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ASMRtist Archetype (14/14) - Healing Sounds


Atypical-Abbie

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ASMRtist is an Archetype of Psychic monsters with 0 ATK/DEF, various Levels and Attributes. They focus on LP gain, Fusion Monsters and Tingle Counters, and having more LP than your opponent. Their playstyle revolves around having ASMRtist Academy on the field, which is able to gain Tingle Counters, which boost their ATK/DEF and provide powerful draw effects, though at the cost of the ATK/DEF boost, as well as Fusion Summoing their boss monster ASMRtist Silent Symphony, which they can do easily with ASMRtist Goodnight Fusion that can banish Fusion Materials from the Deck or GY, but at a heavy LP cost,

For those who don't know, ASMR stands for "autonomous sensory meridian response" and is a phenomenon where certain sounds are able to provide feelings of a tingling sensation, as well as being used for meditation, relaxation and sleep. I combined this idea with music, as well as an academy theme, oh and ASMRtist is what the people who make videos where they make sounds and whisper etc. call themselves, a portmanteau of ASMR and Artist, if that wasn't clear.

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If you gain LP while this card is in your hand: You can Special Summon this card. If this card is Summoned: You can Special Summon 1 "ASMRtist" monster from your hand, then gain LP equal to the number of "ASMRtist" monsters you control x 500 OR place 1 Tingle Counter on "ASMRtist Academy". You can target 1 "ASMRtist" card in your GY or among your banished cards; send this face-up card to the GY; then add that target to your hand. You can only use each effect of "ASMRtist String Sounds" once per turn.

 

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If you gain LP while this card is in your hand: You can Special Summon this card. If this card is Summoned: You can pay 1000 LP; add 1 "Polymerization" or "Fusion" Normal Spell from your Deck to your hand, also you cannot Special Summon monsters, other than Psychic monsters for the rest of this turn. (Quick Effect): You can Tribute this card; gain 1000 LP OR place 2 Tingle Counters on "ASMRtist Academy". You can only use each effect of "ASMRtist Clarinet Chime" once per turn.

 

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If you gain LP while this card is in your hand: You can Special Summon this card. (Quick Effect): You can pay 1000 LP; Fusion Summon 1 Psychic Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. You can banish this card and 1 other Psychic monster from your GY; gain 1000 LP OR place 1 Tingle Counter on "ASMRtist Academy". You can only use each effect of "ASMRtist Harpsichord Harmony" once per turn.

 

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If you gain LP while this card is in your hand: You can Special Summon this card. (Quick Effect): You can discard 1 card; gain 1000 LP OR place 1 Tingle Counter on "ASMRtist Academy". If this card is sent to the GY or banished because it was used as a Fusion Material or destroyed by your opponent's card: You can gain 1000 LP OR place 1 Tingle Counter on "ASMRtist Academy". You can only use each effect of "ASMRtist Whispering Woman" once per turn.

 

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2 "ASMRtist" monsters
Once per turn (Quick Effect): You can remove any number of Tingle Counters from "ASMRtist Academy"; gain 1000 LP for each removed. If your LP are higher than your opponent's LP, monsters you control with 0 original ATK/DEF can attack your opponent directly. Up to twice per turn: (Quick Effect): You can pay 1000 LP, then target 1 card your opponent controls; destroy that target.

 

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2 "ASMRtist" monsters
When this card is Fusion Summoned: You can place 1 Tingle Counter on "ASMRtist Academy". The turn you gained LP while this card was face-up on the field, monsters you control with 0 original ATK/DEF cannot be destroyed by battle or your opponent's effects. Each time you gain LP, all monsters your opponent control lose 500 ATK/DEF.

 

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3+ "ASMRtist" monsters
Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by banishing 2 Psychic monsters Special Summoned from the Extra Deck. When this card is Fusion Summoned: You can activate 1 "ASMRtist Academy" from your Deck or GY, and if you do, place Tingle Counter on it up to the number of materials used for this card's Fusion Summon. Up to twice per turn, if your LP are higher than your opponent's LP, if a monster you control with 0 original ATK/DEF battles an opponent's monster, at the start of the Damage Step: You can destroy the opponent's monster, and if you do, inflict damage to your opponent equal to that monster's ATK.

 

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If you control an "ASMRtist" monster: You can gain LP equal to the number of "ASMRtist" monsters you control x 500. If you gain LP: Place 1 Tingle Counter on this card. All "ASMRtist" monsters you control gain 500 ATK/DEF for each Tingle Counter on this card. During your End Phase: You can remove any number of Tingle Counters from this card; draw cards equal to the number removed. If this face-up card would be destroyed, you can pay 1000 LP instead. You can only use each effect of "ASMRtist Academy" once per turn.

 

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You can also pay in multiples of 1000 when you activate this card (max. 3000); Fusion Summon 1 Psychic Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you paid LP to activate this card, you can banish Fusion Materials from your Deck or GY with different names for each 1000 paid. If this card is in your GY: You can banish this card; place 1 Tingle Counter on "ASMRtist Academy". You can only use each effect of "ASMRtist Goodnight Fusion" once per turn.

