
Psychic Blaster Mk-II – #DUAD-EN040
1 Psychic Tuner + 1+ non-Tuner Psychic monsters
You can target 1 banished monster; Special Summon it to your field. During the Main Phase (Quick Effect): You can banish 1 monster from your GY, then target 1 other face-up monster on the field; banish it, then gain LP equal to that banished monster’s original ATK. You can only use 1 “Psychic Blaster Mk-II” effect per turn, and only once that turn.
Date Reviewed: October 31st, 2025
Rating: 3.92
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:

King of
Lullaby
Hello Pojo Fans,
Psychic Blaster Mk-II is the final card this week we’ll be looking at to bolster the Psychic-Type.
A Level 9 Psychic that requires all Psychic monsters is a turn-away from giving the meta good Psychic Synchro monsters to splash into their Extra Decks. Immediately the stats leap off as consistent with high Level monsters, you aren’t losing a head-to-head battle with 3200ATK. Special Summoning any banished monster to your side of the field cost-free is a fantastic effect. Not being a Quick-Play does make it so you can’t interrupt your opponent’s plays with that effect, so it balances out a little bit.
Blaster Mk-II is all about the LP gain to balance out how Psychic-Type monsters typically have to pay LP to activate effects. Banishing a monster in your grave to banish something your opponent has, while gaining LP equal to the original ATK of that monster is a win-win for you. Combining this effect with Monday’s card, Mind Procedure, would trigger its effect to Special Summon itself for 1000LP and you’d still get the banish of a monster on the field and LP gain. You are almost always going to banish your opponent’s monster and, unlike with Lord Ormega, your opponent isn’t getting that banished monster back. The LP gain helps balance out cards like Parallel Teleport, Krebons, Psychic Commander, etc, while getting you some advantage on the field.
It is pretty broken if you ask me that a 3200ATK monster can Special Summon a banished monster from either banished zone, banish a monster on the field and gain its ATK for your LP, and all it costs you is banishing a monster in your grave that you could do first to then Special Summon. That effect is an easy way to cheat back out a high-powered boss monster while getting rid of an opponent’s monster and gaining LP to pay for your Psychic-based cards. It is an upgrade from Thought Ruler Archfiend who had to destroy a monster and send it to the grave to gain LP via the monster’s ATK. The effect has been passed down to Blaster Mk-II and evolved to keep up with the gamestate, and this is arguably the best Psychic Synchro because you can take something away from the opponent and they won’t get it back, as well as use their own banished monsters against them.
Advanced- 4/5 Art- 2.5/5
Until Next Time,
KingofLullaby

Crunch$G
The week ends off with Hyper Psychic Blaster getting a much needed upgrade into Psychic Blaster Mk-II.
Mk-II is a Level 9 EARTH Psychic Synchro with 3200 ATK and 2700 DEF. A nice stat line for a Level 9, and EARTH has again been solid for Psychics before. Materials are any Psychic Tuner and any non-Tuner Psychic(s), so this is far from generic. You can target a banished monster and Special Summon it to your field first off, giving you yet another way to extend your plays after you get to this as a boss monster. The other effect is a Main Phase Quick Effect, letting you banish a monster from the graveyard to target another face-up monster on the field to banish it and gain LP equal to its original ATK, giving you a good way of removal and some LP recovery to make up for all those LP you need to pay to play Psychics to begin with. Only one effect per turn and only once that turn, so you likely save the removal for the opponent’s turn and extend during yours. It makes sense this isn’t a generic Synchro, the recovery and removal are very powerful and don’t require Psychics to use those effects. It’s a good boss monster if you can make it for sure.
As for Genesys, it’s one of the few great end board pieces that has no point cost, likely due to it not being generic, and in that format we take as many of those as we can get.
Advanced Rating: 4/5
Genesys Rating: 4.25/5
Art: 4/5 Psychic Blaster has always looked a bit odd, which I guess goes with the Psychic theme.

Mighty
Vee
(Not) Finishing off the week is the return of Hyper Psychic Blaster as the fittingly-named Psychic Blaster Mk-II, a level 9 EARTH Psychic Synchro monster just like its original counterpart. Its materials are a bit more restrictive, this time taking a Psychic Tuner and any number of Psychic non-Tuners instead of any Tuner, but this shouldn’t be a problem with the Psychic cards; Silent Psychic Magician will instantly set it up by reviving Mind Procedure and increasing its level by 1. Blaster Mk-II also gets a slight boost in both of its stats for a total of 3200 attack and 2700 defense, greatly pleasing my love of monsters with more than 3000 attack.
Rather than be a weird beater that heals Life Points, Blaster Mk-II opts for a more modern set of 2 hard once per turn, one per turn effects, which kinda stinks because both of them are great. The first will simply Special Summon any banished monster. This is mostly to help field more bodies to hopefully go into Silent Psychic Sorceress for Teleport Fusion to get more disruption by making Axon Kicker Oracle or Hyper Axon Kicker, or make P.U.N.K. JAM Dragon Drive and go into your P.U.N.K. combo lines. It’s even better when you consider Blaster Mk-II’s other effect, a Quick Effect usable during the Main Phase to banish any monster from your Graveyard, then target and banish any other face-up monster on the field. On top of that, you’ll recover Life Points equal to that banished monster’s original attack. Blaster Mk-II’s gameplan is pretty straightforward– on turn 1, you revive a banished body and keep comboing. When your opponent’s turn rolls around, you’ll banish one of their monsters as disruption, banishing something like Procedure to get some value, then on turn 3 you’ll revive your opponent’s monster as fodder (or just to help OTK if you banished something with decent stats) and hopefully clean up. Blaster Mk-II is a very simple monster, but it’s very good for what it is; you’ll want to be making it when you can as your primary boss monster in pure builds, and it’s always there in hybrids too since it’s so easy to make with Silent Psychic Magician. Just watch out for backrow, because this deck is practically helpless against it.
+Solid disruption and combo potential
+Banishing your own monsters sets up excellent follow-up
-Only 1 effect per turn
-Vulnerable to backrow effects
Advanced: 3.75/5
Genesys: 3.75/5
Art: 4/5 To be blunt, he’s a lot less imposing here, but I like the giant blaster rifle.
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