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{{Infobox Gameplay
 
{{Infobox Gameplay
 
|Image = [[File:dm36-s7a.jpg|130px|link=Bolshack Dragon, the Temporal Blaze]] [[File:dm36-s7b.jpg|130px|link=Bolshack Möbius, Victory Awakened]]
 
|Image = [[File:dm36-s7a.jpg|130px|link=Bolshack Dragon, the Temporal Blaze]] [[File:dm36-s7b.jpg|130px|link=Bolshack Möbius, Victory Awakened]]
|Japanese = サイキック・クリーチャー <br> ''(Saikikku Kurīchā)''
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|Japanese = サイキック・クリーチャー ''(Saikikku Kurīchā)''
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|Dmwiki = [http://dm-wiki.net/?%A5%B5%A5%A4%A5%AD%A5%C3%A5%AF%A1%A6%A5%AF%A5%EA%A1%BC%A5%C1%A5%E3%A1%BC Article]
|Jpwiki = 4309
 
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|Cat = Psychic Creature
 
}}
 
}}
 
'''Psychic Creatures''' are a [[Card Type|card type]] of [[creature]] first introduced in [[DM-36 Psychic Shock]].
 
'''Psychic Creatures''' are a [[Card Type|card type]] of [[creature]] first introduced in [[DM-36 Psychic Shock]].
   
 
==Details==
 
==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 [[deck|main deck]] of 40 or more cards. At anytime during a duel you are allowed to look at your opponent's hyperspatial zone.
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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 anytime 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 two-sided, and usually features a creature on both sides. When the [[cost|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.
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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 [[effect]]s. For example: [[Bolshack Dragon, the Temporal Blaze]] flips over to [[Bolshack Möbius, Victory Awakened]] when it wins a [[battle]].
   
<gallery position="center" widths="150" hideaddbutton=true>
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<gallery position="center" widths="150" hideaddbutton=true navigation="true">
dm36-s7a.jpg|link=Bolshack Dragon, the Temporal Blaze|[[Bolshack Dragon, the Temporal Blaze]]
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dm36-s7a.jpg|link=Bolshack Dragon, the Temporal Blaze|{{tooltip|Bolshack Dragon, the Temporal Blaze}}
dm36-s7b.jpg|link=Bolshack Möbius, Victory Awakened|[[Bolshack Möbius, Victory Awakened]]
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dm36-s7b.jpg|link=Bolshack Möbius, Victory Awakened|{{tooltip|Bolshack Möbius, Victory Awakened}}
 
</gallery>
 
</gallery>
   
[[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]], {{Tooltip|Storm Genji Double Cross, the Super Temporal}} that can be evolved on other Psychic creatures when they are put into the battle zone.
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[[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]], {{Tooltip|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 are able to link together as psychic [[cell]]s in order to flip and awaken to a more powerful creature.
   
 
<gallery spacing="medium" gallery position="center" widths="120" hideaddbutton=true>
 
<gallery spacing="medium" gallery position="center" widths="120" hideaddbutton=true>
Dmr1-v2b.jpg|[[Gaial Kaiser]] <br> (back side)
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dmr1-v2b.jpg|{{tooltip|Gaial Kaiser}} <br> (back side)
Dmr1-62b.jpg|[[Dragonic Pippi]] <br> (back side)
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dmr1-62b.jpg|{{tooltip|Dragonic Pippi}} <br> (back side)
Dmr1-60b.jpg|[[Boost, Crimson Lord]] <br> (back side)
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dmr1-60b.jpg|{{tooltip|Boost, Crimson Lord}} <br> (back side)
Dmr1-v2b+60b+62b.jpg|[[Gaial King Dragon, Raging Dragon Lord]]
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dmr1-v2b+60b+62b.jpg|{{tooltip|Gaial King Dragon, Raging Dragon Lord}}
 
</gallery>
 
</gallery>
   
  +
{{Card Example
[[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.
 
  +
|name= Gaial King Dragon, Raging Dragon Lord
  +
|civilizations= Fire
  +
|type= Psychic Super Creature
  +
|race= King Command Dragon / Hunter
  +
|cost= 24
  +
|power= 25000
  +
|effect = ■ Whenever this creature attacks, destroy all your opponent's creatures that have less power than it.
   
  +
■ World breaker ''(This creature breaks all your opponent's shields.)''
Although all spells that put psychic creatures into play follow the naming theme, "Hyperspatial _____ Hole" (except {{Tooltip|Kizuna Blaster}} and {{Tooltip|Power of Our Friendship!}}), there is no uniform naming convention for the many creatures that have effects that put psychic creatures into play.
 
