Instructions for playing Aromage

Instructions for playing Aromage

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.




Playstyle (How to play)

Aroma Archetype focuses on increasing Life Points (referred to as LP in this guide) to use monster effects while setting up a powerful field set that allows it to disrupt your opponent's turn. The deck's weakness lies in the early game as it takes some time to set up a good field . However, in the later stages of the game, the deck is at its peak as it can easily outpace other decks. Each Aroma monster has at least two effects:
  • 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.
In Duel Links, this line of cards has been divided into two main versions:
  • 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)

UR Rarity
LP Boost Alpha (Skill Card)
UR Rarity
LP Boost Alpha (Skill Card)
LP Boost Alpha (Skill Card)
LP Boost Alpha (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Increases starting Life Points by 1000.


For newbies who are just getting acquainted with this Aromages line of cards, using the LP Boost Alpha skill will give you an advantage at the beginning of the game: Partly, it helps you survive longer if your hand is bricked. Mainly, you can freely activate the abilities of Aromages monsters because of the conditions to activate their effects. After a while of Skill Balance being nerfed, this is a popular choice for Aromages players.

Destiny Draw (Skill Card) (60% được dùng)

UR Rarity
Destiny Draw (Skill Card)
UR Rarity
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


[If you lose 2000 or more LP, you can activate this Skill during your next Draw Phase.] During your Draw Phase, you may search your Deck for any card, reveal it to your opponent, and add it to your hand instead of drawing. If you do that, flip this card over.


Since Balance was nerfed, several versions of this line using Destiny Draw have appeared. Now, this version of this deck is more solid than the Balance version, it is definitely the stronger version, optimally given. Not only do Limit numbered restrictions not apply to this version of the deck, but so do the benefits of the ability itself. Like Destiny Draw's effect is: "Can be used when your Life Points are reduced by 2000." it can even be used when your LP drops from 6000 to 4000 for example. And it's quite understandable why choosing any card in your deck to be extremely strong is that it can give you a huge advantage, especially in a versatile line like Aroma .

Balance (Skill Card) (40% được dùng)

UR Rarity
Balance (Skill Card)
UR Rarity
Balance (Skill Card)
Balance (Skill Card)
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.


When using Balance properly, you are guaranteed to have 1 Monster, 1 Spell Card and 1 Trap Card in your hand. This is important for the deck because having Aroma Garden or Aroma Gardening in hand with monsters is necessary to increase LP and establish a solid field early in the game. Additionally, having one of your traps on hand is important for extending your turn or interrupting your opponent's turn. However, Balance also has a drawback, which is that you cannot Special Summon nor activate monster effects on your first turn . The nerf to this ability makes it a less popular choice as being able to activate Aromage Jasmine's effect on your first turn is extremely beneficial, but at the expense of the nerf.



Core Cards

Main Deck (Main Deck)

Aromage Jasmine (2-3x)

SR Rarity
Aromage Jasmine
SR Rarity
Aromage Jasmine
Aromage Jasmine
LIGHT 2
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.


Jasmine is the most important monster in the early game in the Aroma deck.
  • 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.
While Jasmine is absolutely important in the early game, she becomes less important and useful as the game progresses and is mainly used as a Synchro/Xyz material in the mid and late game . However, I recommend using her more in Synchro so you can summon Mist Bird Clausolas to reduce your opponent's ATK.

Aromage Cananga (1-2x)

SR Rarity
Aromage Cananga
SR Rarity
Aromage Cananga
Aromage Cananga
EARTH 3
Aromage Cananga
  • ATK:

  • 1400

  • DEF:

  • 1000


While your LP is higher than your opponent's, face-up monsters your opponent controls lose 500 ATK and DEF. Once per turn, if you gain LP: Target 1 Spell/Trap Card your opponent controls; return it to the hand.


Cananga is your main way to deal with backrows while also weakening your opponent's monsters.
  • 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)

R Rarity
Aromage Rosemary
R Rarity
Aromage Rosemary
Aromage Rosemary
WATER 4
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.


Rosemary can both slow down the battle and help defeat monsters with large ATK.
  • 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)

R Rarity
Aromage Marjoram
R Rarity
Aromage Marjoram
Aromage Marjoram
DARK 5
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.


Marjoram is the deck's best way to deal with cards in your opponent's Graveyard while also helping you control your Life Points.
  • 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)

SR Rarity
Aromaseraphy Angelica
SR Rarity
Aromaseraphy Angelica
Aromaseraphy Angelica
LIGHT 1
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 mainly allows you to use Synchro monsters while also allowing for some combos. Therefore, this card is only played in the Synchro version of the deck as it is not needed for the Xyz version of the deck.
  • 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)

N Rarity
Aroma Garden
N Rarity
Aroma Garden
Aroma Garden
Spell Field
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.


    Field Spell Aroma Garden is one of two ways you can gain LP on your first turn.
    • 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.
    Another benefit of Garden is that it is a Field Spell. Since Duel Links only has 3 Spell/Trap zones, and since Aroma decks often have all 3 Spell/Trap zones, this card is extremely valuable.

    Aroma Gardening (2-3x)

    N Rarity
    Aroma Gardening
    N Rarity
    Aroma Gardening
    Aroma Gardening
    Spell Continuous
    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.


      The continuous spell Aroma Gardening is the second way you gain LP on your first 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)

      SR Rarity
      Humid Winds
      SR Rarity
      Humid Winds
      Humid Winds
      Trap Continuous
      Humid Winds

        You can pay 1000 LP; add 1 "Aroma" monster from your Deck to your hand. If your LP is lower than your opponent's: You can gain 500 LP. You can only use each effect of "Humid Winds" once per turn.


        The continuous trap card Humid Winds is your main way to find cards while also giving you the option to gain LP. Both of these effects can only be activated once per turn.
        • 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.
        Humid Winds' effects are relatively good in the early stages of the game. As you use its first effect, you can also use its second effect to indirectly benefit further from its first effect.

        Blessed Winds (2-3x)

        N Rarity
        Blessed Winds
        N Rarity
        Blessed Winds
        Blessed Winds
        Trap Continuous
        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.


          Arguably one of the best if not the best card of the deck, Blessed Winds Continuous Trap with 3 powerful effects. However, you can only use one of these 3 effects 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.


          Both Humid Winds and Blessed Winds have effects that allow you to lose LP. While this may seem like a reasonable downside to these cards, versions of the Destiny Draw deck can actually gain advantage from this 'disadvantage'. Likewise, activating Destiny Draw while using a combo will be easier and can use beneficial effects for yourself, giving you a great advantage.



          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.

