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Aromage: deck recipe [Feb 2021]

Duel Links Aromage deck, how to use, how to make Aromage deck, Aromage in the current meta.
update 11/02/2021

Overview

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.

Required Card Boxes

Fortress of Gears

Example deck

Standard Version

Aromage CanangaAromage CanangaAromage JasmineAromage JasmineAromage JasmineAromage Marjoram
Aromage BergamotAromage RosemaryAroma GardenAroma GardenAroma GardenAroma Gardening
Aroma GardeningAroma GardeningDried WindsDried WindsBamboo ScrapBamboo Scrap
Blessed WindsBlessed WindsBlessed Winds---
Number 17: Leviathan DragonLeviair the Sea DragonWind-Up ZenmainesTemtempo the Percussion DjinnMelomelody the Brass DjinnSoul of Silvermountain
Soul of Silvermountain-----
[Skill] descriptionUser
Balance
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.
Zane Truesdale
Zane Truesdale

How to Play

Aromages

Aromage Bergamot
Aromage Bergamot
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.

Aromage Marjoram
Aromage Marjoram
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.

Aromage Rosemary
Aromage Rosemary
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.

Aromage Jasmine
Aromage Jasmine
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.

Aromage Cananga
Aromage Cananga
EARTH Plant ★3
ATK 1400 / DEF 1000
Card Trader [SR]
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'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.

Aroma Support

Aroma Garden
Aroma Garden
Field Spell
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.

Aroma Gardening
Aroma Gardening
Continuous Spell
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.

Dried Winds
Dried Winds
Continuous Trap
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.

Blessed Winds
Blessed Winds
Continuous Trap
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.

Bamboo Scrap

Bamboo Scrap
Bamboo Scrap
Normal Trap
Neo-Impact [N]
Tribute 1 Plant-Type monster. Special Summon 2 "Plant Tokens" (Plant-Type/EARTH/Level 1/ATK 800/DEF 500) to your opponent's side of the field in Defense Position.

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.

Extra Decks

Number 17: Leviathan Dragon
Number 17: Leviathan Dragon
WATER Dragon ★3
ATK 2000 / DEF 0
Reginald Kastle Unlock Event [UR]
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card; this card gains 500 ATK. If this card has no Xyz Material, it cannot attack your opponent directly.

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 the Sea Dragon
Leviair the Sea Dragon
WIND Sea Serpent ★3
ATK 1800 / DEF 1600
Voltage of the Metal [UR]
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.

Leviair revives banished monsters. Notably you can revive the opponent's banished monsters such as the ones you banished with Marjoram.

Wind-Up Zenmaines
Wind-Up Zenmaines
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
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.

Melomelody the Brass Djinn
Melomelody the Brass Djinn
LIGHT Fiend ★3
ATK 1400 / DEF 1600
Shining Hope [SR]
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Djinn" Xyz Monster you control; it can make a second attack during each Battle Phase this turn.

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
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.

Other Useful Cards

Humid Winds
Humid Winds
Continuous Trap
Fortress of Gears [SR]
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.

[November 2020] KOG Notes

Santa


AromageSanta
IGN: Santa, Skill: Balance, Date Submitted: Nov 13

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.

Comments

Hot New Top
Scott
I used this deck normally and it does deserve to get nerf especially when I had my Lp almost to 30,000 at one point. (Even though I did it against a lv 10 bot.)
Anonymous
This deck is such a drag to play against that even auto dueling against it feels like it takes an hour for the game to finish. It gets to the point where I wish they would just cut to the chase and 🔥 me already.
<< Anonymous
Fetih 1453 Reply
Bring Bad Reactions to Simochi to counter it
Anonymous
Time wasting deck deserve a nerf. This is speed duel format.
<< Anonymous(Sparky)
Toomat Reply
Bro, who hurt you?
Dude out here acting like an aromage player took his job, wife and kids.
<< Anonymous
Anonymous Reply
Ahhh the classic duel link rants

"I want it gone even tho it's not meta nor people have a hard time against it"

Pretty much sum up the player base.
<< Anonymous
MangakaJ96 Reply
Focus on destroying the backrow cards and field spell when facing Aromage.

The deck may be a pain to face for many including myself, but it’s not like it’s unbeatable or even meta for that matter.
<< Anonymous
MangakaJ96 Reply
Also, Dark Souls and Sekiro are action RPGs, not a tabletop game.
anonymous
need 2-3x solemn scolding, current meta crush this deck in few turns
<< Anonymous(anonymous)
Anonymous Reply
We live in a meta full of harpies, mst, levianeers. Backrow heavy decks have 0 chance.
<< Anonymous
Anonymous Reply
Maybe it's just my deck but none of those are difficult to deal with, the scary ones are the six samurai
<< Anonymous
Anonymous Reply
Can you give some more info on how you find them easy?

My current aromage uses predaplant clamy with chimera to get a boss monster out.

But the struggle comes when they wipe your whole field in one turn.

Got any tips? Like boss monsters on the extra deck or trap cards that can help in this meta?
<< Anonymous
Anonymous Reply
its difficult since mst and hhg is everywhere, the current best setup is stardust dragon with yusei skill in first turn, or summon csh if opponent uses hhg. I think the best field setup is stardust/shooting star with gardening and solemn scolding.
this archetype really need continous effect that prevent S/T removal
Anonymous
Nerf healing!
<< Anonymous
Anonymous Reply
Git gud!
<< Anonymous
Anonymous Reply
Leave the game!
<< Anonymous
Anonymous Reply
More like, need healing!
Anonymous
meh
Anonymous
ez kog
anonymous
cyber dragon always my downfall. very unlucky if i go 2nd turn, click end phase bcoz the starting hand is bad, my card go graveyard bcoz his trap card and then hes turn summon cyber dragon 2100 attack.

so far i can win only against dumb people who build stupid deck and im so happy after win hahaha
<< Anonymous
Anonymous Reply
Shs will just clean the backrow in a single turn.
<< Anonymous
Anonymous Reply
Aromage could still chain some backrows, recovering life, and triggers their effects.

Not to mention the Bamboo Scraps, to make sure SHS can't synchro in the first place.
<< Anonymous
Anonymous Reply
nah bro, i run shs often and aroma shuts me down every time. out of 10 duels against aroma, i’ll win 2 maybe 3 and that’s KoG. Aroma = shs bane
<< Anonymous
Anonymous Reply
As it seems aroma still hold nicely the bronze gates.
Anonymous
Be patient when going against this is deck. Can’t tell you how many times I beat them because of time limit. Just make them waste resources preserving their board. Then their turns take forever which will run out their clock.
Anonymous
The sample deck would need 1 Bamboo Scrap replaced soon. Maybe with Humid Winds?
<< Anonymous
Anonymous Reply
Yea, I like that idea.

-1 Bamboo Scrap
+1 Humid Winds
Anonymous
Uhhh, why use a synchro deck as a slower version like xyz aroma?
I can't imagine excluding angelica the tuner since she's a handtrap. And aroma monsters want to be in the grave not as overlay units, SMH gamea.
<< Anonymous
Anonymous Reply
The Extra deck is only a tech option. You usually don't want to summon the Xyz monsters at all. They're only there if you need their situational effects. But the extra deck options are really bad.
Anonymous
Sample deck is wrong, Balance doesn't work with 5 just spells
<< Anonymous
Anonymous Reply
Please, stop trolling.
<< Anonymous
Anonymous Reply
Look again, because I see 6.

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NOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!! STOP SPAMMING AND SCAMMING AND JUST SHOW ME YOUR DAMN C0CK, F...
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