Deck Build:
10 Creativity: 7/10
(Aromages. Seems like some sort of anti-meta deck with cards like loose 1 turn and that one plant monster that doesn't allow you to special.)
10 Competitive: 9/10
(The deck seems highly competitive. In fact I would have given full points if it wasnt' for the first duel. During the first duel, it took you a bit of time to set things up, you not having your field spell. It seems without it, much of your monsters abilites can not be activated, and thus you have to wait for cards like Humid winds.)
5 Consistency: 5/5
Good consistency.
5 synergy: 5/5
Aromages with other plant support.
Game Play:
20 Field Control: 20/20
(Found myself not able to control thr field at all, except during small bursts. Once your got your field spell out combined with humid winds that can be used on my turn (which is ridiculous) it wasn't much I could do.)
20 Card Usage: 19/20
(I do like the spell card that lets you destroy a continuous spell or trap card on the field to draw two cards. You would pop loose 1 turn whenever you brought out your monster that prevented special summons, that is just one thing I found really usseful.)
5 Siding: 0/5
Winning: 15/15 (2-0)
Ruling Test: 6/10
Incentive: 4
Score 90/100
Placement is as follows:
White: 100-86
Green: 85-70
Purple: 69-0
Welcome to
Stardust White!