          DISCLAIMER: Although these cards are required to play the deck optimally, the deck can be played without them as Extra Decks are not used much in Aroma decks.

          Synchro version

          The Synchro version will revolve around monsters that are mostly tech from other decks, but by taking advantage of their power, Aroma seems to be able to add a huge part of its power to the existing power of the girls. we.

          Aromaseraphy Rosemary (1-2x)

          UR Rarity
          Aromaseraphy Rosemary
          UR Rarity
          Aromaseraphy Rosemary
          Aromaseraphy Rosemary
          LIGHT 5
          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.


          Aromaseraphy Rosemary is the only Extra Deck Aroma monster currently in the game.
          • 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)

          R Rarity
          Mist Bird Clausolas
          R Rarity
          Mist Bird Clausolas
          Mist Bird Clausolas
          WIND 3
          Mist Bird Clausolas
          • ATK:

          • 0

          • DEF:

          • 2300


          1 Tuner + 1 or more non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes 0, and if it does, its effects are negated. These changes last until the end of this turn.


          Clausolas offers a Synchro option suitable for Jasmine and Angelica.
          • 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)

          R Rarity
          Samurai Destroyer
          R Rarity
          Samurai Destroyer
          Samurai Destroyer
          EARTH 7
          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.


          Samurai Destroyer is a suppressive Extra Deck monster that can be used in Aroma decks.
          • 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.
          There is another interaction with one of the Aroma cards, specifically Aroma Garden, that makes this card even better in Aroma decks. Garden increases the ATK and DEF/ of all monsters you control with its first effect, not just Aroma monsters. This means you can gain Samurai Destroyer 3100 ATK, your opponent cannot activate cards or effects during battle, and can also return from the Graveyard if destroyed by card effects of opponents.

          Brionac Dragon of the Ice Barrier (1x)

          UR Rarity
          Brionac, Dragon of the Ice Barrier
          UR Rarity
          Brionac, Dragon of the Ice Barrier
          Brionac, Dragon of the Ice Barrier
          WATER 6
          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.


          With its unique yet powerful effect, Brionac is a must-have card for your Extra Deck.
          • 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)

          UR Rarity
          Coral Dragon
          UR Rarity
          Coral Dragon
          Coral Dragon
          WATER 6
          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.


          While Coral Dragon may just be like a worse version of Brionac, Dragon of the Ice Barrie r, it can be more useful than Brionac in certain situations.
          • 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.
          The main reason why Coral Dragon is so useful is because it is a Tuner monster. So it can be used to get into monsters like Battlewasp - Hama the Concting Bow or Crystron Quariongandrax , which will be covered later.



          Core Cards (Extra Deck)

          Xyz version

          Number 45: Crumble Logos the Prophet of Demolition (1x)

          R Rarity
          Number 45: Crumble Logos the Prophet of Demolition
          R Rarity
          Number 45: Crumble Logos the Prophet of Demolition
          Number 45: Crumble Logos the Prophet of Demolition
          EARTH
          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 45 allows you, once per turn, to detach an Xyz material to target 1 face-up card your opponent controls and negate that card's effects while Number 45 is on the field. Additionally, while the targeted card is on the field, your opponent cannot activate cards with the same name or their effects. It's important to note that this effect is not a Quick Effect, meaning you cannot use it during your opponent's turn, making it significantly weaker, though not useless. This card is quite useful for getting your Aromage Jasmines out of the field to clear it for other Aroma monsters. On top of that, this card comes with a good effect, maybe a little slow, but still useful.

          Number 50: Blackship of Corn (1x)

          SR Rarity
          Number 50: Blackship of Corn
          SR Rarity
          Number 50: Blackship of Corn
          Number 50: Blackship of Corn
          DARK
          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.


          Once per turn, Number 50 allows you to detach Xyz material to target a face-up monster your opponent controls that has an ATK value less than or equal to Number 50, send it to the graveyard, and if you do so, Deal 500 damage to your opponent . However, Number 50 cannot attack the turn you activate this effect.
          This card pairs quite well with Aroma decks for a number of reasons:
          • 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

          Some of the most played and viable Tech Cards for this deck.

          Main Deck

          Since about 17-18 cards in your deck are used for Cores, there is very little room for Techs in the Main Deck. Additionally, if you choose to play the Balance version of the deck, Techs must be Trap cards to comply with Balance Ratios.

          Dried Winds (2-3x)

          R Rarity
          Dried Winds
          R Rarity
          Dried Winds
          Dried Winds
          Trap Continuous
          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.


            Of the three 'Winds' cards, the Persistent Pitfall card Dried Winds is said to be the worst, despite having no negative effects. However, it can still help you a lot. Both effects can only be activated 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.
            Dried Winds is a solid option for driving monsters off the field. However, it can sometimes clog your backrow and is usually not as viable as Humid Winds or Blessed Wind. Additionally, one of the deck's biggest threats is Black Rose Dragon which Dried Winds can't really do much more about.

            Solemn Scolding (2-3x)

            SR Rarity
            Solemn Scolding
            SR Rarity
            Solemn Scolding
            Solemn Scolding
            Trap Counter
            Solemn Scolding

              If this is the only Set card in your Spell & Trap Zone, when a monster would be Summoned, OR a Spell Card, Trap Card, or monster effect is activated: Pay 3000 LP; negate the Summon or activation, and if you do, destroy that card.




              Tag(s):

              By paying 3000 LP, Scolding allows you to negate Spell/Trap Cards, monster effects, or monster summons. Summoning monsters will not appear as often as the other two options, however, this is very important in the battle with Ritual Beast, which will be mentioned later. It's important to note that Scolding can only be activated if it is the only face-down card in your Spell/Trap zone. Therefore, you should flip your other Trap(s) up early in your opponent's turn so you can then use Scolding.
              This card pairs well with the deck's disruptive playstyle while not hurting it too much at the cost of 3000 LP. It also combines well with the Continuous Spell Card Aroma Gardening. If you use Scolding early in the match, you can then use the Gardening effect to Special Summon an Aroma monster from your deck (if your opponent attacks). However, the card can also be quite risky early in the match if you open with Aroma Garden instead of Aroma Gardening, as you only have 1000 LP left and no protection after using Scolding.



              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)

              UR Rarity
              Battlewasp - Hama the Conquering Bow
              UR Rarity
              Battlewasp - Hama the Conquering Bow
              Battlewasp - Hama the Conquering Bow
              WIND 8
              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.


              UR Rarity
              Crystron Quariongandrax
              UR Rarity
              Crystron Quariongandrax
              Crystron Quariongandrax
              WATER 9
              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.


