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Saturday, May 9, 2015

"Aroma":The Smell of Victory!

(ArcKnight) Hello readers and welcome to another edition of articles featuring your favorite decks!

Today,we are going to feature an archetype which catches my attention the most.The one I am talking about is the clan of fragrant Female Plant-type monsters known as "Aroma".

"Aroma" was recently introduced in CORE as the first deck focused in gaining advantage by means of gaining life points.It's been a while since we have an interesting concept like this.For us to gain some familiarity,let us review the theme monsters!





Dian keto: "Hello Visitors! Welcome to the Aroma Gardens! I spent years of raising these beautiful lads with the help of the old man and as their great guardian,let me take this opportunity to introduce you my darlings!"
Jasmine? Cananga? Rosemary? oh and Bergamot? C'mon down,we have got some visitors here!!
(An aromatic smell spread through the veranda of the Aromage Villa)


I. Monsters

Aromage Jasmine
Light/Plant-type/2
100.1900
During your Main Phase, if 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.

 Based on the flower Jasmine.Here,we received their on-themed draw power.By just resolving any card effect that makes you gain life points,you can grant yourself a draw which can then become very useful to get your cards faster.By controlling multiples of "Aromage Jasmine" you can draw that same number of cards.

In addition,you can also normal summon an additional Plant-type monster when you have greater life points than your adversary.Yes,any plant-type monster.This can range from another "Aromage" except "Aromage Jasmine",a tribute summon or "Lonefire Blossom" to search for another piece of gem.For now ,this is one of our means of gaining a lot of plus so I think maxing this out is the best idea.

Aromage Cananga
Earth/Plant-type/3
1400/1000
While your LP is higher than your opponent's, all 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.

Our Spell/Trap Bouncer based on the flower "ylang-ylang".Cananga looks very alluring in terms of design and as well as its effectivity towards our deck.Using her second effect,we can clear possible backrow threats like "Mirror Force","Vanity's Emptiness", "Air Force" etc. 

Her first effect I believe is the more useful one.If you have more life points than your opponent,all of their monsters loses 500 ATK and DEF.Furthermore,if you control more Cananga on the field and the said conditions are met,your opponent's monsters will lose stats from 500-1500.

Another useful thing about Cananga is that she is an EARTH Level 3 target for "Crane-Crane" which is beneficial in making "Meliae of the trees".


Aromage Rosemary
Water/Plant-type/4
1800/700
If a Plant-Type monster you control attacks, your opponent cannot activate monster effects until the end of the Damage Step, as long as your LP is higher than your opponent's. Once per turn, if you gain LP: Target 1 face-up monster on the field; change its battle position.


For me,she is one of the cutest aromage so far.Who would have thought that she is a living plant and not a Spellcaster one? Next,we have the Water Aromage that has the ability to change the battle mode of any face up monster(including yours).

I think it is a good control card in terms of battle adding the mere fact that you can insta-armades your opponent by having more life points.Unfortunately,her 2nd effect is mandatory so she can forcefully target herself and leave you with her weak defense.Sad life.Anyways,let us move to the last of their themed monster so far....

Aromage Bergamot
Fire/Plant-type/6
2400/1800
If a Plant-Type monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent, as long as your LP is higher than your opponent's. Once per turn, if you gain LP: This card gains 1000 ATK and DEF until the end of your opponent's turn.


Based on Bergamot oranges.This card is big on Stats and can become really really huge when you start to gain life points ranging from 3400-4400 based STATS. It's a bit underwhelming for a boss monster knowing the fact that it can be easily removed by common Spell and Traps in this past paced meta.But if you manage to deal damages with her,it can become an easy OTK for them so the opponent should still be wary.

You've witnessed the beauty of our darlings.Now,join me as I usher you to the "Aroma Gardens".


II.Spell

Aroma Garden
Field Spell Card
Once per turn, if you control an "Aroma" monster: You can gain 500 LP, also all monsters you control will gain 500 ATK and DEF until the end of your opponent's next turn. (This ATK and DEF gain remains even if this card leaves the field.) If a face-up "Aroma" monster(s) you control is destroyed by battle or card effect and sent to the Graveyard: Gain 1000 LP.

