Psychic End Punisher
Psychic End Punisher

Psychic End Punisher – #DIFO-EN043

1 Tuner + 1+ non-Tuner monsters – While your LP are less than or equal to your opponent’s, this Synchro Summoned card is unaffected by your opponent’s activated effects. Once per turn: You can pay 1000 LP, then target 1 monster you control and 1 card your opponent controls; banish them. At the start of the Battle Phase: You can make this card gain ATK equal to the difference in your LP and your opponent’s.

Date Reviewed:  June 17th, 2022

Rating: 4.19

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,

Psychic End Punisher ends the week and the art reminds me of a pumped-up version of Thoughtruler Archfiend.

Generic requirements for the Synchro Summon: 1 Tuner + 1+ non-Tuner monsters. Level 11 with 3500/3500 stats are pretty strong and making this with the generic materials isn’t a tough thing to do. Protection from activated effects while you have lower LP punishes your opponent for gaining an advantage. Punisher needs to be Synchro Summoned as well for this protection, so no Monster Reborn for Punisher if you want that added layer of protection. 1-for-1 banish ability each turn for 1000LP lowers your LP to keep that protection live. Any card can be targeted on your opponent’s field, giving you some great spot removal potential (you’ll choose monster likely 9 out of 10 times) but you need to banish a monster of yours.

LP still don’t really matter unless you are playing Dinomorphia. Paying 1000LP and banishing a monster to get rid of one card your opponent has is a -1 if you care about the LP, but we’ll think of it as a 1-for-1. You can banish a token as well if you don’t want to banish any of your monsters, but most players will give up a monster for another monster. On your turn the Trigger ability of Punisher will kick in during your Battle Phase (if applicable) and boost Punisher by the difference in LP for its ATK. This could mean a 1000 or more boost to a generic 3500ATK monster, making it bigger than something like Obelisk. If you slip this in Dinomorphia, you could be looking at a 4000ATK boost and make this an OTK potential card. With the generic materials you have the ability to Synchro Summon Punisher at any point in the game and the closer to the end you do the likelihood of you having lower LP are better than early on.

Protection when you have lower LP, difference in LP added to ATK on your turn’s Battle Phase, spot removal at an easily attainable cost that also works in conjunction with keeping that protection active, Psychic End Punisher has a lot going for it. The balance is it needing to be Synchro Summoned to get that protection, but even without the protection, Punisher is still such a powerful monster and still has the spot removal and battle boost. If you Synchro Summon in your deck, and you could reliably make this, I’d think about adding this.

Advanced-4/5     Art-5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

The week ends with the OCG Ghost Rare as we usually do with core sets now: Psychic End Punisher.

PEP is a Level 11 LIGHT Psychic Synchro with 3500 ATK and DEF. Very strong stats overall, LIGHT is a great Attribute, and Psychic is always fun. It’s a generic Synchro at the very least, just needing any Tuner and non-Tuner(s) to summon, so simple to get out. While your LP are lower than the opponent’s, this card is unaffected by the opponent’s activated effects if it’s on the board and was Synchro Summoned, which is nice protection. Kinda fitting for the P.U.N.K. archetype with all the LP paying you do in that Deck and the fact it’s built for making Level 11 Synchros. You get a soft once per turn on the second effect to pay 1000 LP to target a monster you control and any card the opponent controls to banish them. Nice removal for the opponent’s cards, though would of been better if you didn’t have to banish something as well. This at least raises the LP deficit between you and the opponent if you’re lower, or closes the distance if the opponent was lower. No matter who has lower LP, at the start of the Battle Phase this card can gain ATK equal to the difference between each player’s LP, meaning this can get very strong very fast, especially since the ATK boost doesn’t go away at the end of the turn like on other cards. The protection this card has is nice when it’s live, the removal effect is alright, and the ATK gain makes this a force to be reckoned with. If your Deck can make a Level 11 Synchro, this is a card to consider.

Advanced Rating: 4/5

Art: 4.5/5 You usually get the most gnarly artwork from these Psychic Synchros.


Dark Paladin's Avatar
Alex
Searcy

Didn’t I mention something about Psychics earlier this week?  Psychic End Punisher (wicked name) is a Level 11 (don’t neglect the Level/Rank 11s in your Extra Deck y’all) Light/Psychic Synchro with 3500 atk and def.  Everything is awesome about this, and the Synchro requirements are a Tuner and 1+ non-Tuners, so we like that too.  Protection from the opponent’s activated Effects so long as you have fewer Lifepoints may seem bad initially BUT it isn’t, and totally workable in a Psychic strategy, as they like to pay Lifepoints to perform all kinds of abilities.  Once a Turn, at the price of 1000 Lifepoints, you can remove from play 1 Monster you control in addition to one card your opponent controls.  The benefit here being that removing your Monsters (Psychic, I’m assuming and hoping) is that there are countless ways to get them back via your other Psychic Monsters.  Plus, this is a Target Effect, as most are, but the card you rid your opponent of can be any card in any position, so that opens the board up to most anything.  Lastly, this brute with his 3500 attack can have it increased during the Battle Phase equal to the difference between the players’ Lifepoints.  That’s gotta be enough to open some OTK potential.  The longer this thing stays on the Field, the bigger the problem it’s going to be.  It’s not perfect, but it’s damn good, and a great close to the week.

Rating:  4.5/5

Art:  5/5  Love love LOVE everything about this


Mighty Vee
Mighty
Vee

This week ends with another one-off (but not really) monster, Psychic End Punisher, a level 11 LIGHT Synchro Psychic (duh) monster. Despite being level 11, it has generic Synchro requirements, so any deck that can make level 11 Synchros (like P.U.N.K.) can make it, as well as any engine that can make level 7 Synchros through Power Tool Dragon and Living Fossil, like the Mathematician combo or the Psi-Reflector engine. Punisher boasts an above-average stat spread of 3500 attack and defense, so it’s a pretty competent beater and wall as well.

As long as your Life Points are equal to or lower than your opponent’s Life Points and Punisher is Synchro summoned, Punisher is unaffected by your opponent’s activated effects. This guy continues the odd trend of being unaffected by activated effects only, so it’s still vulnerable to continuous effects like Skill Drain and Phantom Knights’ Fog Blade. In P.U.N.K. decks, the protection should almost always be live since you’ll be paying plenty of LP for their effects, though you’ll still have to be careful if you can’t OTK your opponent, even with Punisher’s high attack stat. Speaking of which, if 3500 attack isn’t enough for you, Punisher can gain attack equal to the difference between you and your opponent’s life points at the start of the Battle Phase, which can make it gain a lot of attack very quickly when you realize it can be activated on both turns. Last but not least, Punisher has a soft once per turn effect to target and banish a monster on both sides of the field by paying 1000 Life Points, which can help maintain its protection and get rid of pesky monsters. In a pinch, you could even banish Punisher itself if you really need to banish something, but realistically Punisher would be able to beat over most monsters anyway. If it wasn’t already obvious, Punisher is meant to be a supplementary boss for the P.U.N.K. archetype, and is overall a nice generic boss as long as your deck doesn’t revolve around increasing your Life Points, for some reason.

Advanced: 4.25/5

Art: 4.5/5 Reminds me a lot of Thought Ruler Archfiend, which makes sense, considering this guy and P.U.N.K. were designed as a love letter to classic Psychic Synchro monsters.


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