              Both of these cards can only be used in conjunction with Coral Dragon. Therefore, they will be mentioned in the same paragraph.
              • 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.
              Overall, although both of these cards have very strong effects, they are not easy to summon, which is why they are not considered Cores of the deck.

              Scrap Dragon (1x)

              UR Rarity
              Scrap Dragon
              UR Rarity
              Scrap Dragon
              Scrap Dragon
              EARTH 8
              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.


              Scrap Dragon's effect allows you to target one card you control and one card your opponent controls and destroy them. Now, since Aroma decks can easily resummon monsters from the graveyard via Blessed Winds, destroying one of your own monsters to destroy your opponent's cards, for example, is not must be so bad. In addition, this card can also help control the Trap / Spell area, if the backrow is too dense. Finally, Scrap Dragon also has another effect, however it cannot be used in Aroma decks.

              Black Rose Dragon (1-2x)

              UR Rarity
              Black Rose Dragon
              UR Rarity
              Black Rose Dragon
              Black Rose Dragon
              FIRE 7
              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.


              Surprisingly, one of the scariest cards of this deck is a choice for solid Tech. Its first effect is of course very good to wipe out the yard. Aroma decks don't always have much to use in the early stages of the game, so this effect should be used in the later stages of the game. Its second effect, often forgotten, allows you to target a Defense position monster that your opponent controls, change that target to Attack position, and then reduce its ATK it goes down to 0. This is very useful against monsters with high ATK values ​​like Blue-Eyes White Dragon and can help you win the match.

              Samsara Dragon of Rebirth (1)

              SR Rarity
              Samsara, Dragon of Rebirth
              SR Rarity
              Samsara, Dragon of Rebirth
              Samsara, Dragon of Rebirth
              DARK 5
              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.


              Samsara's effect to Special Summon a monster from either player's Graveyard (minus another copy of itself) when it is destroyed or if your opponent sends it to the Graveyard with an effect counter, quite useful to prevent your opponent from wiping out your field or prevent deadly situations. However, the card can also be used in a more aggressive manner by intentionally attacking your opponent's monsters to bring back monsters from your or your opponent's Graveyard.

              Armades Keeper of Boundaries (1x)

              UR Rarity
              Armades, Keeper of Boundaries
              UR Rarity
              Armades, Keeper of Boundaries
              Armades, Keeper of Boundaries
              LIGHT 5
              Armades, Keeper of Boundaries
              • ATK:

              • 2300

              • DEF:

              • 1500


              1 Tuner + 1 or more non-Tuner monsters If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.


              Armades prevents your opponent from activating cards or effects until the end of the Damage Step if it attacks or is being attacked. This effect is useful against both Combat Traps such as Wall of Disrupt and Monster effects such as Spiritual Beast Tamer Winda's.

              Splendid Rose (0-1x)

              SR Rarity
              Splendid Rose
              SR Rarity
              Splendid Rose
              Splendid Rose
              WIND 6
              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.


              Splendid Rose allows you to banish 1 Plant-Type monster from your Graveyard to halve the ATK of one of your opponent's monsters until the end of your turn, making it easier for you to overcome them. Its second effect is to banish a Plant-Type monster from your graveyard during the Battle Phase after this card has battled to then halve its ATK, but can attack a second time that turn can be useful in certain situations when trying to end a match early. However, such banishment will greatly reduce resources, because the characteristic of this card line is that the longer you play, the stronger it becomes , so in terms of strength, I would personally recommend White Aura Dolphin over the card. This

              Ancient Sacred Wyvern (1x)

              UR Rarity
              Ancient Sacred Wyvern
              UR Rarity
              Ancient Sacred Wyvern
              Ancient Sacred Wyvern
              LIGHT 7
              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.


              Ancient Sacred Wyvern has an ATK gain/loss effect equivalent to the LP difference between you and your opponent. This means that if your LP is higher than your opponent, it will gain ATK equal to the difference, and if your LP is lower than your opponent, it will lose ATK equal to the difference . Since Aroma decks are famous for easily gaining more LP than their opponents, Ancient Sacred Wyvern's ATK will often be quite high, making it a useful card, especially when facing monsters with High ATK like Lunalight Saber Dancer or Heroic Champion - Excalibur. This card also comes with another effect, where if it is destroyed by battle and sent to the graveyard, you can pay 1000 LP to return it to the field.

              Vulcan the Divine (1x)

              SR Rarity
              Vulcan the Divine
              SR Rarity
              Vulcan the Divine
              Vulcan the Divine
              FIRE 6
              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.


              When Synchro Summoned, Vulcan allows you to target one face-up card you control and one face-up card your opponent controls and return those targets to the hand . Obviously, returning a card from your opponent's side of the field back into the hand is great. It can help you get rid of troublesome monsters, for example with an effect that prevents them from being destroyed by card effects. Now, typically, returning a card to your hand isn't necessarily that great. However, in Aroma decks, this effect can be used a lot in the later stages of the game. Why that is so will be explained later.

              White Aura Dolphin (1x)

              SR Rarity
              White Aura Dolphin
              SR Rarity
              White Aura Dolphin
              White Aura Dolphin
              WATER 6
              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.


              Once per turn, White Aura Dolphin allows you to target a monster your opponent controls and reduce that monster's ATK to half of its original (monster's) ATK. This effect is great for dealing with monsters with high ATK values . Dolphin then has another effect, where if it is destroyed by your opponent through battle or card effects, you can banish the WATER-type monster from the graveyard to summon it back to the field. Now, since your only WATER-type monster is Aromage Rosemary, that's why you'll only want to use this effect once. Your deck can still do quite well with just one copy of Rosemary , but it will be very difficult if you banish both copies.

              Archfiend's Call (1x)

              SR Rarity
              Archfiend's Call
              SR Rarity
              Archfiend's Call
              Archfiend's Call
              DARK 6
              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.


              While on the field, Archfiend's Call's name becomes Summoned Skull and your opponent cannot target cards with that name with card effects. This protection is quite useful since not many decks have access to non-target removal. Although opponents can also attack it, this will not be an easy task to complete because with the increase in Aroma Garden's ATK, Archfiend's Call's ATK can go up to 3000. Additionally, a Rosemary Aromage on The field can also prevent an attack from the opposing side.

              Hyper Psychic Riser (1x)

              SR Rarity
              Hyper Psychic Riser
              SR Rarity
              Hyper Psychic Riser
              Hyper Psychic Riser
              EARTH 6
              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.


