Great aroma list! Plants are a rich pool to deckbuild out of and I always like seeing aroma get some appreciation.
Thank you very much, I'm glad you like it! It took a lot of searching and fiddling around with different cards to get it right, but I'm happy with how it turned out.
Back when I played Duel Links I had a pretty basic Aroma deck because you could build them fairly easily for free. "Lifegain" in Yugioh doesn't seem to be as prevalent as it is in Magic, so it was a cool deck that did something a little different. And I guess they never left the back of my mind, because here I am all these years later playing them again!
To anyone reading this who's interested, I just posted my latest Yugioh deck profile over on my trading card channel:
*ahem* No one asked but I'm going to talk about my favorite archetype to play anyway:
Aromas!
Its not competitive in any way, really, (too reliant on continuous spells/traps for the current meta) but it sure is fun (and that's all I care about, haha), and for a 5D's-era archetype, it's actually really pretty decent. When you see that the highest rarity is only 6*, you might be tempted to think otherwise, but with the phenomenal monster effects, they had to be nerfed somehow.
The basic premise: Gaining Life Points utterly destroys your opponent's field, hand, and graveyard.
Extra Deck:
Aromaseraphy Sweet Marjoram - 6* Synchro - 2200 ATK, 2000 DEF - When summoned, you can add one of three archetype continuous traps to your hand. Once per turn when you gain LP, you can destroy a card on your opponent's field. Any card you want. (Idk if this effect stacks as I only have one copy in Master Duel because she's UR. I really should craft another one if for no other reason than to find out, but I have not yet.)
Aromaseraphy Rosemary - 5* Synchro - 2000 ATK, 900 DEF - When you gain LP, you get to nullify the effect of one card on your opponent's field, monster or spell or trap, they are all up for grabs. When your LPs are higher than your opponent's, all Plant-type monsters on your field gain 500 ATK and DEF. And both of these effects stack. Which means you can potentially nullify the effects of three cards and grant all of your monsters 1500 ATK. Which is sick, by the way. I have done this.
Aromaseraphy Jasmine - Rank 2 Link - 1800 ATK - Can you say "card advantage"? When you gain LP, you can add one Plant-type monster from your deck to your hand. Also, when your LP are higher than your opponent's, this monster and any it points to cannot be destroyed by battle. You can also tribute one monster she points to to special summon a monster from your deck in DEF mode. (This is a great defense strat if you choose to run Chirubime but more on that later.) (Obviously if you're writing a 5Ds-era duel then you can't run her, but she is quite nice.)
Main Deck Monsters:
Aromage Bergamot - 6* Effect - 2400 ATK, 1800 DEF - This bad boy is 100% worth the single tribute. Once per turn when you gain LP, he gains 1000 ATK and DEF. If just being a beat-stick isn't good enough, ALL Plant-type monsters deal piercing damage when your LPs are higher than your opponent's. Goodbye, defense.
Aromage Marjoram - 5* Effect - 2000 ATK, 1600 DEF - You can special summon her from your hand if a Plant-type monster on your field is destroyed. If you do this, you can gain 500LP, and whenever you gain LP, you get to banish cards from your opponent's GY, one for every Aroma monster face up on your field. Goodbye, graveyard.
Aromage Rosemary - 4* Effect - 1800 ATK, 700 DEF - Admittedly I do use her for synchro fodder more than anything simply because in the easy duels I'm usually in with this deck, her first effect tends to hurt more than help which is that when you gain LP you have to switch the position of one monster on the field. Key words being have to. You don't get a choice so if you're not careful you end up having to switch your own. Her other effect, however, of your opponent not being allowed to use monster effects during battle, is slightly cooler and more helpful (especially depending on what type of deck you're battling against; once again, I'm usually in easy solo mode duels).
Aromage Cananga - 3* Effect - 1400 ATK, 1000 DEF - When your LP are higher than your opponent's, all of your opponent's monsters lose 500 ATK and DEF. You also get to bounce a spell/trap back to their hand when your gain LP. And, yes, these effects DO stack. So if you've got three on your field, all of your opponent's monsters lose 1500 ATK and DEF. (I've never had more than two on the field once, but still. The possibility is there, lol.) Goodbye, ATK points.
Aromage Jasmine - 2* Effect - 100 ATK, 1900 DEF - Can you say "card advantage" again? Once per turn when you gain LP you get to draw a card. If that wasn't enough, you can also summon an additional plant monster during your turn (when your LPs are higher than your opponent's). When combined with some other card effects, she makes it very easy to synchro summon 5*s very quickly. (I looped out all three 5* synchros in one turn once with her. That was sick.)
