I think everybody has deck ideas that just sit in their head – concepts and designs that remain strictly theoretical for months. For me lately, it's been even worse: just was several small interactions that I was too lazy to build into one coherent strategy. For example, Mythic Water Dragon plus Psychic Jumper is an instant Leo, Keeper of the Sacred Tree. It's a -1 of card economy on the surface, but Leo often wins games on its own so I'm willing to take that minus. Beyond that, you can do stuff like bring back Leo with Redox, make Star Eater with Mythic Water Dragon and Psychic Commander, and revive a monster with Grandsoil the Elemental Lord and then overlay it with Mythic Water Dragon to bring out Felgrand.

Those combos were promising, but for the longest time I really didn't take them any further. I've been talking about this strategy with friends for months, but last week I finally sat down and pieced everything together. At first it was a bit rocky. There were a lot of mismatched hands in early builds, and some of my ratios were off. Eventually I figured out what worked best, and from there on out it was smooth sailing. You've got strong Normal Summons, a bunch of Special Summons for backup, and longevity to die for. Let's check it out.

DECKID=100473As the title suggests, the Psychic monsters. Psychics have had flippy floppy popularity over the past couple years, but they've never truly been a competitive force. In this strategy they help you keep board presence, ensuring you have Tuner access at all times, and providing ample Earths for Grandsoil the Elemental Lord and Redox, Dragon Ruler of Boulders.

Serene Psychic Witch is the only Psychic played in threes here, because it's tremendously important: whenever it's destroyed you get to banish any one Psychic monster from your deck with less than 2000 ATK. During the next Standby Phase that monster hits the field. Whether you're using that effect to loop Serene Psychic Witches or dig for your Tuners is up to you, but either way the Witch is incrediably powerful and boosts consistency immensely.

Esper Girl, Psychic Jumper, and Psychic Commander are the three monsters you'll banish the most with Serene Psychic Witch. Esper Girl's especially useful because whenever she's Special Summoned after being banished, you remove the top card of your deck from the game, face-down. After that, whenever Esper Girl's sent to the graveyard - be it by battle, card effect, or because you used it as Synchro Material - you get to add that banished card to your hand. Psychic Jumper's another Level 2 Tuner, but its effect is different. For the low cost of 1000 Life Points you can force you can trade one of your Psychic monsters for an opposing monster of your choice. Lastly, Psychic Commander's here because it's the best Level 3 Psychic Tuner available: its effect is a side bonus, and it does come in handy every once in a while.

Silent Psychic Wizard's the final part of the puzzle. Whenever it's Normal Summoned you banish a Psychic in your graveyard, and then when the Wizard hits your graveyard you Special Summon the monster you banished. That's great for Synchron Summons as well as just keeping monsters on board, but the best part by far is that it's a reverse toolbox for spent monsters like Esper Girl and Psychic Jumper. An opening of Serene Psychic Witch and Silent Psychic Wizard results in a Naturia Barkion, a card from Esper Girl, and that same Serene Psychic Witch back on the field. While that tiny +1 might not seem game-breaking, this strategy's filled with easy combos to gain advantage and they add up quickly.

They Just Don't Die
Think back to every variant of Dragon Rulers. No matter what time frame you're thinking back to, one of the biggest reasons the Dragon Rulers are so powerful is that they just never go away. Well, today's deck will be the break in the chain, as I actually find Mythic Water Dragon better than Tidal, Dragon Ruler of Waterfalls here, and arguably better than Redox in most scenarios. Why? Well, Mythic Water Dragon does a lot of different things, but it's especially valuable to enable all of your big combos. Openings of Serene Psychic Witch and Mythic Water Dragon result in free Summons of Leo, the Keeper of the Sacred Tree, and if you don't have the right cards to make your combos you can just Trade-In your Mythic Water Dragon to draw more useful cards.


