Konami is finally letting loose on new card information for the upcoming Doom of Dimensions expansion. This time, Artmage (initially translated as Artmegia) is getting a second wave of support alongside some new Teleport-focused Psychic-types.
New Wave of Artmage Cards
Theorealize Overdrive

You can only use the 1st and 2nd effect of this card's name each once per turn.
(1) Target 1 “Medius the Pure” in your GY or banishment; Special Summon it.
(2) During your Main Phase: You can banish this card from your GY, then target 1 face-up monster you control and declare a Level from 1 to 10; its Level becomes the declared Level until the end of this turn.
This card isn’t the strongest showing for the new Artmage cards, but it does have pretty good utility.
From what we know of the archetype, Medius the Pure is a key part of its engine, and this Spell card is a hyper-specialized Monster Reborn for Medius.
The level manipulation aspect is a little quirky, though. The Artmage archetype seems to be more focused on Fusion summoning.
This could perhaps be a sign that the archetype might be getting an XYZ or a Synchro monster down the line.
The level change of Overdrive does synergize with Artmage Finmel. but a temporary untargetable blanket doesn’t necessarily advance the game state.
Artmage Movement -Lineage-

You can only use the 1st and 2nd effect of this card’s name each once per turn. You cannot Special Summon from the Extra Deck the turn you activate either of this card’s effects, except Fusion Monsters.
(1) If your opponent controls more monsters than you do: Special Summon 1 “Artmage” monster from your Deck in Defense Position, with a different name from the cards you control.
(2) If this card is sent to the GY to activate the effect of “Artmage Academic Arcane Arts Acropolis”: You can add 1 “Artmage” Trap from your GY or banishment to your hand.
This is the in-archetype Emergency Teleport, but the caveats this card has hurt its overall viability a little.
Unless you’re going second, or there’s a monster on the opponent’s field, you’d have to sacrifice this spell card to Artmage Academic Arcane Arts Acropolis’ search function, and that’s asking for a hand trap (e.g. Droll & Lock Bird) to come out.
If you can use the search function unmolested, Lineage makes up for its sacrifice by allowing you to grab one of the in-archetype trap cards.
Its second effect is more of a compensation rather than an actual effect you’d like to use. That said, it does help the engine run a little more smoothly in a pure build.
As for the first effect, if it does activate, it’s a one card play line into one of the Artmage fusion monsters via Artmage Power Patron.
With both Artmage Movement -Lineage- and Medius the Pure acting as the combo starters for the archetype, the consistency of the Artmage engine going into its extra deck Fusion monsters is pretty high.
Artmage Peripeteia -Turmoil-

You can only use the 1st and 2nd effect of this card’s name each once per turn. You cannot Special Summon from the Extra Deck the turn you activate either of this card’s effects, except Fusion Monsters.
(1) Target 1 monster in your opponent’s GY; return 1 “Artmage” monster you control to the hand/Extra Deck, and if you do, Special Summon the targeted monster to your field, but its effects are negated.
(2) If this card is sent to the GY to activate the effect of “Artmage Academic Arcane Arts Acropolis”: You can add 1 “Artmage” Spell from your GY or banishment to your hand.
This is probably one of the more unique kinds of support cards we’ve seen an archetype receive in recent times. Rarely do we see a tool that allows the player to pull a monster from the opponent’s graveyard.
In modern Yu-Gi-Oh! the graveyard is usually viewed as a second hand. Monsters that trigger in the graveyard are plentiful, so being able to stop it while bringing another body onto the field to further your own plays is pretty good card advantage, all things considered.
Artmage Peripeteia -Turmoil- is a trap card, so its ability is more reactionary. In case the board state requires a more active approach, however, Turmoil can be exchanged via the Artmage Field Spell.
Not only will the Field Spell be able to search out an Artmage monster due to its own effect, but Turmoil can be exchanged for any of the archetype-specific Spell cards at the same time.
As far as drawbacks are concerned, the lock to Fusion may be a little bit of a bother since a lot of generic extra deck staples are usually found in the Link, XYZ, or Synchro category.
At the moment Artmage for the meantime, doesn’t have a lot of Fusion monsters in its rosters to make this card enticing to run.
Surprising Psychic Support
Axon Kicker Oracle

1 Psychic monster + 1 Synchro, Xyz, or Link Monster
After this card is Fusion Summoned, it gains 1000 ATK for each Synchro, Xyz, and/or Link Monster used as its material, until the end of the next turn.
You can only use each of the following effects of "Axon Kicker Oracle" once per turn.
When your opponent would Special Summon a monster(s) (Quick Effect): You can negate the Special Summon, and if you do, banish that monster(s).
If this Fusion Summoned card is sent to the GY: You can banish 1 "Teleport" Normal or Quick-Play Spell from your GY; Special Summon this card.
Speaking of Fusion monsters, Axon Kicker Oracle comes as a pretty generic Psychic-type monster that can gain surprisingly easy access due to Teleport Fusion.
The only issue facing this card is the other half of its needed fusion material. Even if you choose to maximize its attack gain to bring in a 4,900 beat stick, that effect is only temporary. That said, avid deck builders may find a way to get around this problem.
As for its main ability, it can negate any form of special summon. That in itself is pretty good as far as generic tools go. It may not be able to stop a Nibiru, the Primal Being from wiping out your board, though.
Axon Kicker Oracle is also surprisingly resilient. If its summoning sticks the landing and gets sent to the graveyard, it can turn any Teleport already in the graveyard as recursion fodder.
Serene Psychic Sorceress

1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can pay 1000 LP; Set 1 "Teleport" Normal or Quick-Play Spell from your Deck, GY, or banishment.
If this Synchro Summoned card is sent to the GY: You can target 1 card your opponent controls, or if you control a Psychic Fusion or Synchro Monster, you can target up to 2 cards your opponent controls; return them to the hand.
You can only use each effect of "Serene Psychic Sorceress" once per turn.
The surprises keep coming as Konami gifts Psychic-type decks another versatile, if generically accessible tool.
Serene Psychic Sorceress can act as a very good board breaker because it spins cards back to whence they came. Depending on sequencing, this can easily scale into two cards.
That’s pretty devastating if the opposing end board doesn’t have any targeting protection.
Alternatively, if you’re going first, you could also leave this card on the field as a mine that the opponent would have to sequence around.
It would be too easy to use a Quick Play spell like Parallel Teleport to further your end board while denying enemy field presence. It just so happens that this Synchro monster can search out said Parallel Teleport and immediately set it to the board.