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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Aromage Rosemary
- #CORE-EN036

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.

Card Rating
Advanced: 2 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
July 7, 2016

Back to the main COTD Page

 

RCG

Aromage Rosemary 

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 look at.  

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 game. 

Advanced: 1/5
Future Potential: 1/5


Baneful

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 underwhelming.
 
2/5


Kingof
Lullaby
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 bad monster.
 
Advanced-3/5
Art-4/5
 
Until Next Time
KingofLullaby

Warlockblitz
YouTube

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.
 
Score: 1/5
Art: 3/5
 
PS: I hope everyone is enjoying Pokemon Go!
 
-WarlockBlitz


Dark

Paladin
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.
 
Rating:  3/5
 
Art:  Also 3/5, the art IS nice, but again, outside of the name, there's very little Plant art here

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