With the new support and Emergency Teleport being released 3 times, the deck can combo extremely smoothly with 1 combo card

How to Play PUNK
On average, psychic decks will require you to pay LP to do something, but in return, this deck adds a lot of resources, has both search and draw and sometimes restores goods, is not locked, can be hired for many decks or hired by other engines without fear of anything.
Sections covered in this guide:
CORE
Noh-P.U.N.K. Rising Scale (x3)
super card, super support
Jump from hand by banishing another PUNK from graveyard, after jumping up can pay LP and choose 1 PUNK monster, jump straight to field or add to hand
=> can both start a combo and expand the combo later
Can cause trouble for the enemy in case of being thrown Maxx "C" or similar cards, while on the field can set 1 monster with 2500 ATK or higher when that monster activates the effect
=> can act as a disruptor
Noh-P.U.N.K. Ze Amin (x3)
level 3 can be normal summoned and pulled out by Emergency Teleport
Can pay LP then search 1 PUNK monster from deck to hand
When touching a grave, it will increase 600 ATK for a PUNK monster. Although it sounds a bit lame, it is lame. In return, you have a little more ATK to OTK or pass the enemy board, or arrange chains to avoid negate.
Noh-P.U.N.K. Ogre Dance (x3)
search for a PUNK monster by discarding yourself (this gives you a body in the grave for Rising Scale to banish and jump on)
Can jump from hand by sacrificing 1 PUNK monster. When this card is on the field, it will be a body with high stats thanks to the effect of increasing its own ATK, but it is very weak.
P.U.N.K. JAM Extreme Session (x1)
draw 2, monster jump
Twice a turn, when a Psychic monster you pay LP to use its effect, you can draw 1 card
You can banish a PUNK monster/spell/trap to jump a PUNK monster from your hand to the field, this will help you extend your combo, or simply have an extra body to rotate to Fiendsmith
Ukiyoe-P.U.N.K. Rising Carp (x1)
huge choke point of the deck
This card will use 2 PUNK bodies that are no longer effective to fuse into this card, then this card will be sacrificed and pull 2 ​​PUNK monsters with different names from hand or deck to the field, of course those 2 monsters will have effects that have not been used this turn to expand the combo.
Also if this card is used as synchro material, you can choose 1 PUNK monster and it can punch twice
Both turn 1 and turn 2 are effective, a very strong card in the deck (if not handtrapped)
Staple
Emergency Teleport (x3)
Pull a Level 3 or lower Psychic monster from the deck onto the field. Even though that monster is banished at the end of the turn, its effect can still be used, it can still punch, it can still be used as material to summon other monsters, and it doesn't lock anything.
NO ONCE PER TURN
Psychic End Punisher (x0-1)
Level 11 is super easy
As long as your LP is lower than or equal to the enemy's (you pay LP to use the effect, so your LP is always lower than the enemy's), you will be immune to all enemy activation effects.
has the ability to pay 1000 LP to banish 1 friendly and enemy monster as well as increase ATK equal to the difference in LP of the enemy and you, for example if you are 4000 LP less than the enemy, this card increases ATK by 4000. But if you are 4000 LP more than the enemy, this card still increases ATK by 4000 :)
The Zombie Vampire, Divine Arsenal AA-ZEUS - Sky Thunder and Super Starslayer TY-PHON - Sky Crisis (Xyz)
This deck rarely plays Xyz so Zeus and Zombie Vampire are almost never used even though they have very cool effects.
Ty-Phon is another case, can Xyz by using 1 of your monsters, support to break the enemy board
Video & Combo
master-duel
1083
5
https://ygovietnam.com/





































































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