   
  +
■ Link Release ''(When this creature would leave the battle zone, return a psychic cell to your hyperspatial zone and flip the other cards instead.)''
==List of Psychic Creatures==
 
  +
}}
'''[[DM-36 Psychic Shock]]'''
 
* S1a/S10 {{Tooltip|Chakra, Temporal Thunder Dragon}}<br />S1b/S10 {{Tooltip|Great Chakra, the Storm Awakened}}
 
* S3a/S10 {{Tooltip|Luna Allegre, Temporal Tower}}<br />S3b/S10 {{Tooltip|Luna Allegria, the Fortress Awakened}}
 
* S5a/S10 {{Tooltip|Rumble, Temporal Sage}}<br />S5b/S10 {{Tooltip|Rumble Lecter, Terror Awakened}}
 
* S7a/S10 {{Tooltip|Bolshack Dragon, the Temporal Blaze}}<br />S7b/S10 {{Tooltip|Bolshack Möbius, Victory Awakened}}
 
* S9a/S10 {{Tooltip|Japan, Temporal Enforcer}}<br />S9b/S10 {{Tooltip|Japanica, Aggression Awakened}}
 
* 41a/110 {{Tooltip|Diana, Temporal Brave}}<br />41b/110 {{Tooltip|El Diana, the Awakened Flash}}
 
* 47a/110 {{Tooltip|Aqua Cutlass, Temporal Swordsman}}<br />47b/110 {{Tooltip|Aqua Excalibur, the Awakened Indigo Swordsman}}
 
* 53a/110 {{Tooltip|April, Temporal Gunprincess}}<br />53b/110 {{Tooltip|Death April, the Awakened Requiem}}
 
* 59a/110 {{Tooltip|O'Flame, Temporal Djinn}}<br />59b/110 {{Tooltip|O'Flayer, Awakened Djinn of Destruction}}
 
* 65a/110 {{Tooltip|Kaiman, Temporal Flower}}<br />65b/110 {{Tooltip|Alligator, the Awakened Flower Beast}}
 
   
  +
Although all [[Hyperspatial]] spells that put psychic creatures into the battle zone follow the naming theme, "Hyperspatial _____ Hole" (except {{Tooltip|Kizuna Blaster}} and {{Tooltip|Power of Our Friendship!}}), there is no uniform naming convention for the many creatures that have effects that put psychic creatures into play.
'''[[DM-37 Dark Emperor]]'''
 
* S1a/S5 {{Tooltip|Dravita, Temporal Pressure Spirit}}<br />S1b/S5 {{Tooltip|Vermillion Dravita, the Awakened Pressure Dragon}}
 
* S2a/S5 {{Tooltip|Dias Zeta, the Temporal Suppressor}}<br />S2b/S5 {{Tooltip|Diabolos Zeta, Annihilation Awakened}}
 
* 21a/55 {{Tooltip|Untouchable, Temporal Hero}}<br />21b/55 {{Tooltip|Untouchable Powered, the Awakened Protean}}
 
* 24a/55 {{Tooltip|Martini, Temporal Dancer}}<br />24b/55 {{Tooltip|Julia Matina, the Awakened Diva}}
 
* 30a/55 {{Tooltip|Kutt, Temporal Brawler}}<br />30b/55 {{Tooltip|Severance, the Awakened Giant}}
 
* 33a/55 {{Tooltip|Jon, Temporal Explorer}}<br />33b/55 {{Tooltip|Jonjo Jon, the Awakened Adventurer}}
 
   
  +
Psychic Creatures are often seen as a sign of [[Power Creep]] as the [[Psychic 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.
'''[[DM-38 Angelic Wars]]'''
 
* S2a/S5 {{Tooltip|Romanoff Zeta, Temporal Demonic Eye}}<br />S2b/55 {{Tooltip|Romanoff Zeta Wizard, the Demon Awakened}}
 
* S3a/S5 {{Tooltip|Storm Kaiser Double Cross, Temporal Kamikaze}}<br />S3b/55 {{Tooltip|Final Storm Double Cross NEX, the Miracle Awakened}}
 
* 22a/55 {{Tooltip|Deepsea Yanus, Temporal Warpanther}}<br />22b/55 {{Tooltip|Crimson Lord Yanus, Temporal Warpanther}}
 
* 30a/55 {{Tooltip|Koshirou, Temporal Ogre}}<br />30b/55 {{Tooltip|Danjurou, the Awakened Battle Ogre}}
 
* 33a/55 {{Tooltip|Cheval, Temporal Demon Spirit}}<br />33b/55 {{Tooltip|Cheuxvelt, the Awakened Demon Spirit}}
 
   
  +
==Support==
'''[[DM-39 Psychic Splash]]'''
 
  +
:'''See also:''' ''[[:Category:Psychic|Cards that put Psychic Creatures into the battle zone]]''
* S3a/S5 {{Tooltip|Storm Genji Double Cross, the Super Temporal}}<br />S3b/S5 {{Tooltip|Last Storm Double Cross, the Super Awakened}}
 
* S5a/S5 {{Tooltip|Diabolos Zeta, Temporal Ruler}}<br />S5b/S5 {{Tooltip|Devil Diabolos Zeta, Evil Awakened}}
 
* 1a/55 {{Tooltip|Five Star, Temporal Luck}}<br />1b/55 {{Tooltip|Lightning Five Star, Heavenly Luck Awakened}}
 
* 4a/55 {{Tooltip|Genji Double Cross, Temporal Swordsman}}<br />4b/55 {{Tooltip|Crimson Genji Double Cross, the Swordmaster Awakened}}
 
* 8a/55 {{Tooltip|G Hogan, Temporal Star}}<br />8b/55 {{Tooltip|Ocean G Hogan, the Best Awakened}}
 
* 11a/55 {{Tooltip|Black Ganveet, Temporal Soldier}}<br />11b/55 {{Tooltip|Darkness Ganveet, the Assassin Awakened}}
 
* 17a/55 {{Tooltip|Kankuro, Temporal Actor}}<br />17b/55 {{Tooltip|Jungle Kankuro, the Awakened Dramatic}}
 
   
  +
===Supporting===
'''[[DMR-03 Episode 1: Gaial Victory]]'''
 
