Psychokinesis, another simple Magic Card that closes
our week. In short, if you have a face-up
Psychic-type monster, you can destroy one card on
the Field, and then you take 1000 points of damage.
Sweet. It's reliable destruction for a stable
decktype. Play it if you want that little added
edge.
Ratings:
Traditional: 1.5/5
Advanced: 3.5/5
Art: 5/5
General Zorpa
Psychokinesis
Easily the best removal card in the game. 1000 lp to
kill ANY card on the opponent's field? Broken! It
does have that nasty side effect of only being able
to be activated if there is a Psychic on the field,
but as Psychic monsters tend to thrive on field
presence and lifepoint gain, the downsides really
are not going to hold this card back at all. In
fact, this could be the beginning of a stand alone
Psychic deck using Storm Caller, Krebons, Psychic
Commander, Mind Master and the works.
Basically this card is the best at what it does.
Smashing Ground, Fissure and Soul Taker have nothing
on this card. Only Mystical Space Typhoon has it
beat on the Spell and Trap destruction front. In
fact it is so versatile that you can even use it to
draw out Stardust Dragon's effect, allowing you the
rest of the turn to make an otherwise unmakeable
comeback. And yeah, if they negate it you don't take
damage.
The only thing holding this card back is it's
reliance on having a Psychic on teh field to be
activated, but that is the way that a power card
should be, themed.
Traditional-2/5
Advanced-4.5/5
Jeff Lang
Psychokinesis
[Spell Card]
Activate only while you control a face-up
Psychic-Type monster. Destroy 1
card on the field and take 1000 damage.
32180819
Ultra Rare/Ultimate Rare
Todayʼs card up for review is Pychokinesis. This
card could quite possibly give Psychics the push it
needed to be semi competitive. Controlling a Psychic
type monster wonʼt be that hard of a task, so that
part is taken care of. To pop any card you want on
the field is brilliant. The life point payment isnʼt
as harsh as you may first think. The whole deck is
based around life point payment as im sure you know.
So why not bring out stuff like Thought Ruler
Archfiend, Magical Android, or Lifetrancer to gain
some life back? Or even just main board Telekinetic
Charghing Cell and you are all set! And if your guy
gets killed, you have the option to get Cell back. I
suggest that you all try out the Psychic deck since
it has all this new support
Trad:
2/5
Adv:
3/5
Mr. Random
CSOC-EN056
Psychokinesis
[Spell Card]
Activate only while you control a face-up
Psychic-Type monster. Destroy 1
card on the field and take 1000 damage.
32180819
Ultra Rare/Ultimate Rare
While having a Psychic on the field, you can destroy
a Spell or Trap or Monster card, but we have
Mystical Space Typhoon, Heavy Storm and Dust Tornado
for the back row and for monsters we have Smashing
Gound and Caius. It sounds simple, but we have cards
that do the job easier for us. When a card has two
requirements to get its effect, it usually isn't
worth it.
Traditional: 1/5
Advanced: 2/5
Otaku
Psychokinesis
is a Normal Spell card. It has a “cost” in the
form of requiring you control a Psychic-Type
Monster. It then has two effects: you get to
destroy one card on the field, and then you take
1000 damage. This strikes me as very good for
Psychic focused decks, as they would of course
easily meet the requirement to activate. I am
not overly familiar with the Psychic Monsters
still, but my understanding is that a lot of
them have LP costs but also LP gaining effects.
This means you should already know how to manage
your Life Points and makes swallowing such a
cost much easier. Destroying any one card is
nice since you can nail something of yours that,
for some reason, benefits you in addition to the
normal use of blowing up your opponent’s stuff.
Since it works on cards, not just Monsters or
Spells or Traps, you can either use it to
augment other removal, or to replace it and
create more room in your deck.
Given the wording, I would think that it should
work when activated using the effect of
Destiny Hero – Diamond Dude, but other than
that it seems like an auto-run for Psychic decks
but not something for most others.
Ratings
Traditional:
1/5 – Do Psychic decks work here? I mean, they
almost, almost look like they could do something
but are just one or two pieces away from doing
it well.
Advanced:
4/5 – This is great for a Psychic or at least
Psychic heavy deck only, but in there it is a
good source of universal removal.
Art:
3/5 – Isn’t that the blue girl from Teenage
Mutant Ninja Turtles: Fast Forward? Fairly
average picture, wish it fit the English name a
bit better, but not a surprise it doesn’t.
Wow, fairly short review, at least by my
standards. That means… filler!
I use to enjoy role-playing games quite a lot in
High School. Not just video game RPGs, but
actual RPG: the kind where you sit around a
table portraying your characters action and
dialogue to the best of your ability while using
the appropriate rules system. I was always fond
of the Generic Universal Role-Playing System.
It was still on the 3rd Edition,
Revised back then. I enjoyed how they handled
psychic powers in that iteration. They broke
them down in certain broad power categories with
the more specific uses as sub-categories. So
Psychokinesis was the broad category that
covered moving matter with one’s mind. It
included things like Telekinesis (classified as
moving objects with your mind), Pyrokinesis
(increasing the temperature of an object),
Cryokinesis (lowering the temperature of an
object), Levitation (movement of yourself), etc.
It also had a similar approach to magic and even
super powers in general. It was a fairly logical
system and I wish fiction used it more: a
fleshed out RPG can help you realize the obvious
uses of a power, especially outside of combat.
Also, one of Yu-Gi-Oh’s
minor but still annoying flaws is how the
Attributes and Types break down and often don’t
make enough sense. Okay, end of filler. Enjoy
your weekend!
Anteaus
Psychokinesis
We finish off the week with a pretty nifty Spell
card, in my opinion: Psychokinesis. It's ability to
destroy one card on the field (as long as you have a
Psychic-type on the field) at the cost of 1000
damage is a great effect in general, and the cost of
1000 lifepoints is nothing compared to it. Remember,
your lifepoints are a tool until you have none left,
so use them wisely. This is the perfect cost for
such a powerful effect, but I'm afraid that its high
LP cost will hinder its playability. Many duelists
won't touch it because they want to hoard their
lifepoints instead of wield them like weapons, and
this can hurt how much table time Psychokinesis will
see.
The main downside of this card, however, is the fact
that you need a Psychic-type on the field to
activate it. Now, you could use it with Krebons to
make a pretty nasty combo (Psychokinesis+tuner=Dark
Armed Dragon without anything to stop it), but
that's not likely to happen. Until Psychics get more
support, this'll stay in one-off and tech-based
Psychic decks.
In Traditional...wait, have they heard of Psychic
monsters in traditional?