              Riser has an effect where the player's monster with a lower ATK value than it cannot attack, and both players' monsters with a higher ATK value than it cannot use their effects. Now this effect is quite unique and can serve as a good deterrent against decks like Thunder Dragon or Blue-Eyes, which use high ATK monsters and their effects. With Riser on the field, you will have to consider whether or not to use Aroma Garden's effect as it will increase Riser's ATK and thus adjust its area of ​​effect. Riser also has a second effect, which is not useful in Aroma decks.

              HTS Psyhemuth (1x)

              SR Rarity
              HTS Psyhemuth
              SR Rarity
              HTS Psyhemuth
              HTS Psyhemuth
              EARTH 6
              HTS Psyhemuth
              • ATK:

              • 2400

              • DEF:

              • 1800


              1 Tuner + 1 or more non-Tuner monsters After damage calculation, when this card battles an opponent's monster: You can banish that monster, also banish this card.


              Psyhemuth has a simple effect. After Damage Caculation, if it battles an opponent's monster, you can banish that monster and itself. Considering the resources you invest to bring Psyhemuth to the field, this effect is quite expensive . However, it is important to kill monsters that protect the target like Lunalight Saber Dancer, for example in case you don't have Dried Winds in hand.

              PSY-Framelord Zeta (1x)

              R Rarity
              PSY-Framelord Zeta
              R Rarity
              PSY-Framelord Zeta
              PSY-Framelord Zeta
              LIGHT 7
              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.


              Zeta's effect allows you, during both player turns, to target a Special Summoned monster your opponent controls in Attack position to banish yourself and that monster for to your next Standby Phase. Here, you can also use Aromage Rosemary's effect to put a monster in Attack position to then use Zeta's effect on that monster. When banishing monsters, Zeta can also knock monsters down with effects that protect against destruction. This effect can be used defensively to protect you from your opponent's monsters with high ATK values ​​when your opponent prepares to attack. However, it can also be used actively to improve OTKs by removing a troublesome beast that you cannot overcome in battle. Zeta's second effect cannot be used in Aroma decks. Also, with Zeta being a Level 7 monster, it's not easy to take it out, but in some cases, like the examples above, it's definitely worth it.

              Magical Android (1x)

              R Rarity
              Magical Android
              R Rarity
              Magical Android
              Magical Android
              LIGHT 5
              Magical Android
              • ATK:

              • 2400

              • DEF:

              • 1700


              1 Tuner + 1 or more non-Tuner monsters During each of your End Phases: Gain 600 LP for each Psychic-Type monster you currently control.


              This is the Tech card I recommend for Newbies. It has the effect of increasing the player's LP after the end of the turn , this will be quite useful in the early game because it can both increase LP and use the effects of other Aroma monsters. However, with the current meta, ATK 2400 is not a very large number and can be easily defeated, not to mention this card cannot resist effects and is not well protected on the field. However, this is a pretty good choice that I recommend to Newbies because you will probably be looking for an FTP deck, so you can easily receive this card through opening the box due to its rarity. .



              Tech Cards (Extra Deck)

              Xyz version


              Number 37: Hope Woven Dragon Spider Shark (1x)

              UR Rarity
              Number 37: Hope Woven Dragon Spider Shark
              UR Rarity
              Number 37: Hope Woven Dragon Spider Shark
              Number 37: Hope Woven Dragon Spider Shark
              WATER
              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 37 has an effect when (once per turn), if either player's monster declares an attack, it can detach Xyz material to cause the opponent's monster to lose 1000 ATK until the end in turn . This effect is great for both offensive and defensive purposes as it can be used during the player's Battle Phase. When Number 37 is destroyed by battle or card effect, it allows you to target a monster in your Graveyard (except itself) and Special Summon it . This effect is instead used for defensive purposes to be able to survive another turn or so, although it is also rarely used to create a victory screen by bringing back a currently occupied monster. is more beneficial to you than Number 37.

              Number 70: Malevolent Sin (1x)

              SR Rarity
              Number 70: Malevolent Sin
              SR Rarity
              Number 70: Malevolent Sin
              Number 70: Malevolent Sin
              DARK
              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.


              As one of the best general Rank 4s in the game, Malevolent Sin comes with a rather unique effect. By detaching Xyz material, Number 70 allows you, once per turn, to target your opponent's monster for subsequent banishment until your opponent's next Standby Phase. This effect is useful for removing high ATK monsters or similar to protection effects. Additionally, Number 70 has an effect where it can increase its ATK by 300 and its Rank by 3 at the end of the Damage Step if it attacks. Although this effect is a less useful effect, especially in Aroma decks, the small but significant increase in ATK can be useful.

              Ghostrick Alucard (1x)

              SR Rarity
              Ghostrick Alucard
              SR Rarity
              Ghostrick Alucard
              Ghostrick Alucard
              DARK
              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.


              Once per turn by detaching an Xyz material, Alucard allows you to target a face-down card your opponent controls and destroy it . Although this effect is mainly useful against backrow cards, it can also be useful against face-down monsters. One of its other effects forces your opponent to attack it instead of face-down monsters or Ghosttrick monsters . This effect won't really appear much, but can be useful in some cases. Alucard's final effect is useless in Aroma decks because it does not contain any other Ghosttrick cards.

              Herald of Pure Light (1x)

              UR Rarity
              Herald of Pure Light
              UR Rarity
              Herald of Pure Light
              Herald of Pure Light
              LIGHT
              Herald of Pure Light
              • ATK:

              • 600

              • DEF:

              • 1000


              2 Level 2 monsters You can detach 1 Xyz Material from this card, then target 1 monster in your Graveyard; add it to your hand, then shuffle 1 card from your hand into the Deck. You can only use the effect of "Herald of Pure Light" once per turn.


              Herald of Pure Light has an effect where you can, once per turn, detach an Xyz material to then target a monster in your graveyard, add it to your hand, and then shuffle a card cards from your hand return to your deck . Now, at first glance, this effect is just a budget version of the Blessed Winds effect, which to be fair, is what it is. However, if you don't have Blessed Winds on hand for whatever reason and therefore can't recycle the beast, this is a great way to do so. Additionally, being able to take your Aromage Jasmines out of the yard is a great added benefit.

              Number 47: Nightmare Shark (1x)

              UR Rarity
              Number 47: Nightmare Shark
              UR Rarity
              Number 47: Nightmare Shark
              Number 47: Nightmare Shark
              WATER
              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.


              The first effect of Number 47 cannot be used in Aroma decks because they do not play Level 3 WATER monsters . However, its second effect is very useful in the deck. Once per turn, by detaching Xyz material, Number 47 targets a WATER monster on your side of the field (usually itself) and has it attack your opponent directly this turn. Although, if this effect is used, your other monsters cannot attack that turn. This effect is used a lot in the late game because a monster with 2000 ATK (2500 with Garden) can attack directly quite overpoweringly and can put a lot of pressure on your opponent. It's worth noting that Number 47's effect can theoretically be used on Aromage Rosemary or even Number 37: Hope Woven Dragon Spider Shark you control, although this rarely comes up.

