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Totally Sick, Natural Vapes ~ Aromage Stun [TCG]


Βyakuya

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x1 Aromage Bergamot

x1 Aromage Cananga

x3 Aromage Jasmine

x3 Aromage Rosemary

x1 Cactus Bouncer

x3 Juragedo

x1 Thunder King Ra-Oh

x2 Traptrix Myrmeleo

 

x3 Aroma Garden

x1 BoM

x1 Moon Mirror Shield

x3 Pot of Duality

x2 Poison of the Old Man

x1 Raigeki

 

x1 BTH

x1 Dried Winds

x2 Fiendish Chain

x3 Humid Winds

x3 Lose 1 Turn

x1 Solemn Warning

x2 Traptrix Trap Hole Nightmare

x1 Vanity's Emptiness

 

 

No Extra Deck cause all those tuner Plants are total butch in helping the deck. If this deck is played correctly, you can cripple easily by sitting on a few Jasmines and Rosemaries to beat over and troll your opponent hard. The strategy here is incredibly raw with no reliance on big combos and instead loophole floodgates with using Rosemary and Jasmine for + and power ups. Juragedo helps a lot here, and so does Lose 1 Turn and Myrmeleo.

 

Only 1 Bergamot and Cananga because there aren't much beatstick bosses that need to be overcame by it often except Towers, and I rarely find need for it because Rosemary's DEF ability cripples some monsters and I wouldn't get rid of an Aromage riskily. Still, he's still a good beater to advance the deck's victory. Cananga works with him, but isn't too fantastic in the early game. Both still work good in the late.

 

Moon Mirror because often to muster pluses while your opponent can overrun, it's a good tool for keeping back offensive plays while equipped to Jasmine. 3 Lose 1 Turns are only at that ratio to open up better chances of floodgating. It isn't too cloggy and has helped me in a lot of occasions.

 

No Cactus Bouncer...yet. I might test it soon though, despite its volatility. But if there are any means to increase this deck's consistency, I'll add it in. Lonefire is not in here because I don't need the wasted NS for an SS of an easily accessible Aroma monster by Humid. The deck does fine without it anyway.

 

Only gripes I have so far are replacing 1 Nightmare Hole with a Time-Space, and having more Grave-revival type cards (CotH, Soul Charge). Thoughts?

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If Aromages land in the grave, perhaps Fertilizer?
It's sort of like a one-way CoTH. Sure, if the monster(s) die, Fertilizer does, but if Fertilizer dies, the summoned monsters won't die.

It lets you SS instead of NS, which can let you get around restrictions for stuff like Armory.

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If Aromages land in the grave, perhaps Fertilizer?

It's sort of like a one-way CoTH. Sure, if the monster(s) die, Fertilizer does, but if Fertilizer dies, the summoned monsters won't die.

It lets you SS instead of NS, which can let you get around restrictions for stuff like Armory.

But I'm still not running Hidden Armory cause it still costs a NS. And for that matter, chances are that I already have Lose 1 Turn or Vanity's out so it conflicts with that and the overall deck structure. I really really need the NS, but Aromas need to be protective and resourceful without relying too much on revival or else I conflict with the deck. Something passive like CotH is fine. But thanks for suggesting anyway~

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i dont really see a reason not to run a generic rank 4 extra deck when you can easily make any rabk 4

also fiendish over bottomless?

I honestly was a bit lazy. :X

 

Honestly though, generic Rank 4 toolbox could come in handy, but it's much more harder to accomplish and might result to contradiction to my floodgates or just minusing my already good Aromas if a potential Castle gets popped or something. Even Qlis and UA make their Extra more useful. But as I digress, I might as well put a few in the future. For now it just feels right beating down with old school tactics, and I already got what I want in side.

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