Aroma Jar - 1* Effect - 500 ATK, 400 DEF - This little guy is a great defender because when flip summoned he can't be destroyed by battle. (Doesn't....doesn't work in anime duels unfortunately then but hey.) During the End Phase of each turn, you gain 500 LPs. So he becomes a very handy way to quickly gain the LP advantage as well as proc'ing other effects during your opponent's End Phase.
Aromage Laurel - 1* Effect - 800 ATK, 0 DEF - Oh, this handy lil dude. When your LPs are higher than your opponent's, you can special summon him from your hand. If you gain LP, you can select another Plant-type monster on your field (including him) to treat as a Tuner until the End Phase. When he leaves the field for any reason, you can gain 500 LP. Tiny but mighty.
Aromaseraphy Angelica - 1* Tuner - 0 ATK, 0 DEF - Aside from being the only archetype tuner, she's got some neat effects. You can send her to the GY, select another Aroma monster already there, and gain LP equal to the selected monster's ATK points. While in the GY, if your LPs are higher than your opponent's and you have another Aroma monster on your field, you can special summon her (though you have to banish her when she leaves the field; had to nerf her somehow, haha).
Spells and Traps:
Aroma Garden - Field Spell - As long as you have at least one Aroma monster face up on your field, you can gain 500 LPs and ALL monsters on your field gain 500 ATK and DEF. If an Aroma monster is destroyed by battle, you gain 1000 LP.
Aroma Gardening - Continuous Spell - Once per turn when you summon an Aroma monster, you can gain 1000 LP. Also, if your LPs are lower than your opponent's and they declare battle, you can special summon an Aroma monster from your deck (and then gain that 1000 LP for summoning it). Summon Bergamot and that about stops any attack, lol.
Dried Winds - Continuous Trap - Once per turn when you gain LP you can destroy one face-up monster on your opponent's field. (This is really the only effect I use, but there is a second one that allows you to pay LP to destroy your opponent's monsters. You can only use this when you have 3000+ more LP than they do, and you have to pay whatever the difference is. So if you have 5000 more then you pay 5000 to destroy up to a certain number of monsters but no matter how many you choose to destroy, the cost is the same.)
Humid Winds - Continuous Trap - Effect one: you can pay 1000 LP to add on Aroma monster from your deck to your hand. Effect two: if your LPs are lower than your opponent's, you can gain 500 LP. You can use both in the same turn. This combo has occasionally been a life-saver, haha.
Blessed Winds - Continuous Trap - Three effects on this one, but you can only use one effect once per turn. One: you can send one Plant-type monster from your hand or field to the graveyard to gain 500 LP. Two: you can shuffle one Plant-type monster from your GY back into your deck to gain 500 LP. Three: you can pay 1000 LP to special summon an Aroma monster from your GY. The third one gives you an infinite synchro-summoning loop. Or an infinite healing loop, depending on your immediate needs. (Both made possible when used with one non-archetype card listed below).
[Insert other spells/traps here] What else you run is entirely up to you. I typically run Monster Reborn, Raigeki, and Skill Successor, but I have run other things like Call of the Haunted and Trap Hole with Spikes. (And I'm honestly wondering if I really even need Raigeki but then I have to find something else to add because it's only a 40-card deck as is, lol.)
Non-Archetype Winners:
Rose Girl - 3* Tuner - 800 ATK, 600 DEF - I would not dream of running this deck without her. When she's in your GY and you have a Plant-type monster on your field, you can add her back to your hand. Not to mention having a tuner that's not a 1* makes synchro summoning much easier. Her effect combined with Blessed Winds creates "endless" loops for either gaining LPs or synchro summoning. Additionally, if a Plant-type monster leaves your field, you can special summon her. She's a must for this deck. (Even if she is nerfed with a hard once per turn.)
Queen of Thorns - 6* Synchro - 2200 ATK, 1800 DEF - This lovely girl makes it almost impossible for your opponent to normal or special summon monsters. Both players have to pay 1000 LP to summon monsters unless they are Plant-type. Which, ya know, isn't a problem for this deck since the only monster in it that isn't Plant-type is Aroma Jar (lil dude is a Rock-type).
Chirubime, Princess of Autumn Leaves - 8* Effect - 1800 ATK, 2800 DEF - While I'm not currently running her, she is a good defensive tactic with L2 Aromaseraphy Jasmine due to her high DEF and her effect which makes her the only Plant-type monster your opponent can target for attacks. Additionally if she is sent to the GY by your opponent (by battle or card effect), you can special summon another Plant-type monster from your deck.