              Number 18: Heraldry Patriarch (1x)

              R Rarity
              Number 18: Heraldry Patriarch
              R Rarity
              Number 18: Heraldry Patriarch
              Number 18: Heraldry Patriarch
              LIGHT
              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.


              Number 18 has a rather complicated effect to read. Once per Chain, during the player's turn, if your opponent controls two (or more) monsters with the same name, Number 18 allows you to target one of these monsters and destroy the monster(s) that animal. Additionally, your opponent cannot summon any monster with the name of the monster you targeted for its first effect. Now, although this effect is situational, it can be used a lot. Especially in the current meta with decks like Harpies and Cyber ​​Dragons around, both of which utilize summoning monsters with the same name.

              Steelswarm Roach (1x)

              SR Rarity
              Steelswarm Roach
              SR Rarity
              Steelswarm Roach
              Steelswarm Roach
              DARK
              Steelswarm Roach
              • ATK:

              • 1900

              • DEF:

              • 0


              2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.


              Roach has an effect when, during either player's turn, if a Level 5 or higher monster is summoned, you can detach an Xyz material to negate the summon and destroy it. Now, Roach is a card that is often summoned on Turn 1 to interrupt your opponent's turn right from the start. However, Aroma decks cannot summon Xyz monsters on their first turn. In optimal circumstances, Xyz monsters can be summoned on the second turn. This makes Roach inherently weaker in the deck. However, especially if the opponent does not have an optimal start to the match, Roach can have a significant impact.

              Abyss Dweller (1x)

              UR Rarity
              Abyss Dweller
              UR Rarity
              Abyss Dweller
              Abyss Dweller
              WATER
              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.


              Abyss Dweller has an effect where by detaching an Xyz material on both player's turns, your opponent cannot activate any card effects in their graveyard that turn . Now, Aroma decks have a graveyard-controlling beast in the form of Aromage Marjoram. However, if you don't have Marjoram on hand, the Abyss Dweller is a pretty strong alternative. Similar to Steelswarm Roach, Dweller is a card you want to have on the field on your first turn. However, in Aroma decks, this is not possible, which makes the card inherently less useful, but not useless as it can still have a significant impact on the game.

              Maestroke the Symphony Djinn (1x)

              UR Rarity
              Maestroke the Symphony Djinn
              UR Rarity
              Maestroke the Symphony Djinn
              Maestroke the Symphony Djinn
              DARK
              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.


              Once per turn by detaching an Xyz material, Maestroke allows you to change a face-up Attack position monster your opponent controls to a face-up Defense position. Although this effect can only be used to put monsters into Defense position to attack them, it can also be used to deal with protective effects such as 'Wind-Up Zenmaines' for example. term. Maestroke also has another effect, where if a face-up Djinn card is destroyed, that monster can detach an Xyz material as a replacement . This includes Maestroke itself. With this protective effect, Maestroke can also be used to prolong the fight, if needed.

              Gachi Gachi Gantetsu and Wind-Up Zenmaines (Tech Combo)

              SR Rarity
              Gachi Gachi Gantetsu
              SR Rarity
              Gachi Gachi Gantetsu
              Gachi Gachi Gantetsu
              EARTH
              Gachi Gachi Gantetsu
              • ATK:

              • 500

              • DEF:

              • 1800


              2 Level 2 monsters If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead. Face-up monsters you control gain 200 ATK and DEF for each Xyz Material attached to this card.


              SR Rarity
              Wind-Up Zenmaines
              SR Rarity
              Wind-Up Zenmaines
              Wind-Up Zenmaines
              FIRE
              Wind-Up Zenmaines
              • ATK:

              • 1500

              • DEF:

              • 2100


              2 Level 3 monsters If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.


              Both of these cards have very similar effects, which is why they will be covered in the same paragraph. Gachi Gachi Gantetsu has the effect that, if it is facing up and will be destroyed, you can detach an Xyz material to replace it . It also has a second effect that causes all of your face-up monsters to gain 200 ATK & DEF for each material attached to Gantetsu . While this effect may seem pretty useless, it can actually make an important difference in certain situations. Since Gantetsu is a Rank 2 monster, it is also a viable option to get your Aromage Jasmine off the field. Wind-Up Zenmaines have an effect similar to that of Gantetsu. If Zenmaines is destroyed while face down, you can detach the Xyz material from it. However, during the End Phase of the turn, its first effect is used, Zenmaines which allows you, once per turn, to target a card on the field and destroy it . Zenmaines basically have the function of prolonging the match. This can be very useful in the early stages of the game, especially for decks like Cyber ​​Dragons. However, in the later stages of the game, this effect becomes less powerful.
              Both of these cards have the main purpose of prolonging the game while also having other beneficial effects.

              Number 20: Giga-Brilliant, Digital Bug Corebage, Gaia Dragon and the Thunder Charger (Tech Combo)

              SR Rarity
              Number 20: Giga-Brilliant
              SR Rarity
              Number 20: Giga-Brilliant
              Number 20: Giga-Brilliant
              LIGHT
              Number 20: Giga-Brilliant
              • ATK:

              • 1800

              • DEF:

              • 1800


              2 Level 3 monsters Once per turn: You can detach 1 Xyz Material from this card; all face-up monsters you currently control gain 300 ATK.


              R Rarity
              Digital Bug Corebage
              R Rarity
              Digital Bug Corebage
              Digital Bug Corebage
              LIGHT
              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.


              SR Rarity
              Gaia Dragon, the Thunder Charger
              SR Rarity
              Gaia Dragon, the Thunder Charger
              Gaia Dragon, the Thunder Charger
              WIND
              Gaia Dragon, the Thunder Charger
              • ATK:

              • 2600

              • DEF:

              • 2100


              2 Level 7 monsters You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as material. (Transfer its materials to this card.) If this card attacks a Defense Position monster, inflict piercing battle damage.


              These cards are mainly used in combination with each other. Therefore, they will be covered in the same section. The main idea behind this combination of cards is as follows: First, you will have to Xyz Summon Number 20: Giga-Brilliant . From there, you will go directly to the Xyz Summon Digital Bug Corebage by separating the 2 materials of the Giga-Brilliant. Then, if your opponent controls a monster in the Defense position, you can use Corebage's effect to target and then shuffle that monster back into the deck. Here, Aromage Rosemary can be very useful for putting your opponent's monsters into Defense position. After you have used Corebage's effect, you can once again Xyz Summon another card on Corebage, with said card being Gaia Dragon, Thunder Charger . With 2600 base ATK and a cross-combat damage effect, Gaia can act as a pretty powerful battering ram, especially since its ATK can be further increased through Aroma Garden. Especially in a combo like the one above that uses a total of three Extra Deck monsters, the ability to recycle these exact monsters is quite strong.

