Aroma Archetype is an Archetype in Yu-Gi-Oh! This Archetype mainly consists of Plant-type monsters (with the exception of one Rock-type monster). For most of its existence in Duel Links, the deck was only available through Card Trader via the Feature Cards and Inventory Cards sections. However, with Konami releasing the Mini Box Fortress of Gears, the Aroma line has received a lot more Support through trap and spell cards like Humid Winds, Bless Winds and more.
Instructions for playing Aromage
Sections covered in this guide:
Playstyle (How to play)
- Their continuous effects are activated while your LP is higher than your opponent and you control a monster, however there are exception monsters such as Aromage Laurel and Aromaseraphy Angelica .
- Usually, their other effects are mandatory and are activated when LP is increased . The only exception to this is Aromaseraphy Angelica , a monster that can be dropped to the grave to increase LP. However, there are some exceptions that have more than two effects, for example: Aromage Marjoram or Aromage Laurel.
- The Synchro version has a tuner monster called Aromaseraphy Angelica that can use Synchro monsters. This version can be considered a bit more aggressive and faster due to being able to use monsters such as Brionac, Dragon of the Ice Barrier or Coral Dragon . However, this version of the deck is more prone to brick hands due to having more useless monsters on your first turn (e.g. Angelica).
- Xyz version. While not using Angelica and therefore not using Synchro monsters, this version of the deck can use some of the newly released Xyz monsters. While it doesn't necessarily have an advantage over the Synchro version right now, this version of the deck will get stronger with each new box as there are so many good generic Xyz monsters yet to be released in the game ( Mostly Xyz monsters with low rank and good effects ).
Skill
Skills are an important part of a deck with hard-to-control power like Aromage. Here are some skills you can get through character upgrades or through PvP matches in Casual Duel or Rank Duel:
LP Boost Alpha (Skill Card) (50% được dùng)
Destiny Draw (Skill Card) (60% được dùng)
Balance (Skill Card) (40% được dùng)
Balance (Skill Card)
ATK:
0
DEF:
0
Your starting hand will reflect the card balance of your Deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck. You cannot Special Summon or activate monster effects until the end of the Main Phase of your first turn.
Core Cards
Main Deck (Main Deck)
Aromage Jasmine (2-3x)
Aromage Jasmine
ATK:
100
DEF:
1900
During your Main Phase, while your LP are higher than your opponent's, you can Normal Summon 1 Plant monster in addition to your Normal Summon/Set, except "Aromage Jasmine". (You can only gain this effect once per turn.) Once per turn, if you gain LP: Draw 1 card.
- Each turn your LP increases, Jasmine allows you to draw one card . This effect is very useful in the early stages of the match to gain an advantage over your opponent. However, this effect cannot be used on your first turn due to Balance restrictions, making it inherently worse and making Jasmine only usable against 2 other copies in the Balance version . However, in Destiny Draw and other versions, Jasmine is still used in 3 copies. Although this effect is extremely powerful, you should be wary of accidentally drawing cards with said effect as this is a mandatory effect, meaning you cannot choose whether you want to draw a card or not but must Draw cards continuously.
- If your LP is higher than your opponent's, Jasmine allows you to perform an additional Normal Summon on a Plant-Type monster. Because this is a continuous effect, the Balance limits (Quote: You cannot Special Summon or activate monster effects until the end of the Main Phase of your first turn.) do not exist. Apply this effect . This effect is important for summoning another Aroma monster on your first turn to be able to set the field early in the match. Unlike Ritual Beast Tamer Elder's effect, this effect can be negated by a card like Fiendish Chain.
Aromage Cananga (1-2x)
- After each LP boost turn, Cananga allows you to return your opponent's Spell/Trap Cards on the field to their hand . This effect is very important in multi-backrow matches. If you have a way to increase LP during your opponent's turn, you should generally return a newly placed Spell/Trap card to their hand during the End Phase. This way, your opponent won't be able to reset until their next turn.
- If your LP is higher than your opponent's, Cananga reduces the ATK and DEF of all your opponent's monsters by 500. This effect is great for being able to overcome monsters with higher ATK than yours or just to defend yourself from attacks. However, there is also another way this skill can be beneficial in battle against the Blue-Eyes line.
Aromage Rosemary (1-2x)
Aromage Rosemary
ATK:
1800
DEF:
700
While your LP are higher than your opponent's, if a Plant monster you control attacks, your opponent cannot activate monster effects until the end of the Damage Step. Once per turn, if you gain LP: Target 1 face-up monster on the field; change its battle position.
- Each turn your LP increases, Rosemary's effect allows you to change the battle position of face-up monsters on the field. This is especially useful when it is your opponent's turn as it can prevent your opponent from attacking. It can also be used during your turn to change the attack position of your opponent's monster so that you can then attack it. This used to be a terrible effect when going first, but with Balance being limited, it can no longer trigger on your first turn. So having Rosemary on hand just got a whole lot better.
- Her second effect prevents your opponent from activating any Monster effects until the end of the Damage Step when a Plant monster you control attacks . This can be useful against leaves like Sphere Kuriboh and Kiteroid. There is also a rather interesting rule related to Marjoram when it comes to Rosemary's continuous effect, which is used a lot in the match with Thunder Dragon. There is also another rather complicated but sometimes useful interaction with this effect. When your Life Points are lower than your opponent's, you will face a DD Warrior and therefore your Life Points are higher than your opponent's, the following will happen: Since Rosemary's effect is continuous, it is applied Use this immediately during the Damage Calculation step, as here your LP is now higher than your opponent's. Now with Rosemary's effect going continuously, this means that DD Warrior's effect (which will trigger after damage calculation) will be negated.
