Top 10 Aroma Cards in Yu-Gi-Oh
How to Use the Aroma Cards in Yu-Gi-Oh
The Yu-Gi-Oh Aroma archetype consists of several monsters who generally bear the plant type and regenerative effects. Aroma cards will either restore your life points or reward you for doing so with bonus abilities, adeptly blending defense with offense.
Due to their generalized nature, Aroma members work well both as supplements to other themes or as your deck's standard, comboing well with units like "Juragedo" and "Anti-Spell Fragrance". But with many different members and supports, which health-gaining soldiers reign supreme? These are ten of the best cards for your Aroma Yu-Gi-Oh deck!
10. Aromaseraphy Rosemary
As a level five synchro monsters, you can easily synchro summon Rosemary using the archetype's level one tuner (more on her later) alongside any level four monster, preventing you from having to tribute or special summon high-level materials. Rosemary also helpfully accepts any tuners and nontuners, regardless of their monster type or archetype.
While her ATK is a lukewarm 2000, Rosemary boosts the ATK of your plant monsters (including herself) by 500 as long as your life points are higher than your opponent's, a fierce bonus for your team. Plus, once per turn, if you gain life points, you target and negate the effects of an opposing face-up card, a useful boon that can trigger on both player's moves with the right companions.
9. Aromage Jasmine
Jasmine bears a respectable 1900 DEF, but setting her places her face-down, where her continuous effects aren't active. Thus, you may have to guard her weak 100 ATK while you stall to later shift her into less-vulnerable defense position.
Fortunately, Jasmine rewards your troubles with two tempting effects. First, you can normal summon an extra plant monster (in addition to your regular normal summon/set) during your main phase while your life points are higher than your opponent's. Second, once per turn, when you gain life, you can draw a card. Jasmine's low ATK makes her risky, but she drastically speeds up the summoning and hand replenishing of your build, justifying your efforts.
8. Aromage Bergamot
With a base 2400 ATK, Bergamot is one of few Aroma monsters who is decent in combat even before any support boosts, although as a level six, you'll need a sacrifice to tribute summon him. However, while your life points are higher than your opponent's, Bergamot lets your plant-type monsters (including himself) deal piercing battle damage, bleeding excess hurt through blockers to hit your opponent's life points.
Additionally, once per turn when you gain life, Bergamot's ATK and DEF increase by 1000 until the end of your opponent's next turn, turning him into a formidable beatstick unlikely to be toppled in battle.
7. Humid Winds
While technically not an Aroma member, continuous trap Humid Winds adeptly supports the build. First, you can pay 1000 life points to add an Aroma monster from your deck to your hand. A nice search, but you'll want to be careful considering most of your monster effects depend on having superior life points.
Then again, lowering your health can trigger Humid's next ability: once per turn, if your life points are lower than your opponent's, you may gain 500. If you've fallen behind, this can gain 500 on both your and your opponent's rounds, helping propel you back into safer ranges.
6. Dried Winds
Dried Winds puts your frequent life gains to good use by destroying an opposing monster whenever you amass more health. Be careful since this isn't optional, so you can accidentally nuke enemies in the rare cases where you don't want to destroy them, but it's also not once per turn, handily letting you blast multiple foes in the same round.
Additionally, if your life points are at least 3000 higher than your opponent's, you can pay life points equal to the difference to destroy opposing monsters whose combined face-up ATK is less than or equal to the amount you spend. This ability ruins your life advantage, but it's nice last resort to have available. Still, try to eliminate foes with Winds's first (and free) removal, only pulling out the big guns when absolutely critical.
5. Aroma Jar
Not just one of the top Aroma cards but also among the best life regeneration tools in the game, Aroma Jar deviates from the plant type standard to rock, but nonetheless assists your squad. While its battle stats are low, it can't be destroyed in battle after being flipped face-up, indefinitely stalling your opponent.
Even better, during each player's end phase, you gain 500 life points! Other continuous regeneration tactics like "Golden Ladybug" and "Solemn Wishes" usually only gain 500 on your move, making Aroma's double prowess tempting even outside the Aroma archetype.
4. Aromaseraphy Angelica
While Angelica's battle stats are both zero, she'll generally remain off the field due to her hand trap ability: you can discard her on either turn to gain life points equal to the ATK of an Aroma monster in your graveyard, possibly supplying 2400 in a single move!
STacking well with her first effect, you can special summon Angelica from your graveyard while your life points are higher than your foe's and you control an Aroma monster, although you'll have to banish her when she leaves the field. Still, thanks to her tuner status, this offers a great method for casting "Aromaseraphy Rosemary" and other synchro monsters. You can also use her revival for tribute or link fodder, which reminds me...
3. Aromaseraphy Jasmine
Jasmine accepts any two plant-type monsters as tuners, and she helpfully points diagonally backwards in two directions, granting you additional extra deck zones without doing the same for your opponent. Jasmine's ATK is rather low at 1800, but while your life points are superior, Jasmine and plant monsters she points to can't be destroyed in battle, helping your allies endure enemy strikes.
Once per turn, you can also tribute a monster she points at to special summon a plant unit from your deck, skillfully fielding boss monsters like "Tytannial, Princess of Camellias" without tributes. Also once per turn, if you gain life points, you can add a plant monster from your deck to your hand. With cards like Jar providing health on each player's turn, this adds a whopping number of troops to your hand, ensuring you're prepared for any situation.
2. Aromage Cananga
Aromage Cananga may look frail at 1400 ATK, but while your life points are higher than your opponent's, their monsters lose 500 ATK and DEF. Thus, Canaga serves as a great dampener, clearing the way for herself or your other creatures to swing.
Even better, once per turn when you gain life points, Cananga can bounce an opposing spell/trap back to your opponent's hand. Since traps can only be activated after being set for a turn, this works wonders for shutting down your opponent's plays, especially when combined with "Anti-Spell Fragrance" trap the slows usage of magic cards. Speaking of which...
1. Aroma Garden
Field spell Aroma Garden provides several crucial benefits to its archetype. First, if you control an Aroma monster, you can once per turn gain 500 life points, helping keep your monsters' traits active. Plus, activating this grants all monsters you control (not just Aromas) 500 ATK and DEF until your opponent's next end step, fortifying them for multiple rounds.
Finally, when an Aroma monster you control is destroyed by battle or card effect and sent to the graveyard, you gain 1000 life points. Not only does this activate with both types of destruction and provide a huge reservoir of vitality, it can resolve multiple times in a single turn, ensuring your fallen soldiers aren't wasted. Since Garden depends on using Aroma monsters, it doesn't fit well into other structures, but its fierce powers have won me several matches in my Aroma bundles. Thankfully, despite its fierce abilities, Garden , allowing even budget duelists to build around it. costs less than a single dollar to purchase
Which card do you prefer?
How to Defeat Aroma Monsters in Yu-Gi-Oh
We've tackled some awesome Aroma members and supports; here's a quick list of methods to counter them. Since they rely heavily on life gain, they're incredibly vulnerable to the anti-life effects of "Bad Reaction to Simochi" and "Darklord Nurse Reficule". They also depend on swarming; taking down their utility monsters removes their ATK boosts and debuffs, letting you overpower the rest in battle (other than invincible units like Jar).
They may not be top of the meta, but Aromas are still a fun theme whose main strategy—gaining life—assists with both their effects and simply having health to fall back on. But for, as we eagerly await Konami's next expansion of aromatic herbs, vote for your favorite card and I'll see you at our next Yu-Gi-Oh countdown!
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© 2018 Jeremy Gill