              Bahamut Shark and Full Armored Black Ray Lancer (Tech Combo)

              UR Rarity
              Bahamut Shark
              UR Rarity
              Bahamut Shark
              Bahamut Shark
              WATER
              Bahamut Shark
              • ATK:

              • 2600

              • DEF:

              • 2100


              2 Level 4 WATER monsters Once per turn: You can detach 1 material from this card; Special Summon 1 Rank 3 or lower WATER Xyz Monster from your Extra Deck. This card cannot attack for the rest of this turn.


              SR Rarity
              Full Armored Black Ray Lancer
              SR Rarity
              Full Armored Black Ray Lancer
              Full Armored Black Ray Lancer
              WATER
              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.


              The main purpose of these cards used in combination is to get Full Armored Black Ray Lance r. The main play of these three cards begins with Bahamut Shark , which allows you, once per turn, to detach an Xyz material to Special Summon a Rank 3 or lower Xyz monster from your Extra Deck. Although Bahamut Shark cannot attack the turn it uses this effect. Now, your target for this effect is Number 47: Nightmare Shark , which was mentioned above in a separate Tech section for its effect. This time, however, you won't be using its effect, as the whole point of summoning it from Bahamut Shark is to be able to summon Full Armored Black Ray Lancer. Lancer has several effects. It gains 200 ATK for each Xyz material attached to it, which will be one or zero. Then it also works that if it's face up and destroyed, you can detach all of its Xyz materials. Although it can only be used once, this is a great protective effect. Finally, it has an effect that allows you to target a Spell/Trap card your opponent controls and destroy it, if Lancer destroys your opponent's monster during battle. With all of these effects, Lancer creates quite a powerful beast and is definitely worth bringing to the field.



              Budget Options (More economical options)

              If you happen to not have enough monsters in the aforementioned Extra Deck to complete your Extra Deck, here are some budget options.

              These are cards that you may have received from events or may have received from trading tickets. They are not expected to be as useful as the Techs mentioned above, however they can be useful in certain situations

              Scarred Warrior, Magical Android and Mighty Warrior (Phiên bản Synchro )

              SR Rarity
              Scarred Warrior
              SR Rarity
              Scarred Warrior
              Scarred Warrior
              EARTH 5
              Scarred Warrior
              • ATK:

              • 2100

              • DEF:

              • 1000


              1 Tuner + 1 or more non-Tuner monsters Your opponent cannot target face-up Warrior-Type monsters for attacks, except this one. Once per turn, if this card would be destroyed by battle, it is not destroyed.


              R Rarity
              Magical Android
              R Rarity
              Magical Android
              Magical Android
              LIGHT 5
              Magical Android
              • ATK:

              • 2400

              • DEF:

              • 1700


              1 Tuner + 1 or more non-Tuner monsters During each of your End Phases: Gain 600 LP for each Psychic-Type monster you currently control.


              UR Rarity
              Mighty Warrior
              UR Rarity
              Mighty Warrior
              Mighty Warrior
              EARTH 6
              Mighty Warrior
              • ATK:

              • 2200

              • DEF:

              • 2000


              1 Tuner + 1 or more non-Tuner monsters If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to half the destroyed monster's original ATK.


              Each monster here has effects that will be appropriate depending on the situation, although not optimal, and you can mostly get them for free through events and exchange tickets. For example, Magical Android allows you to increase LP at the end of the turn, Scarred can protect your field to survive the next turn, Mighty can both destroy and cause effect damage to opponents. Overall, although not optimal, they can still be useful.

              Number 44: Sky Pegasus and Kachi Kochi Dragon (Phiên bản Xyz)

              UR Rarity
              Number 44: Sky Pegasus
              UR Rarity
              Number 44: Sky Pegasus
              Number 44: Sky Pegasus
              LIGHT
              Number 44: Sky Pegasus
              • ATK:

              • 1800

              • DEF:

              • 1600


              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; destroy it, unless your opponent pays 1000 LP to negate this effect.


              UR Rarity
              Kachi Kochi Dragon
              UR Rarity
              Kachi Kochi Dragon
              Kachi Kochi Dragon
              EARTH
              Kachi Kochi Dragon
              • ATK:

              • 2100

              • DEF:

              • 1300


              2 Level 4 monsters Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: You can detach 1 Xyz Material from this card; it can can make a second attack in a row.


              Most of the alternative Xyz monsters I recommend to you are mainly Rank 4 with effects that may not be strong but they can at least put a moderate amount of pressure on the opponent. For example, Pegasus can make opponents choose between losing LP and losing monsters, and Kachi Kochi can attack up to 2 times by detaching an Xyz material.



              Some other Aroma leaves

              These cards are hardly used in highly competitive decks.

              Aromage Laurel (1x)

              N Rarity
              Aromage Laurel
              N Rarity
              Aromage Laurel
              Aromage Laurel
              WIND 1
              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.


              Laurel is seen a lot in Aroma decks in the TCG, but not in Duel Links. Why so?
              • 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)

              R Rarity
              Aromage Bergamot
              R Rarity
              Aromage Bergamot
              Aromage Bergamot
              FIRE 6
              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.


              Bergamot doesn't see much competition in Duel Links or the TCG despite looking like a pretty strong card at first glance. Why so? Let's first look at the effects of Bergamot.
              • 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.
              Now, this all sounds pretty good, right? The main problem with Bergamot is that it is a Level 6 monster. Since you are playing 1-2 cards (Angelica and Marjoram) that are pretty useless in your opening hand, you don't want to play another card because of it. greatly reduces the consistency of your deck. Additionally, the Bergamots 'Beatdown' style doesn't necessarily pair well with the deck's more control-style play style. Finally, the Xyz version of the deck can use Gaia Dragon, Thunder Charger, which is somewhat similar to Bergamot, but does not take up a spot in the Main Deck and therefore does not increase your chances of bricking your hand.