  +
''Cards that support Psychic Creatures''
* 23a/54 {{Tooltip|Zabi Jekyll, Temporal Gunman}}<br />23b/54 {{Tooltip|Geo Hyde, Temporal Macho}}
 
  +
{| class="wikitable" style="color:black; background-color:#FFFFFF;"
  +
|-
  +
! Support Card: !! Card Effect:
  +
|-
  +
| {{Tooltip|Flame Shiva Double Cross, Blastdragon}} || ■ Your '''psychic creatures''' that cost 5 or less can't be blocked.
  +
|-
  +
| {{Tooltip|Gaga Cancer, Spirit Knight}} || ■ Whenever your opponent would choose a creature in the battle zone, your tapped '''psychic creatures''' can't be chosen.
  +
|-
  +
| {{Tooltip|Kill, Temporal Brawler}} || ■ 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.
  +
|-
  +
| {{Tooltip|O'Flame, Temporal Djinn}} || ■ [[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.
  +
|-
  +
| {{Tooltip|O'Flayer, Awakened Djinn of Destruction}} || ■ Whenever this creature attacks, your other '''psychic creatures''' that cost 5 or less get "Power attacker +2000" and break an additional shield this turn.
  +
|-
  +
| {{Tooltip|Severance, the Awakened Giant}} || ■ 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.
  +
|-
  +
| {{Tooltip|Sword Saint Jigen, Awoken Dragon World}} || ■ Whenever this creature attacks, you may flip any number of [[dragheart]]s or '''psychic creatures'''.
  +
|-
  +
| {{Tooltip|Untouchable, Temporal Hero}} || ■ [[Awaken]]—At the end of each turn, if another of your '''Psychic Creatures''' awakened that turn, flip this creature.
  +
|}
   
  +
===Supported===
'''[[DMC-62 Ultra NEX]]''' and '''[[DMC-63 Lunatic God]]'''
 
  +
''Cards supported by Psychic Creatures''
* 1a/18 {{Tooltip|Master Lupia, Temporal Wing}}<br />1b/18 {{Tooltip|Psychic NEX, the Awakened Blue Flame}}
 
  +
{| class="wikitable" style="color:black; background-color:#FFFFFF;"
* 1a/19 {{Tooltip|Suva, Temporal Menace}}<br />1a/19 {{Tooltip|Psychic Suva, the Awakened God}}
 
  +
|-
  +
! Supported Card: !! Card Effect:
  +
|-
  +
| {{Tooltip|Dark Kilmajiro}} || ■ When you put this creature into the battle zone, choose one of your opponent's creatures in the battle zone. That chosen creature gets -1000 power until the end of the turn. For each of your '''psychic creatures''' in the battle zone, that creature gets -1000 power again.
  +
|-
  +
| {{Tooltip|Gaga Tulken, the Oracle}} || ■ If you don’t have a '''psychic creature''' in the battle zone, this creature can`t attack players.}} ||
  +
|-
  +
| {{Tooltip|Maji Sumarn Friendly Slicer}} || ■ When you put this creature into the battle zone, destroy one of your '''psychic creatures'''. If you can't, destroy this creature.
  +
|-
  +
| {{Tooltip|Words from Beyond}} || ■ You may draw a card for each of your '''psychic creatures''' in the battle zone.
  +
|}
   
  +
===Anti-Psychic Creature Cards===
'''[[DMC-65 The Movie Deck: Ultra Fire Spirits]]'''
 
  +
''Anti-Psychic Creature cards''
* 1a/15 {{Tooltip|Storm Double Cross, Temporal Storm}}<br />1b/15 {{Tooltip|Storm Kaiser Double Cross, the Awakened Kamikaze}}
 