Aromage Marjoram (1-2x)
Aromage Marjoram
ATK:
2000
DEF:
1600
While your LP are higher than your opponent's, you take no battle damage from attacks involving your Plant monsters. You can only use each of the following effects of "Aromage Marjoram" once per turn. ● When a Plant monster you control is destroyed by battle: You can Special Summon this card from your hand, then gain 500 LP. ● If you gain LP: Target cards in your opponent's GY, up to the number of "Aroma" monsters you control; banish them.
- Each turn your LP increases, Marjoram allows you to banish cards from your opponent's Graveyard for an amount equal to the number of Aroma monsters you control . This effect is important for decks that rely heavily on their graveyard like Blue-Eyes.
- Even though your Life Points are higher than your opponents, Marjoram prevents you from taking any damage in battles involving Plant-type monsters you control. This effect helps you control your Life Points. It's also useful against cards like Vision HERO Trinity that can often deal a lot of damage.
- Marjoram's third effect allows her to be Special Summoned from your hand when a Plant-type monster you control is destroyed by battle . This will also immediately trigger the banish effect of cards in your opponent's Graveyard. Because of this effect, Marjoram is often your primary target when using Humid Winds' first effect on your opponent's turn
Aromaseraphy Angelica (1-2x)
Aromaseraphy Angelica
ATK:
0
DEF:
0
During either player's turn: You can discard this card, then target 1 "Aroma" monster in your Graveyard; gain LP equal to that target's ATK. While your LP is higher than your opponent's, you control an "Aroma" monster, and this card is in your Graveyard: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Aromaseraphy Angelica" once per turn.
- Angelica's first effect allows you, during both player turns, to target an Aroma monster in your Graveyard and then drop from your hand to Angelica's grave to gain LP equal to the targeted monster's ATK target . This gives you an alternative option to gain Life Points, even on your opponent's turn, in addition to your Spell/Trap Cards. It's worth noting that you could theoretically target another copy of Angelica with this effect, although you wouldn't gain any Life Points in that case.
- While your LP is higher than your opponent's and you control an Aroma monster, Angelica can be Special Summoned from your Graveyard. However, when summoned this way, Angelica is banished upon leaving the field. Since Angelica is your only way to access your Extra Deck, you should not use this effect unless you are in a position to win the match.
Aroma Garden (3x)
Aroma Garden
Once per turn, if you control an "Aroma" monster: You can gain 500 LP, also all monsters you control gain 500 ATK and DEF until the end of your opponent's next turn (even if this card leaves the field). If a face-up "Aroma" monster you control is destroyed by battle or card effect and sent to the Graveyard: Gain 1000 LP.
- Once per turn while you control an Aroma monster, Garden allows you to gain 500 LP and increase the ATK and DEF of all monsters you control by 500 until the end of your opponent's next turn. This effect is important for activating effects like Aromage Jasmine's early in the match. Increasing ATK and DEF can help your monsters survive attacks from your opponents while also making them harder to deal with when you attack. It's worth noting that this effect is a 'once per turn' effect per turn. It is also a lingering effect, meaning the ATK and DEF increases will remain, even when Garden leaves the field. This means you can activate multiple copies of Garden to use the effect multiple times, which can be useful when hitting monsters with high ATK.
- Its other effect allows you to gain 1000 LP if an Aroma monster you control is destroyed by battle or card effect. This effect can activate the effects of other Aroma monsters you control while also providing an additional layer of protection in the form of additional LP.
Aroma Gardening (2-3x)
Aroma Gardening
If you Normal or Special Summon an "Aroma" monster(s) (except during the Damage Step): You can gain 1000 LP. When an opponent's monster declares an attack, while your LP are lower than your opponent's: You can Special Summon 1 "Aroma" monster from your Deck. You can only use each effect of "Aroma Gardening" once per turn.
- If you Normal or Special Summon an Aroma monster, this card allows you to gain 1000 LP. This effect is once per turn, so if you summon a Jasmine first, use the Gardening effect to gain 1000 LP and then summon another monster from Jasmine's effect, you will not be able to activate Reactivate the Gardening effect. It should be noted that (if this turn is not used) this effect can be activated by the Second Effect of Gardening's Special Summon.
- Gardening's other effect allows you to Special Summon an Aroma monster from your deck if your opponent declares an attack while your LP is lower than theirs. Although depending on the situation, your main target for this effect is usually Aromage Rosemary, Aromage Cananga or Aromage Marjoram. Since this effect can easily swing the game in your favor, it can force your opponent to make suboptimal plays to play around this effect.
Humid Winds (2x)
- By paying 1000 LP, you can add 1 Aroma monster from your deck to your hand. This effect is most useful in the early stages of a duel because it helps you scan your deck faster. If your opponent's monster is about to destroy an Aroma monster you control in battle, you should seek out Aromage Marjoram so you can Special Summon it immediately from your hand.
- Its second effect to increase LP by 500 when your LP is lower than your opponent can also be very useful. Especially for healing when you are behind your opponent in LP, which mainly happens in the early stages of the game.
