“Aromage” is an archetype that mostly consists of Plant-Type monsters with two different effects: a Continuous Effect that is active as long as their controller’s Life Points are higher than the opponent's and a Trigger Effect that activates when their controller gains Life Points.
Yet another “Aromage” monster has been added to the Card Trader, actually solving a few of the issues the archetype previously faced and keeping this deck a relatively good and viable option for new players that would like to save their gems.
|LIGHT Plant ★2|
ATK 100 / DEF 900
|Card Trader [SR]|
|During your Main Phase, while your LP is higher than your opponent's, you can Normal Summon 1 Plant-Type 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.|
While your Life Points are higher than your opponent’s, Aromage Jasmine allows to Normal Summon a Plant monster in addition to your Normal Summon/Set. Additionally, once per turn, if you gain LP while Jasmine is face-up on the field, you draw 1 card.
|Card Trader [N]|
|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.|
Use your Field Spell to trigger Jasmine’s effect, drawing through your Deck and getting to key cards such as Aromage Marjoram, Humid Winds, and Dried Winds.
|WATER Plant ★4|
ATK 1800 / DEF 700
|Card Trader [R]|
|While your LP is higher than your opponent's, if a Plant-Type 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.|
While your Life Points are higher than your opponent’s, Rosemary prevents your opponent from activating monster effects until the end of the Damage Step when a Plant-Type monster you control declares an attack. Rosemary can shut down Sphere Kuriboh, Kiteroid, and many other cards.
If you gain Life Points while Rosemary is face-up on the field, it switches the battle position of a face-up monster. This effect is mandatory, so be careful when you activate any effect that results in you gaining LP and the only suitable targets are your own monsters.
|DARK Plant ★5|
ATK 2000 / DEF 1600
|Fortress of Gears [R]|
|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.
When Marjoram is Special Summoned by its own effect, it will make you gain 500 LP, which will trigger its other effect and allow you to banish cards from your opponent’s GY up to the number of “Aroma” monsters you control.
By paying 1000 Life Points, Humid Winds allows you to add 1 “Aroma” monster from your Deck to your hand. Use this effect to search Aromage Marjoram, and then Special Summon it during the Battle Phase via its own effect.
|Fortress of Gears [N]|
|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.|
If you gain LP, Dried Winds allows you to target 1 face-up monster your opponent controls and destroy it. Trigger the effect of Dried Winds during your turn using Aroma Garden or Humid Winds, and then again during your opponent’s turn to take full advantage of this Continuous Trap.
Now, depending on how many Plant monsters you have in the Graveyard, you might be able to first halve the ATK of another face-up monster your opponent controls, destroy it, and then attack again.
|WIND Plant ★1|
ATK 400 / DEF 800
|Aerial Assault [SR]|
|If this card is in your Graveyard: You can banish 1 other Plant-Type monster from your Graveyard; Special Summon this card from your Graveyard and increase its Level by the Level of that banished monster. Each player can only activate the effect of "Spore" once per Duel.|
|WIND Plant ★6|
ATK 2200 / DEF 2000
|Fortress of Gears [SR]|
|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 in 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.
As long as your Life Points are higher than your opponent's, Aromage Cananga will lower the ATK and DEF of your opponent’s monsters by 500. While this effect may not seem that relevant at first, once you take into consideration the 500 ATK and DEF boost from Aroma Garden and the one provided by Aromaseraphy Rosemary, you can start to see how this deck can get to deal with high ATK monsters such as Blue-Eyes White Dragon without the need of Enemy Controller.
Once per turn, if you gain LP, Aromage Cananga allows you to target a Spell/Trap Card your opponent controls and return it to the hand. Aromage Cananga essentially gives this deck an alternative way of dealing with the back row. I would still advise running at least one copy of Rose Archer or Galaxy Cyclone since Cananga can only deal with a single Spell/Trap Card at a time and it doesn’t actually get rid of it permanently, unlike Cosmic Cyclone, but this is definitely still an improvement.
|LIGHT Plant ★5|
ATK 2000 / DEF 900
|Card Trader [UR]|
|1 Tuner + 1 or more non-Tuner monsters While your LP is higher than your opponent's, 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; it has its effects negated until the end of this turn.|
Just like Aromage Jasmine and Aromage Rosemary, Aromaseraphy Rosemary has two different effects. While your Life Points are higher than your opponent’s, Rosemary will increase the ATK and DEF of all your Plant-Type monsters, including itself, by 500, which means that, after the boost from the Field Spell, this Level 5 Synchro will tie with Koa'ki Meiru Maximus and Blue-Eyes White Dragon.
Once per turn, if you gain Life Points, Rosemary will target a face-up card on the field and negate its effect until the end of the turn. Use The Spell Absorbing Life to take advantage of this effect during your opponent’s turn or use Aroma Garden to use it during your turn and maybe negate the effect of a card like Yubel - Terror Incarnate.
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.
|LP Boost α|
Increases starting Life Points by 1000.
|What Grows in the Graveyard|
Begin the Duel with 1 "Dark Verger" in your Graveyard.
Can be used if your LP drops below 1000. Until the end of your opponent's next turn, neither you or your opponent can normal summon or special summon effect monsters, or activate monsters effects. This skill can be used once per duel.
Mana Dragon Zirnitron
|DARK Dragon ★6|
ATK 2200 / DEF 1200
|Tornado of Phantoms [SR]|
|If a Spell/Trap you control leaves the field because of an opponent's effect, and is now in the GY or banished (except during the Damage Step): You can Special Summon this card from the GY (if it was there when that Spell/Trap left) or hand (even if not), then you can Set 1 Spell/Trap that is banished or in your GY to your Spell & Trap Zone. You can only use this effect of “Mana Dragon Zirnitron” once per turn. If Summoned this way, banish this card when it leaves the field.|
If a Spell/Trap Card you control leaves the field because of an opponent’s effect, and is now banished or in your Graveyard, you can Special Summon Mana Dragon Zirnitron from your hand or Graveyard, and then Set 1 Spell/Trap Card that is banished or in your GY.
If your opponent gets rid of Dried Winds or Humid Winds (Dragon Spirit of White or Cosmic Cyclone), you can Summon Zirnitron for protection and get back the Spell/Trap Card that was removed from the field.
Note by iAn!:
outresource opponent then win with attack charged monster
Note by JaviDent:
The ultimate control deck at the moment. This deck pretty much has an answer to everything, and using Balance makes it almost unfairly consistent. Burn decks can’t deal with the LP gain & Shiranui synchros are vulnerable to getting their battle positions changed by Rosemary. Probably the hardest matchup is Witchcrafters if they can get out Verre, but those are still winnable. It honestly feels like this deck is underrated; definitely broken.