● Force Battle ● Mass Removal
Power Based Removal ● Reset ● Sealing ● Self Removal ● Tap In ● Tap and Destroy
4 or more of this card in your deck ● Activation Cost ● Additional Cost ● Attacking Creature
Can't be destroyed ● Choose a race ● Color Accident ● Concept ● Consists of ● Counter
Dead Card ● Deck Building ● Deck Compression ● Designer's Combo ● Evolution Icon
Evolution Source ● Face Up ● Forced ● Gacha Figure ● Game
Game Table ● Hyperspatial Cost ● Key Card ● Limited Card ● Mode ● Name Rule
Optional ● Overkill ● Play ● Power Creep ● Quasi-Vanilla ● Real Cost ● Repair
Rock-Paper-Scissors ● Stop ● System Creature ● The Over Eggplant-cross
Touch ● Trivia card ● Twinpactification