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Psychic Super Creature
(Saikikku Sūpā Kurīchā)
Psychic Super Creature.jpg
Dmwiki.net: Article
Category: Psychic Super Creature

Psychic Super Creature is a Psychic Super creature card type.


This card type was introduced in DMR-01 First Contact.

Certain psychic creature have a a "b"-side that features a portion of a Psychic Super creature known as a Psychic Cell.

Psychic Super Creatures are awakened by linking 2 or 3 psychic creatures together with one of those psychic creature's Psychic Link ability at the start of your turn, and then flipping each of them over to awaken the Psychic Super Creature.

Almost all Psychic Super Creatures have the Link Release keyword, a form of Destruction Replacement effect.

  • When a creature with Link Release would leave the battle zone, its controller is able choose one of the Psychic Cell to return to the Hyperspatial Zone, while the other cards flip back over to their "a" side but are remain in the battle zone.
3 Dragonic Pippi
Fire Fire.png / Psychic Creature
Fire Bird + Hunter

■ Psychic Link—At the start of your turn, if you have Gaial Kaiser and Boost, Crimson Lord in the battle zone, link them to this creature and flip this creature to its higher cost side.
■ Hunting (While battling, this creature gets +1000 power for each of your Hunters in the battle zone.)

(At the start of the game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)

24 Gaial King Dragon, Raging Dragon Lord
Fire Fire.png / Psychic Super Creature
King Command Dragon + Hunter

■ 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.)

DMR-04 Rising Hope introduced a new kind of link awakening called Victory Psychic Link. It is similar to Psychic Link except that it occurs immediately upon one player's assembling the proper Psychic Creatures into the battle zone, as opposed to waiting for the start of the player's turn. The only psychic creature that has this ability is Prin Prin, the Victorious.

List of Psychic Super Creatures


From the Duel Masters - General Game Rules: Version 1.28 (April 8, 2022)

  • 805. Psychic Super Creature
    • 805.1. Psychic Super Creatures are a psychic creature that is made of multiple linked psychic cells.
      • 805.1a A psychic cell can't exist alone in the battle zone. When an effect causes a psychic cell is to be in the battle zone, it immediately returns to the hyperspatial zone.
      • 805.1b Some Psychic Super Creatures have a 'Link Release' ability to return a psychic cell to the hyperspatial zone and flipping the rest of the psychic creatures when theywould leave the battle zone. This isn't treated as a replacement effect.
      • 805.1c The 'Link Release' ability also applies to the psychic creatures that make up the Psychic Super Creature if they would leave the battle zone.
      • 805.1d A psychic cell has no cost. Treat it as 0 when referring to it by other cards.
      • 805.1e When a psychic cell leaves the battle zone, it isn't treated a a creature.
      • 805.1f Psychic cells have the civilizations of the Psychic Super Creature.
    • 805.2. Even if a Psychic Super Creature unlinks to multiple psychic creatures, they are treated as the same creature. If the Psychic Super Creature was tapped, each of the psychic cells would be tapped, and will be affected by any previous card effects.
      • 805.2a A Psychic Super Creature that consists of 3 or more cards would leave the battle zone, and becomes 2 or more individual creatures will inherit all effects that it was previously affected by. The attacking player chooses which creature to attack.

From the Duel Masters - General Game Rules: Version 1.28 (April 8, 2022)

  • 805. サイキック・スーパー・クリーチャー
    • 805.1. サイキック・スーパー・クリーチャーとは、複数のサイキック・セルで構成されるクリーチャーで、サイキック・クリーチャーとしても扱います。
      • 805.1a サイキック・セルは単独でバトルゾーンに存在できません。何らかの効果でサイキック・セルがバトルゾーンに存在することになったとき、それは即座に超次元ゾーンに戻ります。
      • 805.1b 一部のサイキック・スーパー・クリーチャーは、バトルゾーンを離れる時にそれを構成するサイキック・セルを1枚超次元ゾーンに戻し、残りを裏返すリンク解除能力を持ちます。これは置換効果ではありません。
      • 805.1c リンク解除能力は、サイキック・スーパー・クリーチャー自身ではなく、それを構成するサイキック・セルがバトルゾーンから離れる時にも適用します。
      • 805.1d サイキック・セルはそれ単独でコストを持たず、コストを参照する場合は 0 として扱います。
      • 805.1e サイキック・セルがバトルゾーンを離れる場合、それはクリーチャーが離れたものとして扱いません。
      • 805.1f サイキック・セルはそれぞれ、サイキック・スーパー・クリーチャーの持つ文明を持ちます。
    • 805.2. サイキック・スーパー・クリーチャーがリンク解除して複数のサイキック・クリーチャーになっても, それらのクリーチャーは同一のクリーチャーとして扱います.タップされた状態のサイキック・スーパー・クリーチャーがリンク解除したら, 分かれた後のサイキック・クリーチャーはタップされたままであり, それのクリーチャーに適用されていた効果は, 分かれた後のサイキック・クリーチャーそれぞれにも受け継がれます.
      • 805.2a 3枚以上のカードで構成されるサイキック・スーパー・クリーチャーがバトルゾーンを離れて 2 体以上のクリーチャーになるとき, それぞれのクリーチャーが適用されていた効果をすべて引き継ぎます.それが攻撃中であった場合, 攻撃プレイヤーはそのどちらか片方を選び攻撃を続行します.


  • An article from the Magic: the Gathering official website, "Over the Moon, Part 1", briefly talks about the design of cards that link together for the design of the Meld Mechanic.
As I mentioned above, Wizards R&D also worked on a second trading card game called Duel Masters. Duel Masters didn't have the tournament issues Magic has, and as such was much more willing to try novel and weird things in their main sets. Inspired by B.F.M. [a joke card that was split between two cards, both of which had to be played at the same time] themselves, the Duel Masters design team made cards that you had to put together to make larger cards. They didn't just stop at two cards, though.