Mind Procedure
Mind Procedure

Mind Procedure – #DUAD-EN015

If this card you control would be used as Synchro Material for a Psychic monster, you can treat it as a non-Tuner. You can only use 1 of the following effects of “Mind Procedure” per turn, and only once that turn. If this card is Normal Summoned, or Special Summoned by a monster effect: You can pay 2000 LP; add 1 “Teleport” Normal or Quick-Play Spell from your Deck or GY to your hand. If this card is banished: You can pay 1000 LP; Special Summon it.

Date Reviewed:  October 27th, 2025

Rating: 3.5

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Not sure if intended with Halloween on Friday, but we’ve got a Psychic-themed week here on CoTD, starting with Mind Procedure.

Psychic archetypes like to Synchro Summon a lot and have a couple really good Synchro Monsters the meta have taken advantage of from time to time. If you were to use Mind Procedure as part of a Synchro Summon for a Psychic monsters, it can become a non-Tuner monster. Usually it’s the other way around, but if you are running a Psychic archetype, which can carry a few many Tuner monsters, this is quite useful. As a Level 3, Mind Procedure is going to work well with your other Tuner monsters to make Level 5 and 6 Synchro Monsters, as well as Level 8. Of course there’s always the Emergency Teleport play to Special Summon this from the Deck, and with Parallel Teleport now released, pretty much any Psychic Monster becomes an instant Psychic Synchro Summon or summon from the Deck.

A new monster to the “Mind” archetype means of course it should help the archetype gain advantage, and one way it can do that is by searching. Off the Normal or Special Summon of a monster effect, Mind Procedure can add a “Teleport” Normal or Quick-Play Spell from the Deck or grave to the hand. Sure, you’ve gotta pay 2000LP to get this, but Emergency Teleport and Parallel Teleport are powerful weapons for any Psychic archetype, as well as Teleport Fusion for any Psychic Fusion Monsters. If you have Telekinetic Charging Cell or Spell Economics you won’t have to worry about paying those LP though. Even if you have to, 2000LP can be the difference of winning because you got your combo piece.

If you were to banish Mind Procedure, you can pay 1000LP to Special Summon it. Virtual World and Friday’s Synchro choice are prime choices for banishing Mind Procedure for their own effect(s) without losing anything in terms of advantage. In fact, for just that small 1000LP cost you are getting another body on the field that can double as a non-Tuner if you need it to, otherwise, keep it as a Tuner. Generic banish effects also can do the job with this card. There is a limitation though. For Mind Procedure, you only get one of these effects per turn, limiting the amount of advantage you can accumulate in one turn, and even moving forward (if Special Summoned by its own effect it won’t be getting a search off its summon).

A Tuner that can double as a non-Tuner to help keep your Synchro Summon options available, in addition to a Teleport search off its Normal Summon or Special Summon off a monster effect, Mind Procedure has a lot going on for the “Mind” archetype. With its banish Special Summon it can double in other Psychic-based archetypes, in addition to other archetypes that banish a lot if you didn’t care about the search. With that 1000LP Special Summon ability it reminds me of Trickclown, but thankfully not as breakable.

Advanced- 3.5/5
Art- 3.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

New Psychics this week, giving the Type a bunch of generic support for the first time in a decade and a half probably, starting with a retrain of Mind Protector into Mind Procedure.