  +
{| class="wikitable" style="color:black; background-color:#FFFFFF;"
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|-
  +
! Card: !! Card Effect:
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|-
  +
| {{Tooltip|5000GT, Riot}} || ■ When you put this creature into the battle zone, destroy all '''psychic creatures'''. Then destroy all creatures that have power 5000 or less.<br />■ Players can't summon creatures that have power 5000 or less or put '''psychic creatures''' into the battle zone.
  +
|-
  +
| {{Tooltip|Anti Psychic Totem}} || ■ 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.
  +
|-
  +
| {{Tooltip|Bolshack Gil Cross NEX}} || ■ Players can't put '''psychic creatures''' into the battle zone.
  +
|-
  +
| {{Tooltip|Bolshack Superhero}} || ■ 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.
  +
|-
  +
| {{Tooltip|Bring it to 'em! Psychic}} || ■ Destroy one of your opponent's '''psychic creatures''' that has power 11000 or less.
  +
|-
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| {{Tooltip|Buinbe, Airspace Guardian}} || ■ While your opponent has a '''psychic creature''' in the battle zone, this creature gets +15000 power.<br>■ Whenever this creature battles a '''psychic creature''', untap this creature.
  +
|-
  +
| {{Tooltip|Codename Sherlock}} || ■ When you put this creature into the battle zone, destroy all '''psychic creatures'''.<br />■ Nobody can put '''psychic creatures''' into the battle zone.
  +
|-
  +
| {{Tooltip|Crystal Super Paladin}} || ■ When you put this creature into the battle zone, choose one of your opponent's '''psychic creatures''' and return it to his hyperspatial zone.
  +
|-
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| {{Tooltip|Funk, Guard of Hope}} || ■ Each of your opponent's '''psychic creatures''' in the battle zone gets -5000 power.
  +
|-
  +
| {{Tooltip|Gaial Ryusei Dragon, Star Dragon King}} || ■ Your opponent's '''psychic creatures''' can't attack or block.
  +
|-
  +
| {{Tooltip|Gravemott, Gravestone Demon Dragon}} || ■ Each of your opponent's '''psychic creatures''' gets -5000 power.
  +
|-
  +
| {{Tooltip|Irony Spiral, Blue Divine Dragon}} || ► Choose one of your opponent's '''psychic creatures''' in the battle zone and return it to its owner's hyperspatial zone.
  +
|-
  +
| {{Tooltip|Lesser-kun of Slumber}} || ■ This creature gets +5000 for each of your opponent's '''psychic creatures''' in the battle zone.
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|-
  +
| {{Tooltip|Liger Blade, Fierce Tiger}} || ■ 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.
  +
|-
  +
| {{Tooltip|Moel, Ogre Princess}} || ■ When you put this creature into the battle zone, destroy all '''psychic creatures''' that have power 6000 or less.
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|-
  +
| {{Tooltip|Möbius Tornado}} || ■ 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.
  +
|-
  +
| {{Tooltip|Mr. Aqua}} || ■ When you put this creature into the battle zone, choose one of your opponent's '''psychic creatures''' in the battle zone and return it it to its owner's hyperspatial zone.
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|-
  +
| {{Tooltip|No Arguments! Onimaru Boy}} || ■ 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.
  +
|-
  +
| {{Tooltip|Ogre Kaiser "Destruction"}} || ■ Whenever this creature attacks, destroy one of your opponent's '''psychic creatures'''.
  +
|-
  +
| {{Tooltip|Pepper, Golden Fighter}} || ■ 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.
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|-
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| {{Tooltip|Psychic Eater, Gourmet Treasure}} || ■ When this creature leaves the battle zone, your opponent chooses one of his '''psychic creatures''' and destroys it.
  +
|-
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| {{Tooltip|Ryusei the Forever Kaiser}} || ■ Your opponent's '''psychic creatures''' can't attack players.
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|-
  +
| {{Tooltip|Supername Sherlock}} || ■ When you put this creature into the battle zone, return all '''Psychic Creatures''' and [[Dragheart]]s to their owner's hyperspatial zone.<br />■ Nobody can put cards from the '''Hyperspatial Zone''' into the battle zone.
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|-
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| {{Tooltip|Truename Rihanna Glory}} || ■ While your opponent has a '''psychic creature''' in the battle zone, your creatures win all battles.
  +
|-
  +
| {{Tooltip|Überdragon Abare Mugen}} || ■ This creature can attack untapped '''psychic creatures'''.
  +
|}
   
  +
===[[Evolution Creature]]s===
'''[[DMC-66 Duel Masters: Super Best]]'''
 
  +
''Creatures that evolve from Psychic Creatures''
* 10a/36 {{Tooltip|Bolshack Dragon, the Temporal Blaze}}<br />10b/36 {{Tooltip|Bolshack Möbius, Victory Awakened}}
 
  +
{| class="wikitable" style="color:black; background-color:#FFFFFF;"
  +
|-
  +
! Evolution Creature: !! Evolves From:
  +
|-
  +
| {{Tooltip|Storm Genji Double Cross, the Super Temporal}} || ■ [[Super Infinite evolution]]—Put this creature on any number of '''psychic creature(s)''' that have total cost 20 or more.
  +
|-
  +
! colspan="2" style="background-color:#FFFFFF;" | ■ 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==
'''[[DMC-67 Dramatic Wars: Fire and Dragon]]'''
 
  +
*'''See:''' ''[[List of Psychic Creatures]]''
* SS1a/S3 {{Tooltip|Bolshack Dragon, the Temporal Blaze}}<br />SS1b/S3 {{Tooltip|Bolshack Möbius, Victory Awakened}}
 
  +
*'''See:''' ''[[:Category:Psychic Super Creature|List of Psychic Super Creatures]]''
   
  +
==List of Hyperspatial Support cards==
'''[[DMC-68 Dramatic Wars: Angel and Demon]]'''
 
  +
*'''See:''' ''[[:Category:Psychic|List of Psychic Support]]''
* SS1a/S3 {{Tooltip|Dias Zeta, the Temporal Suppressor}}<br />SS1b/S3 {{Tooltip|Diabolos Zeta, Annihilation Awakened}}
 
* 1a/22 {{Tooltip|Galaxy, Temporal Immortal}}<br />1b/22 {{Tooltip|King of Galaxy, Destruction Awakened}}
 
   
  +
==List of Anti-Psychic Creature cards==
'''[[DMX-05 Full Foil Pack: Revival Hero - The Alien]]'''
 
  +
{| class="wikitable" style="color:black; background-color:#FFFFFF;"
* 4a/16 {{Tooltip|Gaga Sirius, the Temporal}}<br />4b/16 {{Tooltip|Cebu Lancer, the Temporal}}
 
