Yu-Gi-Oh! Genesys Guide: PSY-Frame Primite... Mokey Mokey?

You’ve read the title, and while the first two components likely make sense, the final portion surely must be a gimmick.  After all, Primite has shown itself to be one of the best engines in Genesys format following the most recent point update, as for a mere 33 points you get access to a potent Normal Summon engine that grinds with the best of them.  PSY-Frame, meanwhile, has priced the currently-limited-in-the-TCG PSY-Framegear Gamma at only 15 points, meaning it’s fairly reasonable to jam the full 3 copies in a list without too hefty a consideration for other non-engine.  Mokey Mokey, however, is among the most laughable options available, and beyond just being used as a Level 1 non-Tuner Normal Monster it’s not worth consideration. This list doesn’t merely rely on the titular Fairy, however, we’re also on (and expect to see) Mokey Mokey Adrift.  Let’s talk about how this may end up being more than the sum of its parts, and get into Genesys’ most wacky midrange shell!  Presenting: PSY-Frame Primite Mokey Mokey.

To kick things off, let’s talk about why we’re on a pair of Mokeys in this list: Jack in the Hand. This is a fantastic search Spell, and one that remains unpointed in Genesys, with some pretty stellar targets. Droll & Lock Bird, D.D. Crow, and in our case PSY-Framegear Alpha—but it comes with a condition. One of the cards you select to show the opponent becomes theirs, and your choice is between the remaining two; this facet of the card is what keeps it niche, as not many decks can survive potentially giving our opponent a Droll. Thankfully, we can.

See, our intended reveals are most often Droll, Adrift, & Alpha, with the occasional Crow sprinkled in. This greatly incentivizes our opponents to take Droll (which does nothing given we search once a turn), leaving us with the option to put effectively a Normal in GY and add one to hand, or kickstart our PSY-Frame gameplan.

If our opponent ever has the gall not to choose Droll, they then must face it on their turn, meaning that Jack almost always reads as a mechanism to kickstart one half of the deck, or bolster the other.

Speaking of which, let’s talk about what the small Mokey package assists with: Primite’s underutilized Fusion package.  Primite is best known for giving Blue-Eyes a day in the sun this year, but while there was ample excitement about what Primite Ether Beryl could do for a number of decks which rely on Normal Monsters to make their plays, less excited was the reaction to Primite Fusion & Primite Dragon Nether Berzelius.  These allow us to reset Normal Monsters back to the deck and end on a massive threat, though the real treat of Fusion is its capability to search Primite Imperial Dragon, a card used here better than any other strategy.

Imperial Dragon has an effect to Normal Summon itself as a Quick Effect, which is awesome given its ability to deal with opposing boards.  What’s less awesome is the fact that you need to Tribute a Normal Monster to do so, and not many decks have that capability at the ready.  This is less the case with PSY-Frames, which port out a PSY-Frame Driver with every activation, a free Normal Monster also at Quick Effect speed.  The intent is obviously to use this for a Synchro Summon, via PSY-Frame Circuit, but in the cases where that Field Spell is inaccessible (not least because Terraforming effects are drastically pointed) you can rely on Imperial Dragon to pick up the slack of layering interactions.  Going second, you can even side in more Dragons to open this line more frequently, being as devastating as the well-known Imperm/Multifaker line with Altergeist.

Due to the fact Adrift is a Normal Monster in the GY, we can use it for our Primite Fusion, and putting a Normal Monster in hand turns on Primite Drillbeam, which is akin to a Cosmic Cyclone turned up to 11.  It covers for everything we’d need to keep the Primite engine online, all while allowing our Field to be clear such that the PSY-Frame effects are live.  In short, due to what it is, and finds, the Mokey Mokey package actually covers our bases better than anything else for as few slots!

We also have a few copies of Hop Ear Squadron, which works in a similar vein to Imperial Dragon, using errant Drivers when we don’t yet have the Field Spell online, and can give us the ability to clear a negated Beryl, should we want to keep our PSY-Frames available.  This deck is largely one that tries to flex its Synchro toolbox, and in fact Nether Berzelius exists more to reset banished Drivers or Mokey Mokey than to be the endgame itself.

The key numbers to think about in terms of our Synchro lineup are 6, 7, & 8—6 is Hop Ear and a Beryl, 7 is Alpha & Driver, and 8 is Gamma, Delta, or Hop Ear plus Driver/Imperial.  Within each of these Levels, we need to have cards which can interrupt the opponent immediately, given we’re likely making them on their turn.  To that end, Silvera, Wolf Tamer of the White Forest is likely our best 6, and for a similar reason PSY-Framelord Zeta is our best 7.  Critically, Omega is a whopping 100 points, so we can’t play the best-in-slot 8 inherently, however there’s still options when we’ve activated Gamma.  The best in a vacuum is Enigmaster Packbit, being able to remove a monster without sending it to the GY, but we can actually ladder into a 10 by way of Accel Synchro Stardust Dragon and a Level 2 Tuner in yard.

As far as non-engine is concerned, the entire deck kind of feels like non-engine; Primite & PSY-Frames rarely existed on their own, and while they have pronounced synergy here the through-line doesn’t exist to port between either half of the engine.  If we could afford a Pot of Prosperity, that would be much appreciated.  That being said, Gamma is quite literally one of the strongest handtraps of all time, to such an extent it’s limited in the TCG, and we’re also on triple Crow, Meister, and Droll.  This is a deck that can absolutely chunk out opponents from hand, and ideally we’ll find some way to translate that into our core line, by way of a Primite Fusion or Synchro play.  Rounding out our non-engine is 2 Cosmic Cyclone, which I feel compliments a suite of ways to deal with Monsters and gives us occasional play into backrow decks.  Coupled with Drillbeam, it sufficiently scares opponents out of siding into too much backrow.

This right here is a fun list, emphasizing the overlap between two disparate engines of more than 5 years’ difference in print year.  PSY-Frames were known for a long time as one of the classic annoying strategies, being entirely reactive without proactive capabilities, and here that gets leaned into, given we can’t use their Link Monster, Lambda, to turn them on while we have bodies on the board.  The Genesys balancing team clearly thought that this limitation would allow them to be as liberal as they’ve been with cards like Gamma, but here it’s obviously proven that the greatest negation handtrap of all time still deserves that moniker.  The small Mokey Mokey package helps ensure we can get Nether Berzelius large enough to out the ‘towers’ style monsters this deck traditionally struggles with, and it means we don’t need to dedicate slots in the side to Kaijus, which relieves that space to be free for more and more backrow tools going first.

With that being said, what funny cards have you used to tie together different engines?  Mokey Mokey is one helluva contender, but there have to be other examples!  What other non-engine strategies have you seen played successfully in Genesys?  This list would be improved without the hits to Impulse, has the recent change to points affected your favorite lists?  Let me know in the comments below!

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