Welcome to the "Aroma Garden"! Please,enjoy your stay but no flower picking please!

Their field spell provides one important thing:to become a steady flow of gaining life points.It grants you a once per tun gain which can then activate the effects of your 'Aromages" .Moreover,if an "Aromage" is destroyed,you can bring back a total of 1000 life points.Just enough to make sure that you still have the life point advantage when our opponents violate the rules of our lovely garden.What can I say? It's a very good field spell that packs the theme altogether.

Visitor: So what will happen if someone violates these rules Dian?
Dian: That's why we have our traps! C'mon,let me show you! This way please!(Heads to the darker part of the gardens)


III.Traps

Refreshing Wind
Continuous Trap Card
You can pay 1000 LP; add 1 "Aroma" monster from your Deck to your hand. If your LP is less than your opponent's: You can gain 500 LP. You can only use each effect of "Refreshing Wind" once per turn.


 Dian: "Sometimes, some visitors forget simple rules like picking,getting and stepping flowers that's why we always use extra bucks to buy new plants for our garden. Aromatic plants are pricey but people tend to forget the amount they spent because of the fragrance that these ornaments provide so it's not a big deal anyway..."

I guess Dian is right,1000 lp is a bit costly but with "Aromage" playstyle,it is almost a free search to get the right "Aroma" in any situation. When you are too low on lp,this card will also help you in gaining a total of 500 life points to compromise the loss.This card kicks in as one of your engine starters along with Jasmine.



Parching Wind
Continuous Trap Card
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 total ATK is less than or equal to the amount of LP paid. You can only use each effect of "Parching Wind" once per turn.

Visitor: What about those who intentionally destroys the beauty of your garden? 
Dian: For that,we have no choice but to destroy everything who stands against....the garden is our source of life and energy.

Here is the control part.By just gaining life points,you can destroy a face up monster your opponent controls! This card will continue to destroy monsters every turn if you find a way to increase your life points accordingly(like using the effect of Aroma Garden). If the first effect is not enough and you wanted to torture them harder,you can use its second effect to destroy even more monsters by paying life points.

IV-Additional Support Card

Aroma Pot
Wind/Rock/1
500/400
FLIP: During each player's End Phase, if this card is face-up on the field: Gain 500 LP.
While this flipped face-up card is on the field, it cannot be destroyed by battle.


Dian: I will just leave you for a moment,I will just get some flowers for you darling as your souvenir! (Leaves)

Visitor: Uhmm.. That smell !  Where is it coming from?(Heads to the Aroma Pot) So fragrant ...(Suddenly her body becomes uncontrollable)

Looks like we have some extra support card here.This is the symbol of unity of "Aromages".The four candles symbolizes the 4 different elements of "Jasmine","Cananga","Rosemary" and "Bergamot".Like "Aroma Garden" this card can be a continuous source of aroma every turn but during each player's end phase only.

Visitor: What is happening to me?...my body...someone is capturing my soul.....

V.Cards that can hinder our strategies

Bad Reaction to Simochi
Continuous Trap Card
As long as this card remains face-up on the field, any effect of increasing your opponent's Life Points is changed to inflict the same amount of points in damage to your opponent's Life Points

This card is the one you should avoid.It makes all of your heal into burn damages.




Nurse Reficule the Fallen One
Dark/Fairy/4
1400/600
Any effect that would cause your opponent to gain Life Points instead inflicts the same amount of damage to your opponent.



Visitor(Reficule): At last,the aroma brings me back to life!! With these power,nothing can stand in my way! Now is my chance to destroy this garden ! (To be continued...)






 Now that we all know the new "Aroma" cards,I'm sure that some of you started to think new strategies to incorporate on this deck.But be warned,you should be careful on choosing the right cards to make this work.Remember,we are all bind on this one goal:that is to "Smell the Victory".



Happy Dueling!

-Arcknight

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