Ancient Gear Railroad
Deck Primer
Ancient Gears and... Trains?? Okay, hear me out...
[Updated list/Strategy Guide V.1.4]
The guide will have discrepancies between it and the deck but that's just because I'm lazy and can't be bothered updating the deck's guide past the 1.2 revision - but I continuously update the deck so I thought it was worth updating the list at least.
No seriously, Ancient Gears have some rather good synergy with Trains since both decks are entirely EARTH Machines and both archetypes have a lot of generic support for EARTH Machines, not just Railway or Ancient Gears specifically. Ancient Gear Ballista is the core combo card of this Deck, pretty much the entire Main Deck is built to swarm Ballista out as much as possible since he can be summoned with any 2 EARTH Machines, not just Ancient Gears. Trains also open the deck to the Rank 10 XYZs. Gustav Max + Howitzer burn on top of all that battle damage? Yes please!
MAIN DECK
Super Express Bullet Train
Three copies. You always want to be seeing this guy. If you control all EARTH Machines it can Special Summon itself for free, and during the end-phase it returns a Machine in your GY to your hand if it was sent there that turn, which is more useful than it seems, and it triggers during your opponent’s end phase if sent to the GY during their turn as well. Use Knuckle’s effect to Special Summon it during their turn, detach it from your R10 XYZs or tribute it for Machina Citadel's nuke effect and return whatever you think you'll need for your turn. Ancient Gear Box's search effect will activate if added back from the GY by Bullet Train too, giving you access to double the resources for next turn. Trigger this effect as often as you can, obviously.
Heavy Freight Train Derricrane
Two copies. Free Special Summon if you summon another EARTH Machine. If detached from a R10 XYZ it can pop a card. Mostly used as the free summon to get Ballista out. However, it makes Gustav Max’s phat burn or Super Dora's quick effect to protect itself a little bit more powerful.
Machina Citadel
Now at two copies since the original post. I've added a lot more ways to get rid of it from the hand and Deck. Since it’s not as likely to sit in your hand forever I think two copies can work now as the Deck is a lot better once Citadel is in the mix, and I do want to see it more often than I did. You don't really want to draw it, but if you do, Anchor Drill, Frame, Knuckle and Droplet help to get it out of there and on to the field or GY where it's useful. Prioritise getting him to the GY as fast as possible. Get him out of the Deck with Schedule, Foolish or Scrap Recycler. It's also worth noting Citadel is level 10 which makes him a prime candidate to go into the R10 XYZs but make sure to detach him first so you're still covered by his Special Summon effect in the GY. You can also use that effect to chain block Howitzer's effect when that's triggered at the same time. ALSO, you can combo his monster nuke effect with Knuckle since that can Special Summon Bullet Train during the opponent's turn and Citadel can tribute it off making use of its’ high ATK, and you can return an EARTH Machine during the end-phase off Bullet Train's effect as well. Keep the pressure up!!
You can use this to dodge effects and other disruption too.
Ancient Gear Reactor Dragon
One copy, down from 2. The loss of VFD means there's no real use in running two anymore, too many big machines means too many bricky machines. You won’t be able to use the first Reactor to pop another Geartown and go for a second Reactor, but that trade in power is worth the increase in consistency. Not having one at all limits Howitzer’s effectiveness and your power ceiling too heavily. He'll still does most of the heavy hitting and can be brought out "easily" with Ballista's effect to pop Geartown or after Howitzer is destroyed. If you still control Reactor Dragon and Ballista (or any other Machine), I usually go into Knuckle during MP2. 3000 ATK beatsticks with no protection don't do much for you nowadays during the opponent's turn, at least Knuckle can recycle Bullet Train for advantage off his effect during their turn and set you up again for your next turn.
Ancient Gear Box
Two copies. I tried three, but that was too many. If added to your hand outside of being drawn, you can search for Frame or my personal favourite new target: Infinitrack Anchor Drill (500 DEF Wooo!). This Deck can trigger Box off Wyvern and Bullet Train's effects. Use Box to gather more resources to fuse with, set up for the next turn with Anchor Drill or search Frame out to discard a Citadel stuck in your hand being useless and trade it for an Ancient Gear Fusion. *whispers* It's free card advantage.
*Deep Breath** Flying Pegasus Railroad Stampede
Three copies. If summoned, this card summons another EARTH Machine from your GY, which is pretty much any monster in the Deck. Ideally, target Bullet Train if you have it to trigger its’ recycle effect during the end-phase, otherwise any monster will do. Bullet Train can then recycle Pegasus and you can do it all over again. This is essentially a card to make Ballista with, or if you use its’ second effect you can go into the R10 XYZs by copying the level of another monster you control, either Bullet Train, Derricrane or Citadel. This guy infinitely comboing with Bullet Train is the reason I play 2 Gustav Max over 2 Super Dora.
Infinitrack Anchor Drill
Brand new addition to the deck! Three copies! This card is so good, I totally missed it when building the original Deck (thanks PurpleJesus7). If summoned, this card Special Summons another EARTH Machine from your hand, and DOES NOT negate its' effects. It's a one card Ballista, it yeets Citadel right out of your hand and gives you access to spicy Dingirsu plays thanks to its’ second effect of level manipulation shenanigans, similar to Pegasus.