Botanical Lion, Botanical Girl, and Violet Witch - I'm lumping these together because I don't currently run them either but they do work well within the deck. BL gains 300 ATK for every Plant-type monster on your field which comes in handy sometimes, and the other two allow you to search out cards when they are destroyed. They are also useful as syrchro material, obviously.
If you actually read all of that, I am both impressed and kissing you gently on the forehead in appreciation, lol.
But yeah, I love this deck. You get a few key cards in your opening hand, and it's over before it even really starts.
Disaster Dragon is a hybrid aggro-control deck, combining the sheer power of dragons with floodgates both draconic and generic, with the goal of overwhelming the opponent with sheer oppressive might. While not as immediately explosive as Dragon Turbo (my Three-Pronged Dragon deck), it compensates by being far more durable and methodical. The flagship monster of the deck, besides the universally good Red-Eyes Darkness Metal Dragon, is Light and Darkness Dragon, whose power is all-encompassing. LADD negates any and all activated effects from both players, which means if it's summoned when you're at an advantageous position, it can lock up the game for you and more or less guarantee victory. It has its weaknesses, as cards like Quickdraw Synchron can activate their effects over and over to reduce LADD to a weak vanilla, but its power is undeniable and commands respect. LADD isn't the only trick this deck plays; Exploder Dragon keeps your opponent off of any powerful monsters, while REDMD can recycle it over and over. Koa'ki Meiru Drago stops LIGHT and DARK strategies in their tracks, which can be bad for us since we play our own LIGHT and DARK monsters, but a key trick with this deck is learning to not pay the cost to keep Drago on the field, so that you can special summon freely and bring back Drago with REDMD when you're done. Royal Oppression, while limited, is downright terrifying when played in an advantageous position, capable of cementing your victory similarly to REDMD. This is probably my favorite Edison deck, and it's one of my favorite OTN decks too! Here's the list:
MONSTERS (20):
Delta Flyer x1
Dread Dragon x3
Exploder Dragon x1
Koa'ki Meiru Drago x3
Light and Darkness Dragon x2
Masked Dragon x3
Red-Eyes Darkness Metal Dragon x3
Red-Eyes Wyvern x3
Totem Dragon x1
SPELLS (10):
Dark Hole x1
Dragon Ravine x3
Future Fusion x1
Gold Sarcophagus x2
Monster Reborn x1
Mystical Space Typhoon x2
TRAPS (10):
Call of the Haunted x1
Dimensional Prison x2
Mirror Force x1
Royal Oppression x1
Solemn Judgment x1
Solemn Warning x2
Starlight Road x1
Torrential Tribute x1
EXTRA DECK:
Five-Headed Dragon x1
Ally of Justice Catastor x1
Black Rose Dragon x1
Brionac, Dragon of the Ice Barrier x1
Colossal Fighter x1
Exploder Dragonwing x1
Goyo Guardian x1
Magical Android x1
Red Dragon Archfiend x1
Red Nova Dragon x1
Scrap Dragon x1
Stardust Dragon x1
Thought Ruler Archfiend x1
Trident Dragion x1
Trishula, Dragon of the Ice Barrier x1
I'm April :3 ive been playing this deck since early 2017, glad to see its finally able to really compete, it was 6 rounds of swiss where i went 5-1 and then ...
Thantis, the Warweaver Deck Profile AKA “Mario Party”
My name is Mereth, and welcome to my deck profile for Thantis, the Warweaver. Also known as... Mario Party the deck. Why? Why is called that?
Because by the end of the game, everyone hates each other.
The deck is essentially group slug, without you dealing much damage. The point of the deck is to make people kill each other, and this happens by buffing creatures, giving everyone tokens, and *forcing* them to attack anyone except for you. This deck has quickly become one of my all time favorites after only a few games, just because it *feels* like you’re a Warweaver, like you’ve created a web that forces war among the table. And god is that fun.
Let’s begin.
What is this deck?
The point of the deck, once again, is mass group fighting. You’re created a big board for EVERY player, and due to Thantis, and fog effects, or maybe even cards like Koskun Falls (Which will be covered later), you cannot be attacked. You’re forcing the other players to kill each other, and since you can buff them, and give everyone creatures, this happens fast. Watching a board of 5 survivor tokens, their commander, and a few other random things attack someone with a crown of doom is great- And that player getting whacked in revenge by that player, as your Thantis suddenly goes in for the kill. It works surprisingly well for what it does, but it can be risky- If you get River’s rebuked, you better pray you have one of the many outs in this deck, because everyone has creatures you gave them and are angry for being at 10 life.
