The Aromage archetype, asides from Aroma Jar, is a Plant-based archetype that has an interesting gimmick of gaining life points (LP) to get an edge on the opponent. The main goal of the deck is to get out the three key players of the Extra Deck as quickly as possible: Aromaseraphy Jasmine,
Aromaseraphy Sweet Majoram, and Aromaseraphy Rosemary. We will go over the Main Deck, Extra Deck, and Side Deck to see what each card does and how this deck essentially works.
MAIN DECK MONSTERS
Aromage Jasmine
One of the many Aromage Plant cards in this archetype, Jasmine serves as an important starter for the deck. Even with a measly 100 attack (ATK) points, this card's main strength is to get advantage from your LP gain. When you gain LP, Jasmine lets you draw a card, an instant +1 in hand advantage. Not just this, but you have more LP than the opponent, Jasmine allows an additional normal summon of a Plant monster for the turn, allowing you to pop off with their plays. We run three of Jasmine to make sure we can get as much card advantage as possible.
Aromage Laurier
Another important card that helps you gain advantage is Laurier. While you have more LP than the opponent, Laurier can Special Summon itself, a +1 in field presence. When it leaves the field, you gain 500 LP, which can trigger all Aromage monsters on the field, including Aromage Jasmine. We run this at three to get this advantage.
Aromaseraphy Angelica
This is our turner for the deck. Unfortunately, nothing special happens when you summon this card; that is reserved for cards like Aromage Jasmine. So what do you do with this card? Simple. If you have an Aromage monster with ATK points in your Graveyard (GY), you can discard this card to gain LP equal to that monster's ATK. You can actually activate this card during your opponent's turn, so you can devastate your opponent with Aromages on your field. Not just this, but while it is in the GY, you can just bring it back to the field for free (while the you have higher LP and an Aromage on field). Sadly, it banishes itself from the field if you use this effect, so we run three. So, be efficient with your Angelicas! (We don't run Angelica at three because of this effect; it's a really good card. That's why.)
Aromage Rosemary/Aromage Majoram
This section covers two combo pieces. Essentially, these are the pawns of our deck, and the others are like rooks or bishops. First, Rosemary is not important for its effect but rather to special summon its Extra Deck counterpart, Aromaseraphy Rosemary. Majoram is the same. One changes battle positions, and the other banishes cards from your opponents GY. Although Majoram has the better effect, it is a level 5. How unfortunate. Not much said can be said about these cards, so we run them at 1. Of course, we don't run them at 2 or 3 because we can run the risk of them getting banished. We are just that amazing.
Evil Thorn
Now we go to the staples of our deck. Yes, Jasmine is a good starter card, but Evil Thorn just trumps her in every aspect of the word. When it tributes itself, 300 LP are inflicted to your opponent. Already, you have higher LP than your opponent. The Aromage gods are pleased. Not just this, but you can Special Summon two copies of this card from your deck. You are now set up to Special Summon Aromaseraphy Jamsine. Congradulations. Always get to this card. It's a must. This card's only weakness is if you have two or three in your hand. Most unfortunate. Other than that, this card is the safe haven of the deck.
Lonefire Blossom
Lonefire Blossom, Tour Guide from the Underworld, and Deep Sea Diva. What do these three cards have in common? Exactly. They're generic. Lonefire Blossom is in a sense the king of Plant staples, aside from Predaplant Ophrys Scorpio. You get any Plant from your deck for free. Having three of this is undisputable.
Cactus Bouncer
This card is better for the middle or near end portion of the game when you have your board set up already. This card acts like a walking Vanity's Emptiness, only that it doesn't destroy itself when a card goes to the GY. This card is a one-of. Even if it's a great card that stops the opponent from Special Summoning, it doesn't make advantage. You can run two or three if you like, but one is a good number for this card to be at.
Glow-Up Bulb
The god of tuners. The OCG was right to ban this. It Special Summons itself from the GY by milling a card from the Main Deck! But we are not running Crystron Needlefiber in this deck, are we? No way. We are trying to keep this deck as fair as possible (aside from Cactus Bouncer and Naturia Beast). This is a one-of.
Spore
This is not as good as Glow-Up Bulb, but it Special Summons itself from the GY as well, just by banishing another Plant for the GY. We run this at one because of it's once per Duel effect and its sheer circumstantial use.
MAIN DECK SPELLS
Aroma Garden
Other than Laurier, these archetype based cards can help you gain LP for your Aromage cards to benefit from. One of these is Aroma Garden. Not only do you gain 500 LP and have your Aromages gain 500 ATK/Defense (DEF), but whenever one of your Aromages is destroyed and sent to the GY, you gain 1000 LP. This is certainly a beneficial card and a three-of.
Aroma Gardening
This card is all not to different from Garden. You gain 1000 LP like Garden, but it's when you summon an Aroma monster. And even when your time seems dire and you can't seem to get going in your combo, Gardening protects you from a battle. When your opponent declares an attack while you have less LP, Gardening summons an Aroma from the Deck. The 1000 LP effect still triggers from this, making this a very useful card. A three-of is this card, too.