Blessed Winds (2-3x)
Blessed Winds
You can activate 1 of the following effects. ● Send 1 Plant monster from your hand or face-up field to the GY; gain 500 LP. ● Target 1 Plant monster in your GY; shuffle it into the Deck, then gain 500 LP. ● Pay 1000 LP; Special Summon 1 "Aroma" monster from your GY. You can only use this effect of "Blessed Winds" once per turn.
- Its first effect allows you to send a Plant-type monster from your hand or field to the Graveyard for 500 LP . This effect is useful for dodging cards like Karma Cut by sending the monster it targets on the field to the Graveyard before it can be banished.
- Its second effect allows you to shuffle a Plant-type monster from your Graveyard back into the deck for 500 LP. This effect can sometimes be used to dodge cards like Aleister the Invoker and Invocation to prevent your opponent from using your monster as Fusion Material.
- Its final effect allows you to Special Summon an Aroma monster from your Graveyard by paying 1000 LP. This effect is especially useful in long battles against other decks because you can keep bringing back your monsters. For the Synchro version of the deck, this effect is important because your main way to get Aromaseraphy Angelica as Synchro material over and over again is this effect.
Core Cards (Extra Deck)
Since the deck has two different main versions that use monsters from different Extra Decks, this section is divided into one section for the Synchro Version and one section for the Xyz Version.
Synchro version
Aromaseraphy Rosemary (1-2x)
Aromaseraphy Rosemary
ATK:
2000
DEF:
900
1 Tuner + 1 or more non-Tuner monsters While your LP is higher than your opponent's, all Plant-Type monsters you control gain 500 ATK and DEF. Once per turn, if you gain LP: Target 1 face-up card your opponent controls; that face-up card has its effects negated until the end of this turn.
- Each turn your LP increases, Rosemary allows you to negate the effects of face-up cards your opponent controls. How to properly use this effect is quite complicated, so it will be explained later in the Tutorial.
- While your LP is higher than your opponent's, Rosemary increases the ATK and DEF of all Plant-Type monsters you control by 500. This effect, especially when combined with Aroma Garden can increase the ATK of Aroma's monsters you gain a ridiculous amount, making them harder to deal with.
Mist Bird Clausolas (1x)
- Once per turn, Clausolas allows you to reduce the ATK of a face-up monster your opponent controls to 0 while also negating its effects until the end of the turn. This effect is very useful against monsters with high ATK like Blue-Eyes White Dragon and monsters with very strong effects like Desperado Barrel Dragon. Although Clausolas cannot actually be used to attack your opponents due to its ATK of 0, it is quite useful as a defensive shield with its 2300 DEF.
Samurai Destroyer (1x)
Samurai Destroyer
ATK:
2600
DEF:
1400
1 Tuner + 1+ non-Tuner monsters If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it.
- If Samurai Destroyer battles your opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. Additionally, the monster's effects are negated during the Battle Phase. With this effect, it's easy to get rid of cards like Spiritual Beast Tamer Winda.
- Its second effect allows you to Special Summon a Machine-Type monster from your Graveyard if Samurai Destroyer leaves the field due to your opponent's card effect. This also means that if this card is destroyed by Raigeki Break for example, it can return on its own from the Graveyard.
Brionac Dragon of the Ice Barrier (1x)
Brionac, Dragon of the Ice Barrier
ATK:
2300
DEF:
1400
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.
- By discarding cards from your hand to the Graveyard, Brionac allows you to target and return cards your opponent controls equal to the discarded cards back to their hand. This is a really powerful effect because it deals with protective effects like Neos Fusion's. Due to Aromage Jasmine's effect, you can draw additional cards, which can be used as discard for Brionac's effect, making it more useful. Additionally, Aroma monsters discarded with this effect can be returned from the Graveyard if you have Blessed Winds on the field.
Coral Dragon (1x)
Coral Dragon
ATK:
2400
DEF:
500
1 Tuner + 1+ non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the GY: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.
- Once per turn, Coral Dragon allows you to discard a card to then target your opponent's card and destroy it. While it can't deal with protective effects like Brionac can, this effect still gets a lot of use because destroying a card is still a very strong effect in the game.
- If sent from the field to the Graveyard, Coral Dragon allows you to draw one card. This effect gives you more resources and can allow you to return.
Core Cards (Extra Deck)
Xyz version
Number 45: Crumble Logos the Prophet of Demolition (1x)
Number 45: Crumble Logos the Prophet of Demolition
ATK:
2200
DEF:
0
2 or more Level 2 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 other face-up card on the field; while this monster is face-up on the field, that target has its effects negated. While that target is on the field, cards with the same name as that target, and their effects, cannot be activated.
Number 50: Blackship of Corn (1x)
Number 50: Blackship of Corn
ATK:
2100
DEF:
1500
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls with ATK less than or equal to this card's; send it to the Graveyard, and if you do, inflict 1000 damage to your opponent. This card cannot attack the turn you activate this effect.
- Aroma Garden can increase this card's ATK, and Aromage Cananga can decrease the ATK of your opponent's monsters, meaning its effects can be stronger.
- Number 50 is a Plant-type monster, which means it is a potential target for Blessed Winds' first and second effects.
