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Psychic creatures are affected by any card that specifies creatures, such as [[Terror Pit]], [[Natural Snare]], and [[Aqua Surfer]].
 
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 [[summon]]ed into play. They can only be put into the battle zone by a spell or effect such as the Hyperspatial spells or by "of the Temporal Foundation" creatures. You can't put it into the battle zone by paying its cost.
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Psychic creatures are not considered to be [[summon]]ed 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 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).

Revision as of 12:18, 7 May 2015

Psychic Creature
サイキック・クリーチャー (Saikikku Kurīchā)
Dm36-s7a Dm36-s7b

Psychic Creatures are a card type of creature first introduced in DM-36 Psychic Shock.

Details

A psychic creature is put in the Hyperspatial Zone which is next to your graveyard. You are limited to 8 psychic creatures per hyperspatial zone and they are counted separately from your main deck of 40 or more cards. At anytime during a duel you are allowed to look at your opponent's hyperspatial zone.

A psychic creature card is two-sided, and usually features a creature on both sides. When the cheaper side creature activates its awaken ability by fulfilling 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.

DM-38 Angelic Wars introduces Psychic creatures that have the Loop Awaken ability that allows them to flip sides on certain conditions. DM-39 Psychic Splash introduced a Psychic Evolution Creature, Storm Genji Double Cross, the Super Temporal that can be evolved on other Psychic creatures when they are put into the battle zone.

DMR-01 Episode 1: First Contact introduced a new type of psychic creature, the Psychic Super Creature. 2 or 3 Psychic Creatures link together in order to flip and awaken to a more powerful creature.

Although all spells that put psychic creatures into play follow the naming theme, "Hyperspatial _____ Hole" (except Kizuna Blaster and Power of Our Friendship!), there is no uniform naming convention for the many creatures that have effects that put psychic creatures into play.

List of Psychic Creatures

DM-36 Psychic Shock

DM-37 Dark Emperor

DM-38 Angelic Wars

DM-39 Psychic Splash

DMR-03 Episode 1: Gaial Victory

  • 23a/54 Zabi Jekyll, Temporal Gunman
    23b/54 Geo Hyde, Temporal Macho

DMC-62 Ultra NEX and DMC-63 Lunatic God

DMC-65 The Movie Deck: Ultra Fire Spirits

DMC-66 Duel Masters: Super Best

DMC-67 Dramatic Wars: Fire and Dragon

DMC-68 Dramatic Wars: Angel and Demon

DMX-05 Full Foil Pack: Revival Hero - The Alien

DMD-19 Super Victory Deck: Annihilation Dragon Sword Diabolos

DMD-20 Super Victory Deck: Victorious Rising Dragon Sword Gaiohburn

Promotional

List of Psychic Super Creatures

List of Hyperspatial Spells

DM-36 Psychic Shock

DM-37 Dark Emperor

DM-38 Angelic Wars

DM-39 Psychic Splash

DMR-01 Episode 1: First Contact

DMR-02 Episode 1: Dark Side

DMR-03 Episode 1: Gaial Victory

DMR-04 Episode 1: Rising Hope

DMC-62 Ultra NEX

DMC-63 Lunatic God

DMC-67 Dramatic Wars: Fire and Dragon

DMC-68 Dramatic Wars: Angel and Demon

DMX-02 Deck Builder DX: Hunter Edition

DMX-03 Deck Builder DX: Alien Edition

DMX-05 Full Foil Pack: Revival Hero - The Alien

DMX-07 Battle Royale! Heroes Victory Booster: Roar of the Wild Battle

DMX-08 Burn up to the Max! BEST Competition

DMD-03 Strong Metal Deck: Explosive Dash

DMD-04 Strong Metal Deck: Strongest National Sport

DMD-18 Super Victory Deck: Blaze Up Dragon Sword Gaial

DMD-19 Super Victory Deck: Annihilation Dragon Sword Diabolos

Promotional

List of Support

DM-38 Angelic Wars

DM-39 Psychic Splash

DMR-01 Episode 1: First Contact

DMR-03 Episode 1: Gaial Victory

DMR-04 Episode 1: Rising Hope

DMX-04 Full Foil Pack: Revival Hero - The Hunter

  • 10/16 Yodel Weiss, the Prophet

DMX-06 Battle Royale! Heroes Victory Booster: Burning Gutsy Epic Battle

DMD-03 Strong Metal Deck: Explosive Dash

DMD-04 Strong Metal Deck: Strongest National Sport

Promotional

List of Anti-Psychic Creature cards

Rulings

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 even if you just put that Psychic creature into the battle zone that turn. 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.

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 with 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 is not 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.