Aromage monsters have multiple effects whenever you have more LP than your opponent, or when you gain LP. Pair this with cards like Rose Lover to help special summon plant monster(s), and making it immune to traps for a turn can win games pretty quickly.
|FIRE Plant ★6|
ATK 2400 / DEF 1800
|Card Trader [R]|
|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 is the Deck's big beater; with Aroma Garden and its inherent buff, Bergamot mostly stands as a 3900 ATK beater. The piercing effect is also great at dealing damage through enemy monsters.
However, he doesn't really contribute much to the Deck's control strategy. And, aside from Aroma Gardening, the Deck doesn't offer much in terms of Special Summons so drawing into Bergamot is not that good. That's why we don't run multiple copies of him.
|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.
Marjoram's damage protection allows you to be a bit more reckless with Normal Summoning Jasmine for her extra Normal Summon effect. Aside from that the damage protection just generally helps maintain your LP. Her inherent Special Summoning effect lets you easily get her on the field while also triggering her banishing effect.
The banishing effect is Marjoram's best feature, letting her control the opponent's graveyard. Healing is very natural to this Deck, so you'll effectively be banishing at least one card from the opponent's graveyard every turn. This banishing can occur during both you and your opponent's turn so you can quickly deplete their graveyard, leaving many Decks starved for resources.
|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.|
Rosemary prevents the opponent from using monster effects during battle like Sphere Kuriboh and Kiteroid. This effect is still useful and comes into play fairly often.
The second effect lets you change the battle position of a face-up monster, but if the opponent doesn't control any you'll be forced to target your own monster. Most of the time this isn't a problem since your opponent would want their monsters face-up for combos. If you do have to change your own monster's battle position, change Jasmine to defense position.
|LIGHT Plant ★2|
ATK 100 / DEF 1900
|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.|
Jasmine is great at supplying you with resources and getting monsters on board for setting up your field. But since you want Jasmine face-up, you'll Normal Summon her where she becomes a risk due to her low ATK. But this can be mitigated with Marjoram or Rosemary.
Cananga's mass debuff effect helps you beatdown enemy monsters especially when combined with the stat boost from Aroma Garden. Cananga also gets rid of enemy backrow without much effort due to the Decks innate ability to heal.
|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.|
Aroma Garden is very important Field Spell to the Deck. Not only does it keep your LP topped up, it also lets you trigger the effects of Aromage monsters and gives them significant stat boosts. Aroma Garden's effect is free to activate every turn and the stat boost lasts till the opponent's End Phase so it's effectively a permanent 500 ATK and DEF boost. It was designed this way so that activating the heal every turn means activating Aromage monster's effects every turn.
|Fortress of Gears [N]|
|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.|
Aroma Garden's second effect is great for field presence and can get you out of a bad situation such as when your opponent is going for the kill. The second effect actually pairs well with the first effect, giving you a large heal upon Special Summoning from the Deck.
The LP gain upon summoning an Aroma monster lets you immediately activate that monster's effect during the opponent's turn. Combined with Aroma Gardening's second effect, this lets you activate Aromage effects during the opponent's turn. You can Special Summon Rosemary and change the attacking monster to defense position, or you can Special Summon Bergamot if your opponent can't attack over his 3400 ATK.
|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.|
With the amount of healing going on this Deck, you'll be activating the Dried Winds' first effect as often as possible preventing the opponent from properly setting up a board. Dried Winds' second effect is just additional removal power if you're going for an OTK. And with enough LP, this can be used as a monster zone wipe.
|Fortress of Gears [N]|
|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.
Due to its ability to heal you during the opponent's turn, Blessed Winds is primarily used to trigger the effects of your Aromages during the opponent's turn. It's next purpose is to recycle your monsters with its second and third effects. The cost of reviving an Aroma monster can easily be mitigated by Aroma Gardening. Use this to recycle your single copy Aroma monsters such as Bergamot and Rosemary.
With Bergamot, attack the Tokens you summon to the opponent's field. This lets you deal huge piercing damage through the Tokens.
This also clogs the opponent's field when facing Decks with no way to get rid of the Tokens such as Noble Knights. When the enemy Noble Knight player summons Medraut, activate Bamboo Scrap so they have no space to put Borz.
Leviathan Dragon is simply a beater that can't attack directly. But its 3000 potential ATK is the much higher than most of your monsters. You can also keep it at 2500 ATK if you want it to be able to attack directly.
Leviair revives banished monsters. Notably you can revive the opponent's banished monsters such as the ones you banished with Marjoram.
|FIRE Machine ★3|
ATK 1500 / DEF 2100
|Voltage of the Metal [SR]|
|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.
Put Zenmaines on the field to wall your opponent. They won't be able to get rid of Zenmaines without risking their own board setup. However, this is only effective until they have a way of removing Zenmaines without destruction. You can also manually activate Zenmaines' removal by crashing him into an enemy monster.
Temtempo the Percussion Djinn
|EARTH Fiend ★3|
ATK 1700 / DEF 1000
|Yuma Tsukumo [SR]|
|2 Level 3 monsters|
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up Xyz Monster your opponent controls; detach 1 Xyz Material from that monster, and if you do, all "Djinn" Xyz Monsters you currently control gain 500 ATK.
Temtempo's Xyz material draining is quite useful in a meta where Xyz toolboxes are common. It is especially useful against decks that use Xyz as part of their main strategy such as Onomato Decks.
Usually you'll summon Melomemelody to push damage with its double attack effect. Attack your opponent directly twice with Melomelody or give the double attack effect to Temtempo.
Soul of Silvermountain
|EARTH Rock ★3|
ATK 1800 / DEF 2200
|Shark Fang [R]|
|2 Level 3 EARTH monsters|
Once per turn: You can detach 1 Xyz Material from this card to target 1 Set card in your opponent's Spell & Trap Card Zone; it cannot be activated while this card is face-up on the field. If this card destroys an opponent's monster by battle while it has Xyz Material: You can target 1 EARTH monster in your Graveyard; Special Summon that target in face-up Defense Position.
Locking enemy backrow is sometimes better than removal because you'll simultaneously be clogging their Spell Trap Zone. Also, Silvermountain's second effect is great for field presence and can be activated more often with the ATK boost from Aroma Garden and debuff from Cananga. The second effect does not require Xyz material cost, giving Silvermountain a permanent purpose onboard.
Note by Santa:
Pray you don't face Cyber Dragon. A well-timed Bamboo Scrap can completely shut down certain decks like Ritual Beasts, Blackwings and Karakuri.
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