Tech Cards
Main Deck
Dried Winds (2-3x)
Dried Winds
If you gain LP: Target 1 face-up monster your opponent controls; destroy it. If you control an "Aroma" monster and your LP is at least 3000 higher than your opponent's: You can pay LP equal to the difference; destroy face-up monsters your opponent controls whose combined ATK is less than or equal to the LP you paid to activate this effect. You can only use each effect of "Dried Winds" once per turn.
- Each time your LP increases, Dried Winds allows you to destroy face-up monsters on the field. This effect is targeted
- Its second effect can be activated if your LP is at least 3000 higher than your opponent 's. By paying the difference between your LP and your opponent's, Dried Winds allows you to directly destroy monsters that your opponent control player with combined ATK equal to or lower than the difference. This effect is non-targeting, meaning it can also work with a card like Lunalight Saber Dancer.
Solemn Scolding (2-3x)
Tech Cards (Extra Deck)
In this guide, the author has placed numbers in parentheses next to the cards. The purpose is to suggest that you should have these Techs in the quantities in brackets, not necessarily that you have to give them all away. That card goes into the Extra Deck because the number of Extra Decks in the game is limited (max. 7).
Synchro version
Battlewasp - Hama the Conquering Bow and Crystron Quariongandrax (Combo Tech)
Battlewasp - Hama the Conquering Bow
ATK:
2800
DEF:
2000
1 Tuner + 1+ non-Tuner monsters If this card was Synchro Summoned using a Synchro Monster as material, it can make a second attack during each Battle Phase. You can only use each of the following effects of "Battlewasp - Hama the Conquering Bow" once per turn. ● When this card inflicts battle damage to your opponent: You can make all monsters your opponent currently controls lose 1000 ATK/DEF. ● At the end of your Battle Phase, if your opponent has not taken any battle damage this Phase: You can inflict 300 damage to your opponent for each "Battlewasp" monster in your GY.
Crystron Quariongandrax
ATK:
3000
DEF:
3000
2 or more Tuners + 1 non-Tuner monster If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their Graveyard, up to the number of Synchro Materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field.
- Battlewasp - Hama the Conquering Bow only has an effect if it is Synchro Summoned with a Synchro monster as material. This effect allows Hama to perform a second attack during the Battle Phase. Additionally, Hama has an effect where it reduces the ATK and DEF of all your opponent's monsters by 1000 if it deals battle damage to your opponent. These 2 effects make Hama a card that can easily end the game or help you weaken your opponent's monsters.
- Crystron Quariongandrax has the rare summon requirement of 2 or more Tuners , which is why it is not used much compared to other Level 9 Synchro monsters. You usually only play 1 tuner, Aromaseraphy Angelica. However, with Coral Dragon, you will have another tuner, allowing Quariongandrax to be summoned in the deck. But what do you get when you bring out a monster that in this deck is not easy to summon? When Synchro Summon, Quariongandrax targets 3 monsters from your opponent's side of the field or in their Graveyard and banishes them . This effect is useful for escaping your opponent's field or trimming their Graveyard resources. Additionally, if Quariongandrax is destroyed by battle or card effect, it allows you to Special Summon a banished monster except itself. This effect is great for bringing back one of your banished monsters or maybe even making one of your opponent's banished monsters to then become the winning side.
Scrap Dragon (1x)
Scrap Dragon
ATK:
2800
DEF:
2000
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card in your possession is destroyed by your opponent's card and sent to your GY: Target 1 non-Synchro "Scrap" monster in your GY; Special Summon that target.
Black Rose Dragon (1-2x)
Black Rose Dragon
ATK:
2400
DEF:
1800
1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant monster from your GY, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn.
Samsara Dragon of Rebirth (1)
Samsara, Dragon of Rebirth
ATK:
100
DEF:
2600
1 Tuner + 1 or more non-Tuner monsters If this card is destroyed by battle and sent to the Graveyard, or if this card you control is sent to your Graveyard by an opponent's card effect: You can target 1 monster in either player's Graveyard, except "Samsara, Dragon of Rebirth"; Special Summon it. You can only use this effect of "Samsara, Dragon of Rebirth" once per turn.
Armades Keeper of Boundaries (1x)
Splendid Rose (0-1x)
Splendid Rose
ATK:
2200
DEF:
2000
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can banish 1 Plant-Type monster from your Graveyard, then target 1 face-up monster your opponent controls; halve that target's ATK, until the end of this turn. During the Battle Phase, if this card attacked: You can banish 1 Plant-Type monster from your Graveyard; halve this card's ATK until the end of this turn, and if you do, this card can make a second attack during this Battle Phase.
Ancient Sacred Wyvern (1x)
Ancient Sacred Wyvern
ATK:
2100
DEF:
2000
1 LIGHT Tuner + 1 or more non-Tuner monsters While your LP is higher than your opponent's, this card gains ATK equal to the difference. While your LP is lower than your opponent's, this card loses ATK equal to the difference. When this card is destroyed by battle and sent to the Graveyard: You can pay 1000 LP; Special Summon this card.
Vulcan the Divine (1x)
Vulcan the Divine
ATK:
2000
DEF:
1600
1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned: Target 1 face-up card you control and 1 face-up card your opponent controls; return those targets to the hand, but for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as those returned to the hand by this effect. You can only use this effect of "Vulcan the Divine" once per turn.