  +
|-
  +
! Anti-Psychic Creature card: !! Card Effect:
  +
|-
  +
|{{Tooltip|5000GT, Riot}} || ■ Players can't summon creatures that have power 5000 or less or put '''psychic creatures''' into the battle zone.
  +
|-
  +
|{{Tooltip|Anti Psychic Totem}} || ■ 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.
  +
|-
  +
|{{Tooltip|Bolshack Superhero}} || ■ 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.
  +
|-
  +
|{{Tooltip|Bolshack Cross, Passion Dragon}} || ■ Players can't put '''psychic creatures''' into the battle zone.
  +
|-
  +
|{{Tooltip|Bolshack Gil Cross NEX}} || ■ Players can't put '''psychic creatures''' into the battle zone.
  +
|-
  +
|{{Tooltip|Bring it to 'em! Psychic}} || ■ Destroy one of your opponent's '''psychic creatures''' that has power 11000 or less.
  +
|-
  +
|{{Tooltip|Buinbe, Airspace Guardian}} || ■ While your opponent has a '''psychic creature''' in the battle zone, this creature gets +15000 power. <br> ■ Whenever this creature battles a '''psychic creature''', untap this creature.
  +
|-
  +
|{{Tooltip|Codename Sherlock}} || ■ Players can't put '''psychic creatures''' into the battle zone.
  +
|-
  +
|{{Tooltip|Funk, Guard of Hope}} || ■ Each of your opponent's '''psychic creatures''' in the battle zone gets -5000 power. ''(A creature that has power 0 or less is destroyed.)''
  +
|-
  +
|{{Tooltip|Gaial Ryusei Dragon, Star Dragon King}} || ■ Your opponent's '''psychic creatures''' can't attack or block.
  +
|-
  +
|{{Tooltip|Gravemott, Gravestone Demon Dragon}} || ■ Each of your opponent's '''psychic creatures''' gets -5000 power.
  +
|-
  +
|{{Tooltip|Irony Spiral, Blue Divine Dragon}} || ■ Choose one of your opponent's '''psychic creatures''' in the battle zone and return it to its owner's hyperspatial zone.
  +
|-
  +
|{{Tooltip|Liger Blade, Fierce Tiger}} || ■ 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.
  +
|-
  +
|{{Tooltip|No Arguments! Onimaru Boy}} || ■ 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.
  +
|-
  +
|{{Tooltip|Ogre Kaiser "Destruction"}} || ■ Whenever this creature attacks, destroy one of your opponent's '''psychic creatures'''.
  +
|-
  +
|{{Tooltip|Psychic Eater, Gourmet Treasure}} || ■ When this creature leaves the battle zone, your opponent chooses one of his '''psychic creatures''' and destroys it.
  +
|-
  +
|{{Tooltip|Ryusei the Forever Kaiser}} || ■ Your opponent's '''psychic creatures''' can't attack players.
  +
|-
  +
|{{Tooltip|Truename Rihanna Glory}} || ■ While your opponent has a '''psychic creature''' in the battle zone, your creatures win all battles.
  +
|}
   
  +
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;
'''[[Promotional]]'''
 
* P11a/Y9 {{Tooltip|Bolmeteus "Young Samurai" Dragon, Temporal Samurai}}<br />P11b/Y9 {{Tooltip|Mobius "Samurai" Dragon, the Awakened Army}}
 
* P12a/Y9 {{Tooltip|Kaiman, Temporal Flower}}<br />P12b/Y9 {{Tooltip|Alligator, the Awakened Flower Beast}}
 
* P29a/Y9 {{Tooltip|Kutt, Temporal Brawler}}<br />P29b/Y9 {{Tooltip|Severance, the Awakened Giant}}
 
* P41a/Y9 {{Tooltip|Olzekia, Temporal Sword General}}<br />P41a/Y9 {{Tooltip|Galactica Olzekia, the Decapitator Awakened}}
 
* P47a/Y9 {{Tooltip|Deepsea Yanus, Temporal Warpanther}}<br />P47b/Y9 {{Tooltip|Crimson Lord Yanus, Temporal Warpanther}}
 
* P52a/Y9 {{Tooltip|Bolmeteus "Young Samurai" Dragon, Temporal Samurai}}<br />P52b/Y9 {{Tooltip|Mobius "Samurai" Dragon, the Awakened Army}}
 
* P66a/Y9 {{Tooltip|Black Ganveet, Temporal Soldier}}<br />P66b/Y9 {{Tooltip|Darkness Ganveet, the Assassin Awakened}}
 
   
  +
{| class="wikitable" style="color:black; background-color:#FFFFFF;"
===List of Psychic Super Creatures===
 
  +
|-
*'''See: [[Psychic Super Creature#List of Psychic Super Creatures|List of Psychic Super Creatures]]'''
 
  +
! Anti-For No Cost card: !! Card Effect:
 
  +
|-
==List of Hyperspatial Spells==
 
  +
|{{Tooltip|Batrevenge, Passion Dragon}} || ■ [[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'''.
'''[[DM-36 Psychic Shock]]'''
 
  +
|-
* 77/110 {{Tooltip|Hyperspatial Shiny Hole}}
 
  +
|{{Tooltip|Entertainer of Stealing and Lying}} || ■ Whenever your opponent puts a creature into the battle zone '''for no cost''', destroy that creature.
* 85/110 {{Tooltip|Hyperspatial Energy Hole}}
 
  +
|-
* 93/110 {{Tooltip|Hyperspatial Revive Hole}}
 
  +
|{{Tooltip|Magnum, Allshot Puppet}} || ■ 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.
* 101/110 {{Tooltip|Hyperspatial Bolshack Hole}}
 
  +
|-
* 109/110 {{Tooltip|Hyperspatial Faerie Hole}}
 
  +
|{{Tooltip|Magnum, Fast Attack Puppet}} || ■ Whenever a player puts a creature into the battle zone '''without tapping cards''' in his mana zone, destroy that creature.
 