 

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If you control no monsters in your Main Monster Zone, other than "ASMRtist" monsters: Gain LP 1000, then if you control a Psychic monster in your Extra Monster Zone, you can Special Summon 1 "ASMRtist" monster from your Deck or GY. If this card is in your GY: You can banish this card, then target 2 of your banished monsters; shuffle them into the Deck as Fusion Material, and if you do, Fusion Summon 1 Psychic Fusion Monster from your Extra Deck. You can only use 1 "ASMRtist Tingle Training" effect per turn, and only once that turn.

 

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When this card is activated: You can pay 1000 LP; add 1 "ASMRtist" monster from your Deck to your hand. While your LP are higher than your opponent's LP, "ASMRtist" monsters you control are unaffected by your opponent's Spell/Trap effects. If an "ASMRtist" monster(s) is Normal Summoned or Special Summoned from your Extra Deck: You can add 1 "ASMRtist" Spell/Trap from your Deck to your hand, except "ASMRtist Resting Room". If this face-up card would be destroyed, you can pay 1000 LP instead. You can only use each effect of "ASMRtist Resting Room" once per turn.

 

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Special Summon 1 Psychic monster from your hand, GY or among your banished monsters, and if you do, gain LP equal to its Level/Rank/Link Rating x 200. You can remove 1 Tingle Counter from "ASMRtist Academy" to activate this card from your hand. You can only activate 1 "ASMRtist Soft Serenade" per turn.

 

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When this card is activated: You can gain 800 LP +600 for each Fusion Monster you control OR place 2 Tingle Counters on "ASMRtist Academy". While your LP are higher than your opponent's LP, "ASMRtist" monsters you control are unaffected by your opponent's monster effects. Once per turn: You can target 1 "ASMRtist" monster you control; banish it until the End Phase, also you take no battle damage for the rest of this turn. If this face-up card would be destroyed, you can pay 1000 LP instead.

 

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When your opponent declares an attack on a Psychic monster or activates a card or effect that targets a "ASMRtist" card(s) you control: Negate the attack or activation, and if you do, destroy that card, then if you control a Fusion Monster, gain 1000 LP. You can pay 2000 LP to activate this card from your hand. If this card is destroyed by your opponent's card or effect: You can gain 1000 LP OR place 2 Tingle Counter on "ASMRtist Academy".

 

 

 

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I read through it!

1. The first fusion monster says "gain 1000 for each counter removed" is that ATK/DEF or LP?

2. Where would you banish the Fusion monsters from for the third fusion monster's effect? field or GY?

3. Acadamy is broken, potential fixes: put a cap on how many times it can self place counters per turn (probably 5 max) [a lot of cards say "or add 1 Tingle counter to ASMartist Acadamy" which you should never choose because academy can place the counter on itself when you gain LP], cap the number you can remove (probably 3 max... NO! Max = the number of ASMartist you control! So it can't be used generically in something like Aromage.), max number of counters that can be on the card (probably 10) 

 

Honestly these are major concerns but easy fixes to such a well made deck.

 

I'm thinking of synergies like child's play dammmn.

Can't wait to see this in action if it sees the light of day on a dueling platform!

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10 hours ago, Loleo said:

I read through it!

1. The first fusion monster says "gain 1000 for each counter removed" is that ATK/DEF or LP?

2. Where would you banish the Fusion monsters from for the third fusion monster's effect? field or GY?

3. Acadamy is broken, potential fixes: put a cap on how many times it can self place counters per turn (probably 5 max) [a lot of cards say "or add 1 Tingle counter to ASMartist Acadamy" which you should never choose because academy can place the counter on itself when you gain LP], cap the number you can remove (probably 3 max... NO! Max = the number of ASMartist you control! So it can't be used generically in something like Aromage.), max number of counters that can be on the card (probably 10) 

 

Honestly these are major concerns but easy fixes to such a well made deck.

 

I'm thinking of synergies like child's play dammmn.

Can't wait to see this in action if it sees the light of day on a dueling platform!

1. It's LP, I will fix that soon.

2. It banishes monsters Special Summoned from the Extra Deck, meaning from the field, if they were Special Summoned from the GY later on, you can't use those monsters.

3. It's got a hard OPT clause for each of its effects, it can only place 1 Tingle Counter on its own. As for the draw effect limit, I may consider that, from testing you can get a lot of draws, though at the cost of your monsters' ATK/DEF, meaning you are left open to attacks, but I think 3 is a good limit to consider.

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15 hours ago, Abbie said:

1. It's LP, I will fix that soon.

2. It banishes monsters Special Summoned from the Extra Deck, meaning from the field, if they were Special Summoned from the GY later on, you can't use those monsters.

Alright cool!

3. It's got a hard OPT clause for each of its effects, it can only place 1 Tingle Counter on its own. As for the draw effect limit, I may consider that, from testing you can get a lot of draws, though at the cost of your monsters' ATK/DEF, meaning you are left open to attacks, but I think 3 is a good limit to consider.

God how did I miss the HOPT clause, it's right there!

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