White Aura Dolphin (1x)
White Aura Dolphin
ATK:
2400
DEF:
1000
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its original ATK until the end of this turn. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.
Archfiend's Call (1x)
Archfiend's Call
ATK:
2500
DEF:
1200
1 Tuner + 1+ non-Tuner monsters This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Your opponent cannot target any "Summoned Skull" you control with card effects. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY.
Hyper Psychic Riser (1x)
Hyper Psychic Riser
ATK:
2000
DEF:
600
1 Tuner + 1+ non-Tuner monsters Monsters with less ATK than this card cannot attack, also neither player can activate the effects of face-up monsters on the field with more ATK than this card. If this card in your possession is destroyed by your opponent's card and sent to your GY: You can target 1 Tuner and 1 non-Tuner monster in your GY with the same Type and Attribute as each other; add them to your hand. You can only use this effect of "Hyper Psychic Riser" once per turn.
HTS Psyhemuth (1x)
PSY-Framelord Zeta (1x)
PSY-Framelord Zeta
ATK:
2500
DEF:
1800
1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 Special Summoned monster your opponent controls in face-up Attack Position; banish both that monster and this card from the field, but return them in your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add that target to your hand.
Magical Android (1x)
Tech Cards (Extra Deck)
Xyz version
Number 37: Hope Woven Dragon Spider Shark (1x)
Number 37: Hope Woven Dragon Spider Shark
ATK:
2600
DEF:
2100
2 Level 4 WATER monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; all monsters your opponent currently controls lose 1000 ATK until the end of this turn. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other monster in your Graveyard; Special Summon it. You can only use each effect of "Number 37: Hope Woven Dragon Spider Shark" once per turn.
Number 70: Malevolent Sin (1x)
Number 70: Malevolent Sin
ATK:
2400
DEF:
1200
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Ghostrick Alucard (1x)
Ghostrick Alucard
ATK:
1800
DEF:
1600
2 Level 3 monsters Monsters your opponent controls cannot target face-up "Ghostrick" monsters, or any face-down Defense Position monsters, for attacks, except this one. You can detach 1 Xyz Material from this card, then target 1 Set card your opponent controls; destroy that target. You can only use this effect of "Ghostrick Alucard" once per turn. If this card is sent to the Graveyard: You can target 1 other "Ghostrick" card in your Graveyard; add that target to your hand.
Herald of Pure Light (1x)
Number 47: Nightmare Shark (1x)
Number 47: Nightmare Shark
ATK:
2000
DEF:
2000
2 Level 3 monsters When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack.
Number 18: Heraldry Patriarch (1x)
Number 18: Heraldry Patriarch
ATK:
2200
DEF:
2200
2 Level 4 monsters Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard.
Steelswarm Roach (1x)
Abyss Dweller (1x)
Abyss Dweller
ATK:
1700
DEF:
1400
2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.
Maestroke the Symphony Djinn (1x)
Maestroke the Symphony Djinn
ATK:
1800
DEF:
2300
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster your opponent controls; change it to face-down Defense Position. If a "Djinn" Xyz Monster you control would be destroyed, you can detach 1 Xyz Material from that monster instead.
Gachi Gachi Gantetsu and Wind-Up Zenmaines (Tech Combo)
Number 20: Giga-Brilliant, Digital Bug Corebage, Gaia Dragon and the Thunder Charger (Tech Combo)
Digital Bug Corebage
ATK:
2200
DEF:
1800
2 or more Level 5 LIGHT Insect-Type monsters You can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 3 or 4 Insect-Type Xyz Monster you control, then using that Xyz Monster as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can detach 1 Xyz Material from this card, then target 1 Defense Position monster your opponent controls; shuffle it into the Deck. Once per turn, if the battle position of a monster(s) on the field is changed (except during the Damage Step): You can attach 1 Insect-Type monster from your Graveyard to this card as Xyz Material.
Bahamut Shark and Full Armored Black Ray Lancer (Tech Combo)
Full Armored Black Ray Lancer
ATK:
2100
DEF:
600
3 Level 4 WATER monsters You can also Xyz Summon this card by using a Rank 3 WATER Xyz Monster you control that has no Xyz Materials as the Xyz Material. This card gains 200 ATK for each Xyz Material attached to it. If this face-up card would be destroyed, you can detach all of its Xyz Materials instead. If this card destroys an opponent's monster by battle: You can target 1 Spell/Trap Card your opponent controls; destroy that target.
Budget Options (More economical options)
Scarred Warrior, Magical Android and Mighty Warrior (Phiên bản Synchro )
Number 44: Sky Pegasus and Kachi Kochi Dragon (Phiên bản Xyz)
Some other Aroma leaves
These cards are hardly used in highly competitive decks.
Aromage Laurel (1x)
Aromage Laurel
ATK:
800
DEF:
0
If your LP are higher than your opponent's: You can Special Summon this card from your hand. If you gain LP: Target 1 non-Tuner Plant monster on the field; it is treated as a Tuner this turn. If this card is sent to the GY: You can gain 500 LP. You can only use each effect of "Aromage Laurel" once per turn.
- If your LP is higher than your opponent's, you can Special Summon Laurel from your hand. This effect is really powerful in the TCG because you can then use it with Aromaseraphy Jasmine to further extend your plays. However, since we don't have a Link card (the dark blue card) in Duel Links yet, this effect is nice but ends up just clogging up your monster area without actually giving you an advantage. .
