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Psychic Creature
サイキック・クリーチャー
(Saikikku Kurīchā)
DM-Wiki: Article
Category: Psychic Creature

Psychic Creature is a Psychic creature card type.

Details[]

The card type was introduced in DMPP-13 PSYCHIC SHOCK.

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 any time during a duel you are allowed to look at your opponent's hyperspatial zone as it's considered a Public Zone.

Psychic Creatures are put into the battle zone from your hyperspatial zone through various card effects, commonly spells that have "Hyperspatial" in their name.

5 Hyperspatial Bolshack Hole
Hyperspatial Bolshack Hole
Fire Icon Fire16 / Spell Spell
■ Destroy one of your opponent’s creatures that has 3000 power or less.
■ Choose one of the following.
► Put any number of psychic creatures that have total cost 5 or less from your hyperspatial zone into the battle zone.
► Put a fire psychic creature that costs 7 or less from your hyperspatial zone into the battle zone.


A psychic creature is a Double Sided Card and can only be obtained by acquiring its respective "Hyperspatial" spell via packs or crafting. After obtaining the Psychic creature, both the card and the psychic creature are treated as separate cards therefore the following things applies.

  • During deck building, adding a "Hyperspatial" spell to your deck and adding Psychic creatures to your Hyperspatial Zone is independent of each other. This means you don't need the required "Hyperspatial" to add a Psychic creature to your hyperspatial zone and vice-versa.
  • Adding a "Hyperspatial" spell doesn't automatically add its respective psychic creature to the hyperspatial zone.
  • When using a Premium Ticket, only the selected card will become Premium. However if you pull a Premium "Hyperspatial Card", the Psychic creature given will be Premium as well.
  • Psychic creatures themselves cannot be crafted but can be disassemble for 0 DMPoints.

When the lower cost triggers its Awaken ability by satisfying a condition, you may flip the card over to its higher cost side. This gives the creature a higher power and improved card effects.

7 Bolshack Dragon, the Temporal Blaze
Bolshack Dragon, the Temporal Blaze
Fire Icon Fire16 / Psychic Creature
Armored Dragon
6000+
■ While attacking, this creature gets +1000 power for each fire card in your graveyard.
Double Breaker Double breaker (This creature breaks 2 shields.)
■ Awaken—When this creature wins a battle, flip this creature to 'Bolshack Möbius, Victory Awakened'.


The higher cost side of a psychic creature may also have the Release keyword.

14 Bolshack Möbius, Victory Awakened
Bolshack Möbius, Victory Awakened
Fire Icon Fire16 / Psychic Creature
Armored Dragon
12000+
■ Whenever this attacks, destroy one of your opponent's creatures that has power 6000 or less.
■ Each turn, untap this the first time it is tapped.
■ While attacking, this gets +1000 power for each fire card in your graveyard.
Triple Breaker Triple breaker (This creature breaks 3 shields.)
■ Release: When this would leave the battle zone, flip this creature to 'Bolshack Dragon, the Temporal Blaze' instead.


List of Psychic Creatures[]

DMPP-13 PSYCHIC SHOCK
DMPP-13 PSYCHIC SHOCK
Before Awaken

After Awaken

DMPP-14 DIABOLIC CRISIS
DMPP-14 DIABOLIC CRISIS
Before Awaken

After Awaken

Loop Awaken

DMPS-06
DMPS-06
Before Awaken

After Awaken

DMPS-07
DMPS-07
Before Awaken

After Awaken

DMPP-15 FIRESOULS DUELIST
DMPP-15 FIRESOULS DUELIST
Before Awaken

After Awaken

DMPP-16 FIRST OF VICTORY
DMPP-16 FIRST OF VICTORY

DMPP-17 RISING ARISE
DMPP-17 RISING ARISE

Super Victory Deck: Gaial
DMPS-08

Super Victory Deck: Gallows
DMPS-09

DMPB-03 LEGEND OF PLAY´S 2023
DMPB-03 LEGEND OF PLAY´S 2023

DMPB-04 LEGEND OF PLAY´S 2024
DMPB-04 LEGEND OF PLAY´S 2024

DMPS-12
DMPS-12

Gallery[]

(These cards are an example of Psychic Creatures from DMPP-13 PSYCHIC SHOCK.)

These creatures can Awaken and flip over into the following forms.

Rulings[]

  • Psychic creatures are affected by any card that specifies creatures, such as Terror Pit, Natural Snare, and Aqua Surfer.
  • Psychic creatures aren't considered to be summoned.
  • Psychic Creatures that go into a zone other than the battle zone are returned to the hyperspatial zone.
  • An awakened creature doesn't have summoning sickness.
  • 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.
  • Any card effects that affected the psychic creature before awakening or release continue to effect it.
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