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Aroma is really...growing on me...#pun


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My Aroma list:

3x Aromage Jasmine
2x Aromage Rosemary
1x Aromage Bergemot
1x Aromage Canaga
3x Lonefire Blossom
3x Juragedo
2x Honest
2x Maxx "C"

2x Effect Veiler

3x Aroma Garden
2x Terraforming
2x Mystical Space Typhoon
2x Poison of the Old Man

1x Galaxy Cyclone
1x Raigeki
1x Book of Moon
1x Soul Charge

2x Breakthrough Skill
2x Humid Winds
1x Bottomless Trap Hole
1x Dried Winds
1x Solemn Wishes
1x Compulsory Evacuation Device

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Juragedo is so damn good and honestly the only reason the Deck works at all.  It's such a good card for OTK's, just general +'ing during the opponents turn to set off Jasmine effects, and it's a 2200 beater under Aroma Garden to boot.

 

Some people are going to say something about the one Bergemot, as well, but I like the ability to bring it out with Lonefire and it's just a beat-stick and a half at 3400+.  It's quite useful for what it does.

 

I've playtested a ton with the Deck, so none of this is just random "theory-oh", but I'd like to hear any suggestions as long as people aren't going to be super elitist about it.

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Have you tried running 1 Chirubime? She prevents other Plants from being attack targets so it protects your weaker Aromages, and also gives you a free Plant SS if she is removed from the field. It's something I have tried that you might like. Running Symbol of Heritage is also great for Lonefire since you can mill through them and use Symbol to revive Lonefire at will.

 

A third Humid Wind seems like it would boost the deck's consistency. Since you're running Honest, why not run Thunder King Rai-Oh? To expand on the control option, running Lose 1 Turn is optimal if you don't wish to SS that often and weaken your opponent's monsters. Solemn Scolding might also come to play here too.

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Why only 2 Rosemary/1 Bergamot/1 Cananga?

The Aromages are all pretty good.

Cananga/Rosemary can be sort of ehh at times though, so I personally run 2/2.

 

Bergamot can be brought out without too much trouble either.

Jasmine -> Normal Summon Bergamot by tributing said Jasmine by Normal'ing the Bergamot with Jasmine's own effect (the first one).

It's a good method of attack, so I'd run at least 1, if not 2 more.

 

None of their effects have a hard OPT (except Jasmine's 2nd Normal Summon thing, of sorts).

Also, Garden gives you +1000 if any of them are destroyed, giving you more fuel to set off the effects (since it works either turn).

The only way that it'd be only +1000 for multiple of them being gone would be the chance they use Raigeki/Dark Hole/Torrential/Mirror Force/etc.

 

On the note of the Traps, Rose Archer's a pretty good tech to help get around any potential Traps your opponent might throw at you.

 

Honest seems a bit pointless with only one (?) target (Jasmine).

Maxx "C" and Veiler are okay, but I'd rather put in other Plants personally.

 

About the backrow line-up, I'd run 3 Humid Winds because getting your Aromages as fast as possible are what you want, and it can be used on either turn, and the 500 LP buff can keep you alive as well trigger effects when you need them.

Compulsory is pretty bad this meta if I remember correctly (according to Giga).

I'd maybe run another Solemn Wishes, and instead of the CED, a regular Solemn Warning might be better.

Given how you mass-gain LP, 2000 should be enough to keep you on top of the game potentially. If not, just use something like Poison or Humid to regain what you lost if you drop beneath your opponent.

 

Lose 1 Turn is suboptimal imo because you'd SS the Bergamot which is your main method of beatdown + piercing attack.

Chirubime might be an option, same with Symbol of Heritage.

 

As of random funny techs I guess, Tri-And-Guess works, since I personally don't run an ED. So I only put 1 of each type in there (just for cool art I guess) and then use Tri-And-Guess for 3000+ LP, which can be a gamesaver as well as a trigger for all the effects.

 

EDIT: Tried making this in a few minutes

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