- If you gain LP, Laurel lets you choose a face-up Plant-type monster you control as a tuner for this turn. This effect is pretty useless because the deck already has a strong tuner in the form of Aromaseraphy Angelica and because some versions of the deck don't even use Synchro monsters.
- If Laurel is sent to the Graveyard, it allows you to gain 500 LP . In Duel Links, this is arguably this card's best effect in Duel Links. However, it doesn't make this card good enough to play.
Aromage Bergamot (1x)
Aromage Bergamot
ATK:
2400
DEF:
1800
While your LP is higher than your opponent's, if a Plant-Type monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if you gain LP: This card gains 1000 ATK and DEF until the end of your opponent's turn.
- Even though your LP is higher than your opponent, your Plant-type monster will deal piercing damage. This effect makes your field more oppressive because it is not safe for your opponent to place monsters in a defensive position.
- Once per turn if you gain LP, Bergamot gains 1000 ATK/DEF until the end of your opponent's next turn. This can bring Bergamot's ATK up to 3400 (with Aroma Garden even up to 3900) and make it difficult for your opponent to deal with by attacking while also providing a way to overcome your opponent's high ATK monsters defense.
Some general tips
Control life points
Manage spell/trap zones
- Aroma Gardening
- Blessed Winds
- Humid Winds
- Dried Winds
Important combinations
Chainblocking
How to properly thread with Aromaseraphy Rosemary
- For Ignition effects (with activation condition0, such as Merlin's or Noble Knight Medraut's effects, you want to trigger your LP-boosting effect as soon as the monster is summoned so you can stop your opponent One thing to note about Merlin's effect in particular is that your opponent can still sacrifice it (paying for this effect) but will not activate its effect after sacrifice it.
- For Continuous effects, such as that of Invoked Purgatrio , for example, it depends on the effect you're facing, when you want to chain. In what is called Purgatrio, you typically want to trigger your LP-boosting effect at the start of the Battle Phase, before your opponent attacks. However, in a mirror match, when facing A romage Jasmine , you want to negate her effect on her summon to prevent your opponent from summoning another monster (assuming that LP of your opponent is higher than yours).
- Effects that activate when summoning monsters such as those of Elemental HERO Stratos cannot be negated by Aromaseraphy Rosemary because your LP gain can only be linked to their effects upon activation and because of Rosemary afterwards will trigger in a new chain, the old chain with Stratos activates an effect that has already happened.
- You can also disable forced activation effects such as those of Azure-Eyes Silver Dragon . When it is Special Summoned by Blue-Eyes Spirit Dragon 's effect on your opponent's turn, you can negate its effect by linking your LP increasing effect with the Spirit Dragon's effect. Due to turn-based player priority, Azure-Eyes Silver Dragon 's effect will trigger on Chain Link 1 and Aromaseraphy Rosemary 's effect will trigger on Chain Link 2, thus negating it. It's important to note that this won't work if your opponent uses Spirit Dragon's tagout effect during your turn. In that case, due to turn-based player priority, your Rosemary will be Chain Link 1 and Azure-Eyes Chain Link 2, so will not be negated. This technique is also quite good in mirror matches to disable the opponent's monsters because most Aroma monsters have such forced activation effects. In this case, you want to link your LP-boosting effect with your opponent's LP-boosting effect to negate their effects. So, for example, if your opponent activates Aroma Garden with face-up Aromage Jasmine on the field and you have Aromaseraphy Rosemary and Blessed Winds on the field, you would have to link the effect of Blessed Winds to the Garden activation to increase LP. Then in the next chain, Jasmine will be Chain Link 1 and Rosemary will be Chain Link 2, thus negating it. Normally you can also negate the effects from your opponent's Jasmine, e.g. in the previous mirror match, but this is another way to do it.
Matchups
Harpies
- Aromage Cananga can be quite useful due to its ability to return cards like Harpies' Hunting Ground to your opponent.
- Aroma Gardening can be useful compared to versions of Harpies that do not remove the backrow. To win, they will have to activate an effect that gives you a free Special Summon from your deck along with a way to gain Vitality Points to activate Dried Winds, for example.
- Dried Winds is important for eliminating Cyber Slash Harpie Lady if you play second, as well as blocking any plays by your opponent if you go first.
- Scolding is extremely useful, as it can negate the summoning of Harpie Channeler or Harpie Perfumer . Otherwise, they will be able to quickly eliminate any backrows you may have.
Resonators
This match can be quite easy, depending on whether you play first or second. Resonators is generally a pretty aggressive deck that, to create follow-up plays, relies quite heavily on Wandering King Wildwind . This makes negation with Solemn Scolding or banishment with Aromage Marjoram very disruptive to their efforts . One of the bigger problems is the large number of backrow removal cards used in Resonators, the most popular being: Mystical Space Typhoon and Cosmic Cyclone . As long as you can get enough LP, Infernity Doom Dragon's burn effect won't be enough to cause major problems , especially if you have Blessed Winds to return the destroyed beast. The same can be said for Dark End Dragon , it can disrupt the field by destroying one monster card per turn, however, the Blessed Winds can be used again to return The beast has been destroyed. As long as you can set up your field, Resonators will struggle to disrupt your play or deal lethal damage.
