While your LP is higher than your opponent's, if a Plant-Type monster you control attacks, your opponent cannot activate monster effects until the end of the Damage Step. Once per turn, if you gain LP: Target 1 face-up monster on the field; change its battle position.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
July 7, 2016
The Aromage archetype is just strange and
unfortunate. They get effects when life points are
higher than the opponent’s… but this is not a
strategy. This is how the game itself is played. You
want to have more life points than the opponent.
Now, of course players often sacrifice life points
to achieve strategy goals and yes there are a few
alternative win-condition archetypes out there, but
when all is said and done, eventually you have to
reduce your opponent’s life points to zero. It’s the
end game. And so, for Aromages, their very effects
work against them. It has to! Because unless Aromage
is granted enough support to be godly, their effects
simply cannot be counted on in a pinch. Opponents
will pull off combos and reduce your own life points
– this is going to happen in the course of playing
many duels. And unlike every other archetype except
certain Agent Angels, the Aromages become vanillas
when you need them to be at their best.
I honestly believe there’s a fix to Aromages, and
that would be to include a yang to their ying.
Meaning, create sibling cards that only work when
life points are lower than the opponent’s, and then
mix them so that skilled players can use them in the
same deck and create fun combos depending on the
situation. But I digress. We’re looking at Aromage
Rosemary today, and unfortunately, she not much to
She has common stats for a beat stick, but her
effect is severely lackluster. Though, even if she
prevented all effects instead of just monster
effects, I doubt she would have been much better.
She doesn’t provide any plusses, nor is her first
effect even useable during the opponent’s turn. And
while her second effect is a quick effect, it’s only
once per turn. And it’s mandatory! If your opponent
doesn’t have a monster, you’re only hurting
yourself. But most important to note is the simple
fact that Rosemary does nothing to increase your own
life points, so she’s already a liability to her own
theme. Aromage decks may or may not choose to use
her, but if they do, it’s only for lack of other
options. The theme is getting new support soon,
which may end up showing her the door to the binder
permanently. Rosemary is not a good card in today’s
The ability to change the opponent's monsters'
battle positions can be very useful, on top of this
monster being a standard 1800 ATK beater. The
first effect is disappointing. It's a nice
little bonus to be able to negate FLIP and battle
effects, but it could have gone further.
Perhaps negate traps during the battle phase too, or
extend the monster negation until the end of the
opponent's next Battle Phase. This card can do
some things for the deck but it's still
Hello Pojo Fans,
Haven't had a Plant-Type on CoTD in a bit, but that
changes with Aromage Rosemary.
This monster benefits from you staying ahead of your
opponent in Life Points. Keep them high, and your
Plant-Type monsters will have an Ancient Gear Golem
effect when attacking. Locking down your opponent
when you attack limits their chances of punching
holes in your gameplay. Aromage also benefits from
you gaining Life Points. Simply summon Aromage,
increase your LP, then you can Enemy Controller one
of your opponents monsters into the position you
want it to be in. With many boss monsters having
weaker DEF, this effect may due in a pinch and there
are limitless cards that can help increase your LP.
Add in the strong ATK and Aromge Rosemary isn't a
As we continue with archetypes that time forgot
we have Aromage Rosemary. She is a Level 4 Water
Plant-type monster with 1800 Atk and 700 Def.
Aromages exist, but don't do enough to be good. This
one prevents monster effects from activating when a
Plant-type monster attacks. You can also change a
monster's battle position when you gain Life Points.
The first effect requires your LP to be higher than
your opponent's while the second effect is only once
per turn. I don't think it's strong enough to bother
running. Short review because I'm busy being a 30
year old kid with a new toy.
The Aromage family is an interesting set of cards.
They are a group of Plant Monsters, of their own
Archtype, which is fun. New Archtypes are good
for the game. I don't really get any Plant
vibe from Rosemary here, except perhaps in the name,
as the art doesn't seem very fitting for a Plant
Monster. Water is also a strange attribute for
a Plant, but as I start to look at some pros to this
card, the Level 4 and 1800 attack are things we can
applaud. Aromages also take an unconventional
approach to Plants, as nearly all their effects are
based on you having more Lifepoints than your
opponent. Here, if your LP are higher than
your opponent's, they can't activate Monster effects
until the end of the Damage Step. Modest
protection, but any is better than none.
Additionally, once a turn, if you gain LP, you can
change the Battle Position of one Monster
(face-up) on the Field. Obviously it works
best in the theme, and would be more random than
anything in a typical Plant build, but could still
be used as a beatstick too. We're still not
looking at a great card, but hands down, this is the
best card we cover this week.
Art: Also 3/5, the art IS nice, but again,
outside of the name, there's very little Plant art
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