  +
|}
'''[[DM-37 Dark Emperor]]'''
 
* 23/55 {{Tooltip|Hyperspatial Dravita Hole}}
 
* 29/55 {{Tooltip|Hyperspatial Vice Hole}}
 
* 39/55 {{Tooltip|Hyperspatial Surprise Hole}}
 
* 42/55 {{Tooltip|Hyperspatial Extra Hole}}
 
* 49/55 {{Tooltip|Hyperspatial Kutt Hole}}
 
* 53/55 {{Tooltip|Hyperspatial Powered Hole}}
 
 
'''[[DM-38 Angelic Wars]]'''
 
* 11/55 {{Tooltip|Hyperspatial Romanoff Hole}}
 
* 51/55 {{Tooltip|Hyperspatial Storm Hole}}
 
 
'''[[DM-39 Psychic Splash]]'''
 
* 20/55 {{Tooltip|Hyperspatial Guard Hole}}
 
 
'''[[DMR-01 Episode 1: First Contact]]'''
 
* 34/110 {{Tooltip|Hyperspatial Gaial Hole}}
 
* 45/110 {{Tooltip|Hyperspatial Mother Hole}}
 
* 50/110 {{Tooltip|Hyperspatial Gallows Hole}}
 
 
'''[[DMR-02 Episode 1: Dark Side]]'''
 
* 20/54 {{Tooltip|Hyperspatial Gotsusan Hole}}
 
* 30/54 {{Tooltip|Hyperspatial White Blue Hole}}
 
* 31/54 {{Tooltip|Hyperspatial Green White Hole}}
 
* 32/54 {{Tooltip|Hyperspatial Blue Black Hole}}
 
* 33/54 {{Tooltip|Hyperspatial Black Red Hole}}
 
* 34/54 {{Tooltip|Hyperspatial Red Green Hole}}
 
* 43/54 {{Tooltip|Hyperspatial Raiden Hole}}
 
 
'''[[DMR-03 Episode 1: Gaial Victory]]'''
 
* 49/54 {{Tooltip|Hyperspatial Grip White Black Hole}}
 
* 50/54 {{Tooltip|Hyperspatial Grip White Red Hole}}
 
* 52/54 {{Tooltip|Hyperspatial Grip Blue Red Hole}}
 
* 53/54 {{Tooltip|Hyperspatial Grip Blue Green Hole}}
 
* 54/54 {{Tooltip|Hyperspatial Grip Black Green Hole}}
 
 
'''[[DMR-04 Episode 1: Rising Hope]]'''
 
* 35/55 {{Tooltip|Power of Our Friendship!}}
 
 
'''[[DMC-62 Ultra NEX]]'''
 
* 6/18 {{Tooltip|Hyperspatial Shooting Hole}}
 
 
'''[[DMC-63 Lunatic God]]'''
 
* 4/19 {{Tooltip|Hyperspatial Emperor Hole}}
 
 
'''[[DMC-67 Dramatic Wars: Fire and Dragon]]'''
 
* 14/21 {{Tooltip|Hyperspatial Shooting Hole}}
 
 
'''[[DMC-68 Dramatic Wars: Angel and Demon]]'''
 
* 13/22 {{Tooltip|Hyperspatial Emperor Hole}}
 
* 19/22 {{Tooltip|Hyperspatial Shiny Hole}}
 
 
'''[[DMX-05 Full Foil Pack: Revival Hero - The Alien]]'''
 
* 16/16 {{Tooltip|Hyperspatial Shachihoko Hole}}
 
 
'''[[DMX-07 Battle Royale! Heroes Victory Booster: Roar of the Wild Battle]]'''
 
*13/21 {{Tooltip|Hyperspatial Killer Glasses Hole}}
 
 
'''[[Promotional]]'''
 
* P10/Y9 {{Tooltip|Hyperspatial Samurai Hole}}
 
* P46/Y9 and P61/Y9 {{Tooltip|Hyperspatial Storm Hole}}
 
* P62/Y9 {{Tooltip|Hyperspatial Romanoff Hole}}
 
* P97/Y9 {{Tooltip|Kizuna Blaster}}
 
* P12/Y10 {{Tooltip|Hyperspatial Gaial Hole}}
 
* P19/Y10 {{Tooltip|Hyperspatial Vice Hole}}
 
* P24/Y10 {{Tooltip|Hyperspatial Raiden Hole}}
 
 
==List of Support==
 
'''[[DM-38 Angelic Wars]]'''
 
*15/55 {{Tooltip|Dimension Horn, of the Temporal Foundation}}
 
*37/55 {{Tooltip|Asphal, Spirit Knight of the Temporal Foundation}}
 
*41/55 {{Tooltip|Yanus Crawler, of the Temporal Foundation}}
 
*46/55 {{Tooltip|Cheval Flute, of the Temporal Foundation}}
 
*49/55 {{Tooltip|Rikabu Yanus, Researcher of the Temporal Foundation}}
 
 
'''[[DM-39 Psychic Splash]]'''
 