              Some general tips

              Control life points

              Life point control is one of the most important skills to master to play the deck at its peak.
              One could easily assume that all you want to do with the deck is gain as much LP as possible in a very short time to give yourself an advantage over your opponents by using monster effects activated while your LP is higher. However, this is not always the case.
              When cards like Humid Winds or Aroma Gardening are in your hand, having lower LP than your opponent often gives you a greater advantage than having higher LP than them . Especially in the early stages of the match, where the secondary effects of Humid Winds and Gardening are most impactful, you should stay on the sideline with the option of lowering your LP lower than your opponent's for later. can profit from their effects. Here's an example: Let's say both you and your opponent have 4000LP. You have Aroma Gardening and Humid Winds on the side of your field as well as an Aroma monster. When your opponent enters the Battle Phase, you can activate the first effect of Humid Winds to search for an Aroma monster (in this case probably Marjoram since you can Special Summon her if your opponent kill one of your Aroma monsters in battle) and reduce your LP. to 3000. This causes Aroma Gardening's second effect to activate, meaning your opponent must choose between not attacking you or giving you a free Special Summon from your deck to prevent block one of their attacks (if you summon Aromage Rosemary via this effect).
              For the mid to late game, you should accumulate a lot of LP so that you can survive your opponent's attacks, if they manage to land one, and gain advantage through the active effects of you while your LP is higher than your opponents. Another reason while high LP in the mid to late game is more beneficial than the early game is that neither the second effect of Humid Winds nor the second effect of Aroma Gardening has a large impact from mid game to end of game. So it's worth keeping your LP at a point where you can lower them to take advantage of the effects of these two cards.

              Manage spell/trap zones

              In total, Aroma decks rely heavily on 4 different Continuous Spell/Trap cards throughout their matches. These cards are:
              • Aroma Gardening
              • Blessed Winds
              • Humid Winds
              • Dried Winds
              However, in Duel Links there are only 3 Spell/Trap zones , which raises the question of what cards you would ideally want in these zones. Now, the answer is actually quite simple. Both Aroma Gardening and Dried Winds are, in most cases, good cards throughout the entire game. However, it's a different story for Blessed Winds and Dried Winds . Although Humid Winds with its search ability and ability to gain LP while your LP is lower than your opponent's, this is a great card in the early stages of the game. However, as the match continues, Humid Winds' effects start to become less useful . This is where Blessed Winds begins to manifest itself . While Blessed Winds can help you maintain field presence in the early stages of the game, its main function in the deck is to help you recycle your cards. This is less effective in the early stages of the match, but becomes more powerful as the match continues.
              So you want Blessed Winds in the early stages of the game and Blessed Winds in the later stages of the game, with the remaining two occupied by Dried Winds and Aromage Gardening.
              The question is, how can you convert Blessed Winds and Humid Winds . Well, in the Synchro version of the deck, two cards can be used a lot for this. Those two cards are: Vulcan the Divine and Scrap Dragon . Both of these cards allow you to return or destroy a card you control to then return or destroy a card your opponent controls, respectively. This is great for the deck because you can clear your Humid Winds for Blessed Winds (provided you have a copy of it in hand) and also discard your opponent's cards. For the Xyz version, there is currently no card in the game that can do this, which is why you will have to rely on your opponent to clear the Spell/Trap zone for you.
              Then, in case you choose to play Solemn Scoldin g, it's a slightly different story. You always want to have Aroma Gardening in your Spell/Trap zone, especially if you have Solemn Scolding open. Then you also want to place Solemn Scolding whenever you have it on hand (and have the space for it). While using Solemn Scolding reduces your LP a lot, Humid Winds , mainly its second effect, is even more useful. So you want to have it along with Solemn Scolding and Gardening early on . Once you've used up both of your copies of Solemn Scolding, you can go ahead and set up Blessed Winds. However, it's important to note that if you feel that you don't need the second Solemn Scolding and would rather have Blessed Winds, you can order it instead of the second Solemn Scolding.
              All of this is obviously assuming ideal conditions, and if you don't happen to have Humid Winds in the early stages of the match but instead have Blessed Winds or vice versa, it's not the end of the world .

              Important combinations

              The combination of Aroma Gardening and Blessed Winds is quite useful for activating monster effects during your opponent's turn. If you only have Blessed Winds on your side of the field, you must activate one of its first two effects to gain LP and be able to activate your effect. However, while on the field with Gardening, you can also use the third effect of Blessed Winds to bring monsters back from your graveyard and still gain LP, as this will activate Gardening. This combination is especially useful when needing to access the effect of an Aroma monster in the graveyard on your opponent's turn, such as if it was just sent there. For example, this combination can be used during the opponent's End Phase to summon Aromage Cananga to then gain LP and return the opponent's Spells/Traps.
              Now, for the Synchro version of the deck, there is an easy way to prevent the deck from crashing. All you need for this 'combo', so to speak, is Blessed Winds and Aromaseraphy Angelica and an Aroma monster in your graveyard . This 'combo' begins on your turn, when you will discard Angelica to use her first effect, gaining LP. Then, on your opponent's turn, you'll want to activate the second effect of Blessed Winds, shuffling Angelica back into the deck. Assuming you have no cards left in your deck and start your turn, Angelica is now the card you will draw. At this point, you can start this whole 'combo' again from the beginning . So you can use this combination as much as you want during the match, unless of course your opponent has a way to interrupt it. It's important to note that this combo will not work if you have Aromage Jasmine on the field because its effect activated from Blessed Winds will cause you to draw a card, messing up this combo.

              Chainblocking

              In Duel Links, you are not allowed to choose the chaining order of the effects on your card. Instead, there is a set chain order for the cards, which also applies to your Aroma cards . Now, if you don't know what I'm talking about, here's a little explanation:
              For example, if you gain LP due to the effect of Aroma Garden and you have e.g. Aromage Jasmine, Aromaseraphy Rosemary and a Dried Winds on the field, the question is which effect will trigger first in the chain.
              In Duel Links there is a certain order in which the effects will now trigger:
              Jasmine's effect will activate first (Chain Link 1), then Dried Winds' effect will activate (Chain Link 2) and finally Aromaseraphy Rosemary's effect will activate (Chain Link 3) .
              Now what exactly can we do with this information? Well, we can use this Chain to Block Dark Cavalry's chain of effects, for example. Here is an example:
              You have Gardening, Dried Winds and Aromage Marjoram on the field and your opponent has Dark Cavalry on the field and a card in hand. You activate Aroma Garden to gain 500 LP and your chain of effects begins: Looking back at the Aroma monster's activation order, we can see that Dried Winds will activate first, targeting Dark Cavalry to consume destroy it, followed by Aromage Marjoram. Dark Cavalry can negate the activation of Spell/Trap Cards targeting it. However, in this case, because Dried Winds and Aromage Marjoram activate at the same time and Aromage Marjoram is placed after Dried Winds in the chain, Dark Cavalry will not be able to activate its effect because it is “ Chainblocked ” by Aromage Marjoram. .