Mind Procedure is a Level 3 LIGHT Psychic Tuner with 1100 ATK and DEF. Taking the original 2200 DEF and turning it into a meager 1100/1100 spread, but a LIGHT Psychic is nice, especially with a Tuner. If this card you control would be used as Synchro Material for a Psychic Synchro, you can treat is as a non-Tuner, giving you a bit of versatility in making your Synchro Monsters. You can also only use 1 of either of the following effects per turn, and only once that turn, which can be a harsh restriction. The first effect triggers if Normal Summoned or Special Summoned through a monster’s effect, letting you pay 2000 LP to add a Teleport Normal or Quick-Play Spell from the Deck to the hand. The important thing here is that this is a searcher for Emergency Teleport, which is probably why you can’t trigger the search when you summon this off said Emergency Teleport. There’s also Parallel Teleport to summon bigger Psychics and Teleport Fusion to make use of your Psychic Fusions. The only Teleport Normal Spell I can think of is Assault Teleport, which I guess is nice for new Assault Mode support coming soon. Also, if this card is banished, you can pay 1000 LP to Special Summon it, likely why it has a one effect per turn clause, but still a rough restriction espeically considering you’d need to pay 3000 LP for both effects on top of the other LP payments you’d need to make in many Psychic Decks. It’s still a solid card for generic Psychic piles, as an Emergency Teleport searcher is nothing to scoff at, and at worst the second effect should be easy to trigger for an extender. You can for sure find a spot for this in Psychic Decks like P.U.N.K., Kozmo, or generic piles potentially.

As for Genesys, as nice as this is for searching, Emergency Teleport is 40 points, meaning you can only use 2 max, but more likely 1 to fit in other cards, but the ways to trigger this doesn’t change really.

Advanced Rating: 3.5/5
Genesys Rating: 3.25/5
Art: 3/5 Those are some big hands.


Mighty Vee
Mighty
Vee

We’re stepping away from the more meta decks this week as our Duelist’s Advance coverage continues with the fan-favorite Psychic support, which has seen meager success in P.U.N.K. hybrids but still aren’t quite there yet. The confusingly-named Mind Procedure starts us off– not a Spell or Trap, but a level 3 LIGHT Psychic Tuner monster that serves as a retrain of Mind Protector. Naturally, being a level 3 Psychic monster makes it a perfect target for Emergency Teleport (though there’s a much better one), but you’ll also be able to access it with Serene Psychic Girl, Parallel Teleport, and P.U.N.K. JAM Dragon Drive in certain combo lines. Rather than keeping Protector’s 2200 defense, the total is instead split between its stats, giving it 1100 attack and defense. Pretty bad stats, but it’s not like we’re still running walls with defense in the 2000s range.

Strangely, Procedure will let you treat it as a non-Tuner if you’re using it to Synchro Summon a Psychic monster. I guess this is supposed to make it more versatile in P.U.N.K. hybrids, so I’m not complaining. As for its actual effects, Procedure has 2 of them on a dreaded hard once per turn, one per turn, so you’ll only be using one. The first effect triggers on Normal Summon or if it’s Special Summoned specifically by monsters, which is very weird considering Emergency Teleport, but don’t think too hard about it. It’ll let you pay 2000 Life Points to search a Teleport Normal or Quick-Play Spell, or recycle one from your Graveyard. Depending on the combo line, the main cards you’ll want are Teleport Fusion, Parallel Teleport, and obviously, Emergency Teleport, which will get you to Serene Psychic Girl and go into your main combos. Psychic Girl is the actual monster you’ll want to summon with Emergency Teleport since it can summon Procedure from your deck, saving the search for one of the other 2 Teleport Spells. If you don’t need this effect for whatever reason, you can use Procedure’s other effect, triggering if it’s banished to simply let you pay 1000 Life Points and Special Summon it. It’s a lot less valuable than the first effect since Psychic has no shortage of reviving banished monsters, but it’s nice for follow-up during your opponent’s turn when combined with the new Psychic boss monster. Psychic Girl is the better starter in my opinion, but Procedure is still a good starter in its own right; even in Punk hybrids you’ll want to play 3.

+Great combo starter for Psychic decks and its hybrids
+Banish effect can help provide follow-up or fodder
-Effect doesn’t trigger off of Teleport Spells
-Only 1 effect per turn

Advanced: 3.5/5
Genesys: 3.5/5
Art: 3.75/5 If Emergency Teleport didn’t make it clear he’s actually a small robot, well, here ya go.


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