Of course, the Dragon Rulers are still good at staying around. Redox is important because you can discard a drawn Psychic Jumper or Esper Girl – cards you play largely because you want to bring them out straight from your deck – to revive any monster in your graveyard. In a theme like this one you'll have plenty of powerful targets like Leo, Barkion, and Star Eater. In addition, banishing to Special Summon Redox helps you manage the number of Earth monsters in your graveyard, which helps you Special Summon Grandsoil the Elemental Lord in the late game. On the other hand, Tidal's literally played only to search out Water Dragon.

No, I'm being serious. Don't laugh.

There are very few monsters you can banish to revive Tidal: think Redox, Mythic Water Dragon, and Ice Hand. For that reason, you'll use Tidal almost exclusively to search Mythic Water Dragon. I've considered playing a single copy of Mythic Tree Dragon too, but it's just not nearly as useful as Mythic Water Dragon. Sure, it's nice to have something to search off of Redox, but you're never really going to banish Redox for Tidal in the first place. I've found that in the long run Beast King Barbaros just works better than Mythic Tree Dragon in this deck, but I suppose arguments could be made for both.

Similarly, Grandsoil the Elemental Lord isn't even as good as Mythic Water Dragon in here. If I have both in hand with a Trade-In I'll discard the Grandsoil nine times out of ten, no joke. That said, Grandsoil's still a solid card and resolving it usually wins you the game outright. One of the cooler aspects is actually using Grandsoil in tandem with Mythic Water Dragon, overlaying them both for Divine Dragon Knight Felgrand. Every time I've Special Summoned Grandsoil successfully it's resulted in a nearly unbreakable field of Leo, the Keeper of the Sacred Tree and Divine Dragon Knight Felgrand.

It's The Little Things
Specifically, the other various little engines packed into this strategy. I'm convinced that Fire and Ice Hand are the best monsters in the game right now, and as such it seems silly to not just run them in everything. They force your opponent to either lose cards or make awkward plays, and as such you can usually follow them up with an unopposed combo. If you're sick of seeing them in decks… then you're probably not a fan of Yu-Gi-Oh right now. I'm all for playing "out there" cards and decks, but there's no reason to actively handicap yourself for the sake of individuality.

Additionally, a three card Traptrix engine gives you some powerful Normal Summons and easy +1's, and they're Earths for Grandsoil and Redox. I've even found myself reviving Traptrix Myrmeleo with Redox or Grandsoil to pop back rows before making a swing for game, since Myrmeleo pops something for free every time it's Special Summoned.

Beyond that, a pair of Mystical Space Typhoons aren't as strong in current competition as they have been in the past, but I'm figuring that this deck wouldn't be played at a Regional. I'm not building this with the HAT matchup at the top of my list of priorities. In reality, backrow cards shouldn't be a huge issue for you to deal with since you've got Naturia Barkion and Ice Hand, though sometimes your opponent will sit on something like Kaiser Collosseum or Rivalry of Warlords to limit your plays. For that reason alone I'm willing to sacrifice one potential match-up, but feel free to drop the Typhoons for any tech choice you'd prefer.


As for other options, I considered Crane Crane but ultimately decided I didn't have the Extra Deck space to make the most of it. If you can figure that out, you might want to test it. Gorz the Emissary of Darkness might also be worth your time, as could Swift Scarecrow. If you opt to Main Deck either card make sure to play Maxx "C" as well. I've been keeping a pair of Maxx "C" and Swift Scarecrow in my Side Deck at all times just for those Madolche matches, and they've been working wonders. Lastly, while Mecha Phantom Beast Dracossack and Number 11: Big Eye are in the deck list above, you don't necessarily have to play them. I think I've only Summoned Dracossack twice and I've never Summoned Big Eye, so if you find the same feel free to play Lavalval Chain, Abyss Dweller, or Scrap Dragon instead.

At the end of the day this is a super slick deck that most people won't see coming. If you're looking for something fun to play in your local tournament scene then I'd highly recommend it. There's a ton of room for innovation here, and that's one of the best things about this strategy. If you have any personal picks you'd play in Mythic Psychics be sure to let me know in the Comment section.

-Doug Zeeff