              How to properly thread with Aromaseraphy Rosemary

              As mentioned before, you must preemptively negate the effects of cards with Aromaseraphy Rosemary . This is because Rosemary's effect triggers on the LP gain, meaning it doesn't trigger in the same chain as your LP gain effect, but in a new chain after the one with your LP gain and the effect was happening. This means you cannot negate the effects of a Normal Spell/Trap card like Cards of Consonance for example because Rosemary's effect will activate on a new chain once the old chain has been resolved .
              • 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

              Aromas is a deck that relies heavily on backrow, especially when it comes to cards like Aroma Gardening and Blessed Winds. Decks with no backrow are generally extremely good matchups for us, compared to decks with backrow that are extremely difficult to beat. Additionally, Aroma decks have an easier time against slow decks than fast OTK decks.

              Harpies

              Harpies is an extremely difficult matchup for Aromas. If they are playing Harpies Hunting Ground, matchups are basically impossible due to your backrow removal ability. It's possible to win when your opponent uses The Tie that Binds, but it's important to pay attention to OTK turns. Cyber ​​Slash Harpie Lady can effectively stop any summons the deck might perform if they have enough material to trigger its effect. Without your monsters to control the field, having Dried Winds along with the ability to activate it becomes extremely important to victory.
              Useful Cards in this match:
              • 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.
              Tips for the match:
              Protect the Dried Winds as it is essential for you to even have a chance against the Harpies

              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.
              Tips for the match:
              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.


              Thunder Dragons

              Another tough matchup for Aroma , mainly due to their ability to maintain a strong field and mount a comeback. They run a very powerful Extra Deck full of cards that can be used to set up or interrupt plays, for example Hieratic Sun Dragon Overlord of Heliopolis and Vermillion Dragon Mech . Both are extremely difficult for Aroma due to its ability to destroy both backrow and monster cards. Another threat to Aroma is Chaos Dragon Levianeer , which is not only a rather beneficial summon for Thunder Dragon (as many of their monsters have effects that apply when banished), once it is summoned, It can destroy 2 cards you control. Although not as popular, Black Rose Dragon is another card that does a lot of damage to Aroma due to its ability to wipe out the entire field. All of these cards make it difficult for Aroma to build or maintain a suitable deck, so defeating Thunder Dragons is extremely difficult.
              Useful Cards in this match:
              • 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.
              Tips for the match:
              • 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

              Gaia is another difficult matchup for Aroma decks , mainly due to their main monster, Gaia the Magical Knight of Dragons . This monster can, during either player's Main Phase, knock out any card on the field at a cost of 2600 ATK , including your backrow. It can also reliably reset its attack through cards like Forbidden Chalice , which can allow it to pop more cards or become a more unreliable beater. Along with Gaia the Magical Knight of Dragons , the matchup is very difficult due to the deck's Field Spell, Galloping Gaia . Not only does Gaia make having Magical Knight of Dragons in your hand more reliable thanks to the ability to search for either ingredient for it, but also because while on the field you cannot activate any cards or any effects during Battle Phase. This is especially problematic because it gives Gaia players a chance to be unhindered for any of their turns and prevents cards like Aroma Gardening and Aromage Marjoram from activating, which are Important defensive card. Finally, Gaia has access to Field Spell removal in addition to Gaia the Magical Knight of Dragons in the form of Curse of Dragonfire , making access to Aroma Garden much less reliable.
              Important cards for the match:
              • 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.
              Tips for Matchup:
              • 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)

              Tech Genus is a Synchro-heavy combo that, in Duel Links, takes advantage of Lightsworn as well as the Dino pack which includes Miscellaneousaurus and Survival's End while also being supported by a lot of backrow cards like Paleozoic Canadia or Breakthrough Skill . Since this deck also has a fast-paced play style with many options for removal due to its large Extra Deck, it is yet another difficult matchup for Aroma decks. TG decks also have access to Spell/Trap Card removal in the form of TG Wonder Magician . Then, their main monster, TG Halberd Cannon can negate monster summons, making it difficult to set up the field while it is on the field. Finally, they can summon Black Rose Drago n and, in certain situations, immediately afterwards Assault Blackwing - Onimaru the Divine Thunder on your turn, clearing your field and leaving them with one monster 6000 ATK. In fact, your only real chance of winning this matchup is to interrupt their turn early with a Dried Winds because otherwise the deck will roll over you.
              Useful cards in this match:
              • 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.
              Tips for the match:
              Protecting Dried Winds is absolutely important as this is your best chance to win the match.
              Note that TG Monster Tuner TG Star Guardian and TG Wonder Magician can only use their effects to summon Syncrho on your turn during your Main Phase . This means that with Aromaseraphy Rosemary, you can negate their effects during Draw Phase or Standby, preventing the summoning of Syncrho during your turn.

              Blue-Eyes

              Blue-Eyes can be quite a tricky matchup for Aromas due to its ability to bring out monsters with a lot of ATK and easily discard backrow cards . Two of their most threatening cards are Dragon Spirit of White and Vermillion Dragon Mech . This mainly depends on their ability to eliminate backrows (and monsters in Vermillion's case). Dragon Spirit of White can be especially difficult to deal with due to how quickly most Blue-Eyes decks can take it out. After its recent release, Blue-Eyes Alternative White Dragon is another difficult card to deal with due to its ability to destroy monster cards. It's also not unusual for Blue-Eyes to use Trap cards like Raigeki Break and Karma Cut , which are very threatening to Aromas.
              Useful Cards in this match:
              • 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.
              Tips for the match:
              • 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

              To win in Mirror Matchup, you need to take out cards that have anti-negative activation. For example, Aromaseraphy Rosemary can negate the effects of your opponent's face-up monster effects or Spell and Trap cards like Aroma Garden and Blessed Winds . Since Aroma decks rely heavily on their Spell/Trap cards, any form of backrow removal is quite effective at defeating them.
              Useful Cards in this match:
              • 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.
              Tips for the match:
              When removing backrow, you want to target Blessed Winds as it is one of their more essential cards with a lot of combo and healing potential. However , in the early stages of the game, it can be more beneficial to target Humid Winds to prevent your opponent from searching for cards, essentially making them harder to set up and slowing them down a lot. Be wary of timing, if you execute your plays quickly, your opponent may ask for a timeout.



              Conclude

              While the deck may not be at its peak right now, it has some incredible potential for the future. With cards like Aromaseraphy Sweet Marjoram, the Aroma line can secure itself a spot as a Top Tier deck. However, for now, this deck is still a fun deck that sometimes annoys other Rookie.




              Companion unit:

              - Yu-Gi-Oh! Guidance Vietnam





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