Aroma Blend
Aroma Blend

Aroma Blend – #PHNI-EN068

Discard 1 card; place 1 “Humid Winds”, “Dried Winds”, or “Blessed Winds” from your hand or Deck, face-up in your Spell & Trap Zone. You can banish this card from your GY; Fusion Summon 1 Plant Fusion Monster from your Extra Deck, by banishing its materials from your hand or field. If your LP are higher than your opponent’s, you can also banish Plant monsters from your GY as material. You can only use each effect of “Aroma Blend” once per turn.

Date Reviewed:  March 26th, 2024

Rating: 3.75

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Aroma Blend is a Fusion card and trap support mixed together.

Aroma’s may have to run some Continuous Trap cards within the build, and if you run any of the following, then Aroma Blend works for you. Humid Winds, Dried Winds, or Blessed Winds can be searched out with Blend and placed face-up on the field from the Deck or straight from the hand. You’ll always go for the Deck unless you’ve run through all your copies, but it is great that Aroma Blend includes your hand. This effect is to add quickness to your Continuous Trap so you don’t have to wait a turn to activate it. Of those three, Dried Winds has the most potential of being an impact card. Humid Winds can search, and Blessed Winds can Special Summon from the grave at the cost of 1000LP, but Dried Winds is spot removal. The secondary effect, not as great of a shot of activating unless you have gained a lot of LP, but Aroma can have a turn where you may be that far away from your opponent in LP and thus able to activate Dried Winds second effect.

Banish Aroma Blend to act as a Fusion Spell for a Plant Fusion Monster is a great Fusion option on the card. Functioning as a normal Fusion-style card, with the added bonus of being able to banish materials from the grave if your LP are higher. This secondary effect can be so easy to come by with Aroma Garden and Aroma Gardening both getting you almost free LP each turn, in addition to stuff like Rosealina being able to be discarded to target an Aroma to gain you LP.

Traditional Fusion-style Spell cards are able to be used for the Fusion Monster(s) you may run in an Aroma Deck, but aroma Blend not only is your Fusion Spell, it is also a way to utilize your Continuous Trap(s) within the archetype quicker. How useful this card is depends on how dedicated you are to Fusion Summoning the new Fusion Monster (or other Plant Fusion Monsters), and how many of the archetype Continuous Trap cards you run.

Advanced- 3.5/5     Art- 4/5

Until Next Time,

Crunch$G Avatar

With how great the Winds Continuous Traps are for Aroma usually, it’s nice to get another way to access them from the Deck with Aroma Blend.

Aroma Blend is a Normal Spell that lets you discard a card to place a Humid Winds, Dried Winds, or Blessed Winds from the hand or Deck face-up in your Spell & Trap Zone. Immediate access to these cards is nice, even at the cost of being a minus 1 in card advantage, but said Winds cards should help you regenerate your advantage. Humid Winds is good for searching and gaining LP when you’re behind, Dried Winds is some removal when you gain LP, and Blessed Winds helps gain LP more consistently while also being able to revive your monsters. You can also banish this card from the graveyard to Fusion Summon any Plant Fusion by banishing materials from your hand or field, but you can also use the graveyard if your LP are higher than the opponent’s, which is easy for Aroma usually. Of course, this wave of support did come with a new Fusion, and we’ll look at that tomorrow, so thankfully we have an in-archetype way to summon it and don’t have to start throwing Polymerization in Aromas. Hard once per turn on each effect, as is tradition. Blend is fairly useful for getting to your Winds cards and it’s the only way you’ll be summoning the Aroma Fusion, which makes it extremely useful for Aromas. Play this with anything Aroma related, thankfully it’s searchable as well.

Advanced Rating: 3.75/5

Art: 4.5/5 I’m gonna assume the plants here are alive? Or she’s at least bringing them back to life?

Mighty Vee

The Normal Spell Aroma Blend continues out Aroma support coverage. Despite the litany of Plant support, Aroma ironically has very little in the department of searching their backrow names (with the Winds mini-series covered by Aromaseraphy Sweet Marjoarm); the only way to actually search it is with the archetype’s new boss, which is actually the ideal scenario. Aroma Blend has two hard once per turn effects; on activation, you discard a card to directly place a Humid Winds, Dried Winds, or Blessed Winds from your hand or deck to your Spell and Trap Zone. All of them have their uses, but I’ve found Humid Winds to be the best, as it essentially makes Aroma Blend a ROTA due to Humid Winds having a search effect (stuck on a Continuous Trap, for some reason). Dried Winds is a disruption tool, so it’s not a very good idea on turn 1 unless you’re going second and need to break boards. Blessed Winds is also an option, though I personally don’t find its extending effects as useful as Humid Winds, though many combo lines do use its revival effect. Aroma Blend can also be banished from the Graveyard to Fusion Summon a Plant monster by banishing the materials from your hand or field, with the Graveyard added if you have higher Life Points than your opponent. Naturally, you’ll definitely want to use this while your Life Points are higher to save on resources. You’ll want to summon the new Fusion monster; while it’s technically possible to summon Predaplant Dragostapelia for additional disruption, it takes way too much work to accomplish and requires dipping into Predaplant lines. Overall, an extremely loaded card, but needed to make combo lines work. Hybrids can get away with only one or two copies, but pure builds and even hybrids can definitely run three since at worst you can access Aromalilith Rosalina or save a search with the new boss.

+Combo piece, ROTA, and Fusion Spell all in one
+GY Fusion is great value
-Potential garnet if you run out of Winds 
-LP requirement can be stingy in some lines

Advanced: 4/5
Art: 3.75/5 “Rosalina we gotta cook!”

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