Domain - P.U.N.K.-Kinesis
Deck Description
Deck Master: Noh-P.U.N.K. Ze Amin
The full P.U.N.K. archetype and a littany of Psychic monsters. I wanted to heavily emphasize combos and lifegain with this one, and play-tested a fair number of times to tune it to my liking. I'm personally running two custom cards I made (link below) in place of Number 26: Spaceway Octobypass and Supernatural Regeneration, keeping those two to the side in case someone wants to play with official cards only. Originally I was trying out a Dark/Wind/Psychic Teledad deck with Ezmerin as the Deck Master, but it didn't work out the way I wanted, as what I really wanted was as pure Psychic deck, and I really liked the structure that the P.U.N.K.s could offer.
The game-plan with this deck is to be tricky and use your life and monsters as resources to rush through combos. Summon Noh-P.U.N.K. Ze Amin as soon as possible to search for Noh-P.U.N.K. Foxy Tune or another P.U.N.K. to start accumulating card advantage. Once you've got a decent board of punks out you can start filling out the rest of the board with various support Psychics. Sometimes it's better to hold off on using various effects, like Ukiyoei-P.U.N.K. Amazing Dragon's on-summoned effect, so you can bring a monster back immediately for more power or combos. D.D. Seeker is really useful if you have Soul Absorption out, netting you 1000 LP a round (4 players), and he can protect anything you control from battle, targeting and destruction as a quick effect, as well as prevent them (or himself) from being banished by Emergency Teleport at the end of the turn. I opted not to run a Psy-Frame package in this deck as you really want to maintain a board presence, but I did put in the synchros, who can help with control, lifegain off of Soul Absorption, and returning your banished cards to the GY. Psychic End Punisher is one of my favorites. Whether you have more or less LP than an opponent, he gains attack equal to the difference. He alone can end games with his permanent ATK buff every turn, but it gets even worse if you chain Psychic Fervor to his battle phase effect activation - taking 3500 to double his ATK, and if you're already lower than your opponent, he'll gain even more. He and some of the monsters that gain life when they destroy monsters by battle work really well with Psychic Snail, who allows a Psychic monster to attack twice for 800 LP. Aromage Cananga helps by suppressing your opponent's stats and getting troublesome backrow cards out of the way. It's okay if some of your dudes get destroyed, as you can punish them with Psi-Curse and Telepathic Power, and you've got TONS of ways to recycle all of your cards. Ultimate Offering helps get out monsters quickly at a negligble cost to a lifegain deck, and Future Glow can make your board incredibly oppressive if you banish a level 7-11 Psychic monster from your GY. The P.U.N.K. spells and traps are essential for locking in a win. The field spell let's you summon an extra P.U.N.K. every turn, and you get up to 2 free draws per turn if you pay LP to activate a Psychic monster's effect. Gagaku-P.U.N.K. Wild Picking and Number 26: Spaceway Octobypass will have your opponent's thinking twice before attacking you. PSY-Framelord Omega can recycle a banished card during each opponent's Standby Phase. And you can hold up your P.U.N.K. traps as a political threat, waiting until someone has the audacity to target you. I would suggest testing this deck on YGOPRO / Project Ignis for a while before playing so you can get a handle on all the possible combos and how to maximize the deck's potential.
My two custom cards for this deck: https://imgur.com/a/gf3eSiB
As for my custom Tao monster type, they're summoned using monsters and spells/traps as material. You can use set spells and traps for material by revealing them to your opponent, so long as they meet the summoning conditions. For Ezmerin the Psychokinetic, you use Ezmerin the Psycher (main deck monster) and 2 Psychic/'mentions "Psychic" in its text' spells/traps to summon her. You can use dead-weight cards like a lingering monster or Brain Hazard to summon her, and the main deck Ezmerin makes whatever Psychic Extra Deck monster you summon with her untargetable by your opponent's. To give a basic rundown of my Tao monsters, Tao (the yin-yang symbols) are treated as levels and ranks simultaneously, and any effect that would effect those without specifying Xyz monsters or specific monster card type will affect them as well. They don't double up the effect of something like "monsters you control gain/lose 100 ATK/DEF times their Level/Rank"; it's just the single buff/nerf, like any other monster. And that's it. You now know how to play them. I don't use either of them as the Deck Master, as that would require a complete overhaul of the deck, since multiple P.U.N.K. monsters don't fit into her Dark/Wind/Psychic domain, but she's fun to play either way.
Whichever way you decide to play this deck, I hope you all enjoy! It's a blast!
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