*10/55 {{Tooltip|Words from Beyond}}
 
*21/55 {{Tooltip|Tulk SP}}
 
*25/55 {{Tooltip|Ribbity SP}}
 
*30/55 {{Tooltip|Reppi SP Aini}}
 
*40/55 {{Tooltip|Ribbity SP}}
 
*45/55 {{Tooltip|Dark Strike SP}}
 
 
'''[[DMR-01 Episode 1: First Contact]]'''
 
*S4/S8 {{Tooltip|Zabi Mira, the Reviving Shaman}}
 
*5/110 {{Tooltip|Zabi Epsilon, Lord of Demons}}
 
*26/110 {{Tooltip|Zabi Demona, Dead Sea Treasure}}
 
*48/110 {{Tooltip|Cebu Algol, Electro-Vanguard}}
 
*95/110 {{Tooltip|Raging Apache Lizard}}
 
*104/110 {{Tooltip|Geo Crashing Miranda, the Dimensional Force}}
 
 
'''[[DMR-03 Episode 1: Gaial Victory]]'''
 
*5/54 {{Tooltip|Unified Shachihoko Kaiser}}
 
*26/54 {{Tooltip|Come On Pippi}}
 
 
'''[[DMR-04 Episode 1: Rising Hope]]'''
 
*28/55 {{Tooltip|Retisha, Guide of Victory}}
 
*31/55 {{Tooltip|Intense Dimension! Crimson Juu}}
 
 
'''[[DMX-04 Full Foil Pack: Revival Hero - The Hunter]]'''
 
*10/16 {{Tooltip|Yodel Weiss, the Prophet}}
 
 
'''[[Promotional]]'''
 
*P4/Y10 {{Tooltip|Raging Apache Lizard}}
 
*P13/Y10 {{Tooltip|Gaial Zero}}
 
 
==List of Anti-Psychic Creature cards==
 
*{{Tooltip|5000GT, Riot}}
 
*{{Tooltip|Anti Psychic Totem}}
 
*{{Tooltip|Bolshack Superhero}}
 
*{{Tooltip|Bolshack Cross, Passion Dragon}}
 
*{{Tooltip|Bring it to 'em! Psychic}}
 
*{{Tooltip|Buinbe, Airspace Guardian}}
 
*{{Tooltip|Codename Sherlock}}
 
*{{Tooltip|Irony Spiral, Blue Divine Dragon}}
 
*{{Tooltip|Forever Meteor Kaiser}}
 
*{{Tooltip|Funk, Guard of Hope}}
 
*{{Tooltip|Gravemott, Gravestone Demon Dragon}}
 
*{{Tooltip|Liger Blade, Fierce Tiger}}
 
*{{Tooltip|Magnum, Allshot Puppet}}
 
*{{Tooltip|Magnum, Fast Attack Puppet}}
 
*{{Tooltip|No Arguments! Onimaru Boy}}
 
*{{Tooltip|Ogre Kaiser "Destruction"}}
 
*{{Tooltip|Psychic Eater, Gourmet Treasure}}
 
*{{Tooltip|Truename Rihanna Glory}}
 
   
 
==Rulings==
 
==Rulings==
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 various creatures, signified with a lightning around the card. You can't put it into the battle zone by paying its cost.
 
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.
+
*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 [[leave]]s 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.
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).
 
  +
*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. 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).
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 [[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.
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.
 
  +
*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.
An awakened or released creature doesn’t have summoning sickness if it you didn’t 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.
 
  +
*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.
 
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.
 
   
 
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Revision as of 23:36, 19 April 2019

Psychic Creature
サイキック・クリーチャー (Saikikku Kurīchā)
Dm36-s7a Dm36-s7b
Dmwiki.net: [http://dm-wiki.net/?%A5%B5%A5%A4%A5%AD%A5%C3%A5%AF%A1%A6%A5%AF%A5%EA%A1%BC%A5%C1%A5%E3%A1%BC Article Article]
Category: Psychic Creature

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

Details

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 anytime 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.

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 are able to link together as psychic cells in order to flip and awaken to a more powerful creature.

24 Gaial King Dragon, Raging Dragon Lord
 / Psychic Super Creature

25000
■ Whenever this creature attacks, destroy all your opponent's creatures that have less power than it.

■ World breaker (This creature breaks all your opponent's shields.)

■ Link Release (When this creature would leave the battle zone, return a psychic cell to your hyperspatial zone and flip the other cards instead.)


Although all Hyperspatial spells that put psychic creatures into the battle zone 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.

Psychic Creatures are often seen as a sign of Power Creep as the Psychic 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.

Support

See also: Cards that put Psychic Creatures into the battle zone

Supporting

Cards that support Psychic Creatures

Support Card: Card Effect:
Flame Shiva Double Cross, Blastdragon ■ Your psychic creatures that cost 5 or less can't be blocked.
Gaga Cancer, Spirit Knight ■ Whenever your opponent would choose a creature in the battle zone, your tapped psychic creatures can't be chosen.
Kill, Temporal Brawler ■ 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.
O'Flame, Temporal Djinn 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.
O'Flayer, Awakened Djinn of Destruction ■ Whenever this creature attacks, your other psychic creatures that cost 5 or less get "Power attacker +2000" and break an additional shield this turn.
Severance, the Awakened Giant ■ 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.
Sword Saint Jigen, Awoken Dragon World ■ Whenever this creature attacks, you may flip any number of draghearts or psychic creatures.
Untouchable, Temporal Hero Awaken—At the end of each turn, if another of your Psychic Creatures awakened that turn, flip this creature.