Useful Cards in this match:
- Aromage Rosemary is extremely useful as they can only escape monsters through battle or using the effects of Dark End Dragon or Infernity Doom Dragon. When Doomcaliber Knight comes out, your opponent has another way to deal with Rosemary. However, in certain cases, it is possible to Chainblock Doomcaliber Knight's effect so that it does not negate Rosemary's effect. Further explanation of this mechanism can be found above in the Chainblocking subsection of the General Tip section.
- Aromage Cananga can be quite useful due to its backrow ability . This can be especially effective if your opponent uses trap cards like Treacherous Trap Hole or Solemn Scolding.
- Aromage Marjoram can be used to banish cards like Wandering King Wildwind in the graveyard to prevent your opponent from making further plays with them.
- Blessed Winds is almost essential as it allows you to return cards destroyed by Doomcaliber Knight, Infernity Doom Dragon and Dark End Dragon. Makes it much more difficult for Resonators to penetrate your field.
- Solemn Scolding can be used to negate cards like Wandering King Wildwind , interrupting your opponent's next moves, or it can be used to negate Mystical Space Typhoon or Cosmic Cyclone to prevent eliminating your backrow.
When using Aromage Marjoram to banish cards in the graveyard, try to target cards that went that turn as it will prevent their effects from activating. This is especially important for cards like Wandering King Wildwind. Furthermore, you can banish tuners to reduce the ATK of the Aces of this deck.
- Aromage Rosemary, provided you have higher LP, is very useful when attacking cards like Thunder Dragondark or Thunder Dragonroar. This is because it will prevent their effects from activating when they are destroyed in battle.
- Aromaseraphy Rosemary can be used to negate cards like Constellar Ptolemy M7 or Hieratic Sun Dragon Overlord of Heliopolis , keeping them from removing further. However, note that Rosemary cannot negate the effects of Chaos Dragon Levianeer.
- Aromage Marjoram is very useful when banishing the opponent's Thunder Dragon . If you choose to use Shadow-Imprisoning Mirror against Thunder Dragons, be warned that Marjoram's effect will be negated.
- Samurai Destroyer is quite difficult for Thunder Dragons to deal with, especially when combined with Aroma Garden. The ability to negate a monster's effects while attacking that target is also extremely useful.
- Artifact Lancea also helps in battle as it can prevent Thunder Dragons from being banished for one turn . This disrupts most of their plays as they are a banish heavy deck.
- Shadow-Imprison ing Mirror can be a useful Side Deck card, especially if you can't get Marjoram out, as it negates all shadow monster effects both on the field and in the graveyard. This is especially harmful against Thunder Dragons since the majority of their decks are DARK-type, including Levianeer.
- Solemn Scolding can be used to interrupt a turn by negating their summons of more powerful monsters such as Chaos Dragon Levianeer or Hieratic Sun Dragon Overlord of Heliopolis.
- Aromage Marjoram's effect can be used to banish your opponent's Thunder Dragons monsters and thus prevent them from having enough materials for Chaos Dragon Levianeer. This will trigger Thunder Dragons' effect, however it is easier to deal with than Levianeer.
- To help overcome what I mentioned above, pay attention to the Thunder Dragons monster effects your opponent has activated during any of their turns. If you banish a monster that activated an effect that turn, it will not activate its additional effects because the Thunder Dragons monster effect is difficult to cast once per turn.
- Another way to solve the above problem is quite situational but surprisingly effective. To do this, you will need a Rosemary and a Marjoram on the field and a Blessed Winds, with your LP higher than your opponent's. What you will do is attack with Marjoram or Rosemary on a monster your opponent controls . Rosemary's ongoing effect that prevents your opponent from activating monster effects will now activate. Since this also applies to beasts in the graveyard, you can chain your Blessed Winds with Rosemary's effect. Now Marjoram's effect will activate while Rosemary's effect is already active, meaning your opponent's Thunder Dragons monsters will be banished, but their effects cannot be activated, even if they have not been Use this turn.
- If you are trying to be lethal, try to have Aromage Rosemary on the field. This will prevent your opponent from activating hand traps like Sphere Kuriboh.
Gaia
- Aromage Rosemary: Rosemary serves as a way to destroy any Gaia monsters / protect from attacks from Gaia monsters when it is its turn to be summoned thanks to its ability to change them to DEF, along with the ability to only inflict monster effects with Galloping Gaia as long as you have higher LP.
- Aromaseraphy Rosemary: You can negate both the effects of Gaia the Magical Knight of Dragons or Galloping Gaia before the Main Phase or Battle Phase, respectively through Aromaseraphy Rosemary . Especially with Gaia the Magical Knight, this is extremely useful as it will not be able to respond, losing the ability to destroy a card in the Main Phase and, in case its effect to increase ATK has been used, Lose more ATK. .
- Aroma Garden: Due to the effect of Curse of Dragonfire, it is important to keep Aroma Garden until you really need it, as the ATK increase is related to Gaia fusion along with the LP increase to activate Dried Winds Your /Rosemary.
- Dried Winds: Dried Winds is best used to break the initial summon to create the fusion (Curse of Dragonfire + Any “Gaia” warrior), for when Gaia the Magical Knight of Dragons is on the field , it can prevent stability by destroying the hand before it resolves. Killing after summoning a Gaia warrior is the most stable , as otherwise, the Gaia player can summon Curse of Dragonfire and destroy a possible Aroma Garden on the field.