Cauldron of the Old Man
While not an Aroma card, this continuous Spell gives you 500 LP with every counter it has. As long as your opponent doesn't have something like Twin Twisters, you can keep this card on the field to gain as much LP as this card's counters can give. As for the burn effect, it doesn't exist. Just ignore it. We run this at three, but you can switch it for other cards if you want.
Super Solar Nutrient
Time for the spicy tech. Thanks to Duel Links, this card has become popularized for how it can be used to get Plant monsters, including Evil Thorn. THAT'S RIGHT! Just as long as you tribute a level (LVL) 1 or 2 Plant monster, like Aromage Jasmine, you can dig for any Plant monster whose level is less than or equal to the monster you tribute +3. This is a three-of. It is such an amazing tech card.
Called by the Grave
Now you listen to me. You, the player, are playing a combo deck. What does this mean? Any hand trap (that's a monster) can just ruin your combo in a heartbeat, like Ash Blossom & Joyous Spring. How do we prevent this? Called by the Grave. This is at three for obvious reasons.
One for One/Terraforming/Monster Reborn
Three staples are here to fill in space. One for One gets Evil Thorn, Terraforming gets Garden, and Monster Reborn gets a monster from either player's GY. Plain and simple. Exchange these for other cards if you so please.
MAIN DECK TRAPS
Blessed Winds/Humid Winds
We run these two traps because they can be searched off of Aromaseraphy Sweet Majoram. We will get to her later. Blessed is the more important one, since you can send a plant from your hand/field to the GY OR shuffle a plant from your GY to the Deck to gain 500 LP as well as pay 1000 LP to Special Summon any Aroma from the GY to your side of the field. Humid searches an Aroma card for 1000 LP and gives you 500 LP if you are losing in the LP fight. We run these at 1. We don't run Dried Winds because that card is highly dependent and sucky.
EXTRA DECK
Aromaseraphy Jasmine
This is where the magic happens. Jasmine is truly our juggernaut of the deck, and possibly can be compared to Sweet Majoram in terms of awesomeness. After using Evil Thorn to summon this card, you have the power to protect your PLANT monsters as long as your LP are higher than your opponents. Not only this, but when you tribute a monster Jasmine points do, you can dig up for any Plant monster. Eat your heart out, Lonefire Blossom! Also, when you gain LP, search for a Plant monster. It's generic stature make this card a 2-3 of, but we run this at 3 to capture its full potential.
Aromaseraphy Sweet Majoram
This is possibly the heart and soul of the deck, other than Aromaseraphy Jasmine and Evil Thorn. When she is Synchro Summoned, you search Blessed or Humid (usually you want to get Blessed). If you have more LP, your opponent cant target your Plant monsters. If that isn't awesome enough, if you gain LP, you pop a card on your opponent's field. Simple, yet effective. Despite this card's awesomeness, we run two to leave room for generic synchro monsters.
Aromaseraphy Rosemary
Although not as profound as Sweet Majoram or Jasmine, Aromaseraphy Rosemary can still be effective by negating a face-up card when you gain LP. She also gives your Aroma monsters 500 ATK/DEF to make sure they are harder to beat in battle. With this, and the two other key players, you are bound to have a pretty strong board.
Generic Synchros/Links
The rest of the Extra Deck is filled with cards that don't really fit with our combo and just here because they are easy/beneficial to make. Since the effects and reasons for these cards are self-explanatory, they don't get their own section. They are just really effective and versatile cards that many people put in their decks as placeholders or offensive playmakers.
SIDE DECK
Nibiru, the Primal Being
Although a combo deck itself, Aromas might meet their match with another of their own, such as @Ignister or D/D/D. Nibiru is a three-of in the Side Deck to prevent these combo decks from getting a lot of advantage.
Ghost Sister & Spooky Dogwood
Some or many Aroma players have this card in the Main Deck, which is understandable. It fits with the Aroma gimmick. However, in many of my match-ups, this card just sits in my hand. I never really had a good time to activate its effect, but maybe I'm just bad at timing. You can play this card if you want, but I still am debating whether I should keep this card or not. We leave this card at three in the Side Deck for the time being.
Lightning Storm
This card is amazing to counter Stun and backrow heavy decks, such as Guru Control and Altergeists. Red Reboot going to one devastated me because I feared Altergeists moving to the meta and becoming competitive. I never have good match-ups with them, and I always get squashed. We have this card at three to counter these types of decks.
Twin Twisters
This is another card that destroys backrow decks or bait out counter traps, such as Salamangreat Roar. It also pitches a card that can float in the GY, like Glow-Up Bulb. I might move this to the Main Deck, but we leave this card at three in the Side Deck.
Infinite Impermanence
Say your opponent hits Infinite Impermanence on your Aromage Jasmine. Well I say fight fire with fire. This card will always be a good card going second, and we run this card at three in the Side Deck to commemorate its awesomeness.