Thantis, the Warweaver
Thantis herself is... So shockingly powerful. When you look at youtubers such as the command zone, they didn’t understand the power this creature has. She’s essentially 2 things in 1; The first is a symmetrical board effect, one that’s INSANELY impactful. Forcing players to make bad attacks is one thing, but she ALSO has Vigilance, a way to prevent herself from tapping so you have a big blocker, but she ALSO has reach! She’s the best blocker ever. But then, there’s the second part. She’s a pillow fort card. By herself, if you have this card, out, people don’t want to attack you. Threatening to have a huge 10/10 spider suddenly come at you is SCARY. The threat of just buffing one creature on attack, while not as good as Ghostly Prison, is STILL very strong, and the sheer impact cannot be understated- You have to cast her to understand.
Token Donation
Creatures are not as powerful in commander as in standard, due to high life totals, and the sheer amount of players that you have to kill with it. But with this, you supply the tokens, and you force people to kill each other, and this happens every turn. You don’t need to deal any damage, as players claw at each other. But how do we give tokens? Well, there’s quite a few options.
Here’s 3 examples. All of the hunted cards are great in this deck, but Horror is the best. It’s a giant turn 2 beatstick, easy enough. Things like Sylvan Offering also allow you to focus a player- Give everyone but one problem player tokens, and then they are big targets. Then, there’s cards like Tombstone Stairwell and Infernal Genesis (A similar card). While they can get out of hand, these are great effects. Other good cards for this: Tempt with Vengeance, Acorn Catapult, Death by Dragons, Varchild and her War-Riders
Make it Hurt
I’ve mentioned buffing boards, but how do I do this? Well, I’ve got a few ways.
Crown of Doom is just a chaotic, fun card. Mightstone is a symmetrical effect that buffs every creature as long as they attack. Easy enough. Other cards: Curse of Predatation, anything with Bloodrush, Avatar of Slaughter :3c
Protect Yourself
Giving everyone tokens and buffing them is good, but how do we stop that? Well, there’s numerous ways. I’ll show you the main archetypes.
Fogs and Prisons. I run 3 fogs, Arachnogenesis being the best one in the deck, but things like Spore Cloud and Winds of Qal Sama are amazing either way. But Elephant Grass and Koskun Falls? It’s Green and Black propaganda effects, this, AND Thantis are so powerful. It forces your opponent to not attack you! It also means you can save other players with fog, and basically dictate the game. Other options I run: Kazuul, Tyrant of the Cliffs, Marchesa’s Decree, Crawlspace,
Thantis-Like effects
Decks need more than one card to make it work. Thantis forcing attacks is good, but we need ways to make sure this ACTUALLY happens when she dies.
Fumiko represents an archetype of creatures; Thantis, Fumiko, Goblin Spymaster, Warmonger Hellkite. These all force attacks. Disrupt Decorum, however, forces them to NOT attack you. It’s a great card in a pinch where opponents WANT to attack you.
Curses
I’m sure we’ve all wanted to make a curse based commander deck, but here? Curses aren’t a deterrent from attacking, they ENCOURAGE attacking.
Putting these on a player are others ways to control the game. Hey, I don’t like this guy; Attack him! Cards like curse of misfortune have a home here as an engine to essentially kill a player. Special shout out to Trespasser’s Curse, a common, being INSANE in this deck. It makes one player feed you life when they play creatures... Or when you give them some.
Crop Rotation
The best card in the deck, however, is Crop Rotation.
This card is meant to search out 2 things, and only 2 things. Never, EVER use it to ramp.
Swarmyard is instant speed regenerate your commander. Oh, kill spell for Thantis? Grab this in response and use the effect; Regenerate a Spider. Guess who’s a spider? However, there’s an even better target, and one card I’d consider in the running for second best card in the deck.
This card has 2 uses. The first, and most obvious, is preventing you from taking any damage. You sac a land, sure, but getting this on the board is gamebreaking. But the second effect is just as good. *You can’t attack.* Thantis forces you to attack, so this card makes you just STAY BACK. You have a strong board that doesn’t participate in the fights, and you can’t take damage. It’s absurd.
Wrapping up and Decklist
Now then, that’s the end of the profile, but let me list a few interesting cards I didn’t go over quick.
Boardwipe/Panic Button, it gets rid of all tokens, it’s a killswitch for when you want to kill other players.
Do I really need to explain?
Now, those two didn’t have good places, and I’d thought I’d mention them here. I don’t have a full decklist yet, but it will be added eventually, since I’m still experimenting. This deck is... Insanely fun. I hope those of you who try it have the time of your life with it, watching everyone SLAUGHTER each other!
Have a great day, and thanks for reading my Deck Profile for Thantis, the Warweaver.