- Solemn Scolding: An initial Solemn Scolding against your opponent's Gaia the Magical Knight can turn the tide in your favor, as it will essentially end all of their plays for the entire turn.
- Blessed Winds: Since Gaia does not have any form of nondestructive monster removal , Blessed Winds can be used to bypass Gaia. However, as with Dried Winds, if they cause an effect with Gaia the Magical Knight of Dragons, it will not resolve.
- Gaia the Magical Knight of Dragons needs to lose exactly 2600 ATK to activate the effect of destroying a card on the field. Therefore, an Aromage Cananga when you have higher LP than your opponent can be extremely useful as Cananga reduces Gaia to 2100 ATK, making it unable to trigger destructive effects.
- Using the effects of other Aroma monsters before summoning Rosemary can help check Forbidden Chalices that may have been placed face-down first.
- Keeping Aroma Garden until after the Gaia player has Fusion Summoned can help it stay active longer on the field.
Tech Genus (TG)
- Aromage Marjoram is absolutely crucial in this matchup because TG decks rely heavily on their graveyard. Your main priority should lie on Miscellaneousaurus, Survival's End . Although note that when the opponent summons Synchro using TG Screw Serpent, banishing it is also a good option.
- Dried Winds is important for interrupting your opponent's Normal Summon as this will greatly reduce the power of their final set. Especially when being able to destroy a TG Screw Serpent with its Normal Summon, your opponent's turn is pretty much over when it comes to combo plays.
Blue-Eyes
- Aromage Cananga can be quite useful due to its ability to return backrow . The effect of reducing your opponent's monster's ATK and DEF by 500 points when you have higher LP is also especially obvious.
- Aromage Rosemary can be extremely useful in this battle due to its ability to change the attack position of the defending monster, preventing it from attacking . It can also be used to force your opponent to discard Dragon Spirit of White or Blue-Eyes Spirit Dragon early (when you are at higher LP).
- Aromage Marjoram can be used to banish The White Stone of Ancients from the opponent's Graveyard , which will prevent them from summoning the Blue-Eyes White Dragon or Dragon Spirit of White during the End Phase. By banishing The White Stone of Ancients, you also disable their ability to banish themselves and recycle monsters. Additionally, Marjoram can also banish the Blue-Eyes Alternative White Dragon from his opponent's graveyard. This will greatly affect the opponent's strength because they can only use a single Alternative.
- Aromaseraphy Rosemary is especially useful because it allows you to negate the effects of some of their monsters like Vermillion Dragon Mech or Blue-Eyes Alternative White Dragon.
- Samurai Destroyer, if you can summon it, can be combined with Aroma Garden which will be quite useful when fighting their monsters, as it is increased to 3100 ATK.
- Solemn Scolding can be used to negate the summoning of some of the more threatening cards, such as Vermillion Dragon Mech or Dragon Spirit of White.
- Since Cananga reduces the ATK and DEF of all monsters by 500 when you are at higher LP levels, it is possible to 'disable' the skill Alternative Evolution . This is because Alternative Evolution involves choosing 1 monster with 3000 ATK or more, originally named 'Blue-Eyes White Dragon', which then becomes Blue-Eyes Alternative White Dragon. However, with the loss of 500 ATK points, no Blue-Eyes monster will have at least 3000 ATK which would essentially be needed to negate the skill.
- If you have Aromaseraphy Rosemary on the field, it is possible to negate the protective effect of Azure-Eyes Silver Dragon under certain circumstances . This is done if your opponent summons Azure-Eyes on their turn with Blue-Eyes Spirit Dragon's effect, you can link your LP increasing effect to their Blue-Eyes Spirit Dragon.
- You can use Solemn Scolding when summoning Azure-Eyes Silver Dragon as its protective effect (which occurs upon summoning) starts a new chain that you can chain into. Doing this will stop its protective effect and destroy it.
- When Aromage Rosemary is combined with Aroma Garden, it can be used to attack Dragon Spirit of White because it only has 2K DEF.
Mirror Matchups
- Aromage Cananga is quite useful because it can target and return Spell or Trap cards to your opponent's hand, which forces them to activate the card's effect early.
- Aromage Marjoram is important in mirror matchups because it banishes your opponent's Aroma monster from their Graveyard , preventing your opponent from using Blessed Winds' effects on them.
- Aromaseraphy Rosemary, as mentioned above, can be very useful in destroying your opponent's cards . It can be especially threatening if you disable your opponent's Aromage Jasmine or target their Blessed Winds, forcing them to use it early.
- Bad Reaction to Simochi is another good Side Deck card because it turns all LP increasing effects into LP losing effects , thus slowing down most of the turns Aromas has.
- Solemn Scolding is great for interrupting their combos and reducing your life points (this can be useful if they don't have any way to remove your Gardening feature). This is especially effective in the early turns, as disabling their normal summon will make them extremely easy to target.
- Dried Winds can make a crucial difference in mirror matchups due to its lingering nature . Having access to continuous monster removal is great for continuously interrupting your opponent's turns.
- In mirror matchup, Extra Deck cards can have a huge impact. Having access to clearing and discarding monsters in the form of Coral Dragon , for example, is incredibly useful, especially when promoting match wins.