Supported

Cards supported by Psychic Creatures

Supported Card: Card Effect:
Dark Kilmajiro ■ When you put this creature into the battle zone, choose one of your opponent's creatures in the battle zone. That chosen creature gets -1000 power until the end of the turn. For each of your psychic creatures in the battle zone, that creature gets -1000 power again.
Gaga Tulken, the Oracle ■ If you don’t have a psychic creature in the battle zone, this creature can`t attack players.}}
Maji Sumarn Friendly Slicer ■ When you put this creature into the battle zone, destroy one of your psychic creatures. If you can't, destroy this creature.
Words from Beyond ■ You may draw a card for each of your psychic creatures in the battle zone.

Anti-Psychic Creature Cards

Anti-Psychic Creature cards

Card: Card Effect:
5000GT, Riot ■ 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.
Anti Psychic Totem ■ 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.
Bolshack Gil Cross NEX ■ Players can't put psychic creatures into the battle zone.
Bolshack Superhero ■ 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.
Bring it to 'em! Psychic ■ Destroy one of your opponent's psychic creatures that has power 11000 or less.
Buinbe, Airspace Guardian ■ 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.
Codename Sherlock ■ When you put this creature into the battle zone, destroy all psychic creatures.
■ Nobody can put psychic creatures into the battle zone.
Crystal Super Paladin ■ When you put this creature into the battle zone, choose one of your opponent's psychic creatures and return it to his hyperspatial zone.
Funk, Guard of Hope ■ Each of your opponent's psychic creatures in the battle zone gets -5000 power.
Gaial Ryusei Dragon, Star Dragon King ■ Your opponent's psychic creatures can't attack or block.
Gravemott, Gravestone Demon Dragon ■ Each of your opponent's psychic creatures gets -5000 power.
Irony Spiral, Blue Divine Dragon ► Choose one of your opponent's psychic creatures in the battle zone and return it to its owner's hyperspatial zone.
Lesser-kun of Slumber ■ This creature gets +5000 for each of your opponent's psychic creatures in the battle zone.
Liger Blade, Fierce Tiger ■ 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.
Moel, Ogre Princess ■ When you put this creature into the battle zone, destroy all psychic creatures that have power 6000 or less.
Möbius Tornado ■ 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.
Mr. Aqua ■ When you put this creature into the battle zone, choose one of your opponent's psychic creatures in the battle zone and return it it to its owner's hyperspatial zone.
No Arguments! Onimaru Boy ■ 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.
Ogre Kaiser "Destruction" ■ Whenever this creature attacks, destroy one of your opponent's psychic creatures.
Pepper, Golden Fighter ■ 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.
Psychic Eater, Gourmet Treasure ■ When this creature leaves the battle zone, your opponent chooses one of his psychic creatures and destroys it.
Ryusei the Forever Kaiser ■ Your opponent's psychic creatures can't attack players.
Supername Sherlock ■ 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.
Truename Rihanna Glory ■ While your opponent has a psychic creature in the battle zone, your creatures win all battles.
Überdragon Abare Mugen ■ This creature can attack untapped psychic creatures.

Evolution Creatures

Creatures that evolve from Psychic Creatures

Evolution Creature: Evolves From:
Storm Genji Double Cross, the Super Temporal 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 Hyperspatial Support cards

List of Anti-Psychic Creature cards

Anti-Psychic Creature card: Card Effect:
5000GT, Riot ■ Players can't summon creatures that have power 5000 or less or put psychic creatures into the battle zone.
Anti Psychic Totem ■ 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.
Bolshack Superhero ■ 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.
Bolshack Cross, Passion Dragon ■ Players can't put psychic creatures into the battle zone.
Bolshack Gil Cross NEX ■ Players can't put psychic creatures into the battle zone.
Bring it to 'em! Psychic ■ Destroy one of your opponent's psychic creatures that has power 11000 or less.
Buinbe, Airspace Guardian ■ 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.
Codename Sherlock ■ Players can't put psychic creatures into the battle zone.
Funk, Guard of Hope ■ Each of your opponent's psychic creatures in the battle zone gets -5000 power. (A creature that has power 0 or less is destroyed.)
Gaial Ryusei Dragon, Star Dragon King ■ Your opponent's psychic creatures can't attack or block.
Gravemott, Gravestone Demon Dragon ■ Each of your opponent's psychic creatures gets -5000 power.
Irony Spiral, Blue Divine Dragon ■ Choose one of your opponent's psychic creatures in the battle zone and return it to its owner's hyperspatial zone.
Liger Blade, Fierce Tiger ■ 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.
No Arguments! Onimaru Boy ■ 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.
Ogre Kaiser "Destruction" ■ Whenever this creature attacks, destroy one of your opponent's psychic creatures.
Psychic Eater, Gourmet Treasure ■ When this creature leaves the battle zone, your opponent chooses one of his psychic creatures and destroys it.
Ryusei the Forever Kaiser ■ Your opponent's psychic creatures can't attack players.
Truename Rihanna Glory ■ While your opponent has a psychic creature in the battle zone, your creatures win all battles.

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:
Batrevenge, Passion Dragon 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.
Entertainer of Stealing and Lying ■ Whenever your opponent puts a creature into the battle zone for no cost, destroy that creature.
Magnum, Allshot Puppet ■ 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.
Magnum, Fast Attack Puppet ■ Whenever a player puts a creature into the battle zone without tapping cards in his mana zone, destroy that creature.

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. 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.