Ancient Gear Wyvern
Three copies. The ye olde searcher for any Ancient Gear card you want, except itself. It does have an annoying drawback which prevents you from Setting any cards for the rest of the turn after you use Wyvern's effect, apparently searching Ancient Gear Reborn and setting it that turn was too OP. Remember to Set all the backrow you want to use during your opponent's turn before searching with this card. I tend to Set all my cards before I start my combos, just in case. It’s a bad habit in any other situation other than this one. Search Box for another search (Wyvern searches Anchor Drill!?), Fortress for protection, or search whatever you want- I'm not your dad.
Ancient Gear Frame
One copy, down from two. It was already mostly there for the name, I cut it back due to the lack of room in the Deck but kept one for the discard (for Citadel) that comes in handy once in a blue moon, and it is a target for Box when you need the materials for Chaos Giant. Frame can discard a card and search Ancient Gear Fusion (since it lists Ancient Gear Golem in its' card text). It does have other effects but we don't run either Golem or Ultimate Pound because bricks (:pepehands:), so those effects, whilst good- are irrelevant. It's an okay card, but if you want room for more trains or something else you want to splash, this card is probably the one to cut.
Ancient Gear Hunting Hound
Two copies. Three is too many. Burns for 600 on Normal Summon and has a “Poly” effect that can Fusion Summon either Howitzer or Chaos Giant. I don't need to explain why he's in here or what I do with him.
Scrap Recycler
Another new addition. Two copies. This card is just another Foolish for Citadel, and it's an EARTH Machine so you can still Special Summon your Trains off Scrap’s summon, and go into Ballista after you've dumped Citadel to the GY. It can also dump Bullet Train to the GY if you already have Citadel. I've not once used its' recycle effect but it's there if you want to recycle a Box and Anchor Drill for a DRAWW MONSTA CARDO!!
Urgent Schedule
Three copies (now affordable for all you budget players!!). This is your power card, this is, and I repeat, this is NOT Ash bait. Schedule Special Summons 2 monsters of choice from the Deck, one high-level and one low-level monster, if your opponent controls more monsters than you do. Always pick Citadel as the high-level monster if he isn't already in the GY, otherwise pick Bullet Train or Derricrane, situation depending. Usually, I pick Box as the low-level monster if I intend to recycle it off Bullet Train that turn or if Box is not already in circulation. Otherwise, Pegasus or Wyvern are both good targets to get in circulation. If you already have everything you want in circulation summon either Scrap Recycler if Citadel is already in the GY (or is also being summoned off Schedule) since he’s pretty useless otherwise, or Hunting Hound as a last choice.
Ancient Gear Fusion
Down to two copies from three. The Deck's core strategy is moving away from Fusion Summoning due to better access to Citadel and Ballista plays, so this card isn't as important to see in your first hand. If you need it, just search it off Wyvern or Frame. It's a poly, that's it really. It's got redundant/irrelevant Golem effects which we don't use. It can't be responded to if Fortress is face-up, which is pretty cool. This card makes Howitzer 99% of the time. 1 in 100 games you might go into Chaos Giant if you've got the materials to spare or your opponent has no outs to it. However, the threat of being able to go into Chaos Giant at any time will keep your opponent on edge.
Ancient Gear Fortress
Two copies. Your opponent cannot respond to your Ancient Gear effects and Ancient Gear monsters you control cannot be targeted or destroyed the turn they’re summoned. Amazing. "Response? Yes? TOO BAD BITCH FORTRESS SAY NO" - actually me one time. The single best support card for Ancient Gears since Ballista. Although in this Deck it manly protects your Ballista plays rather than blanket protect your entire fucking Deck since we play a mix of other archetypes' cards. Purer builds should always run three. It's still incredibly good at protecting your main combo piece, and it's also got the signature Ancient Gear pop-float (only in the S/T zone, so no Magical Hats shenanigans this time), but it locks you to Ancient Gears for the turn (No Anger Knuckle or Gustav Max in the MP2, remember that). I don’t recommend destroying it with Ballista, but if you have nothing else it’ll do. Fortress is also an amazing card to bait the opponent’s negates with, they'll know that if they don't negate or destroy this card, they won't be able to stop anything else you do for the rest of the turn (not necessarily true, but I imagine that's what they're thinking since it gets negated A LOT). It doesn't stop your opponent to responding to the resolution of an Ancient Gear effects though, keep that in mind. It also doesn't stop the opponent from negating Geartown or its' effect since it isn't an "Ancient Gear" card, for some reason. Always Set your Geartowns folks.
Geartown
Otherwise known as "Kaboom Town*" since it literally never survives on the field for more than a turn. Two copies, down from three. Searched off Ballista and then almost always immediately blown up by it too. I wouldn't want to live there. You don't always have to summon Reactor Dragon off Geartown, sometimes Special Summoning Wyvern for the search can help more in the long run (or to push for a Chaos Giant), or summoning Howitzer from the GY (or Megaton Golem if you play him), even better if Citadel is in your GY for suicide shenanigans.
Forbidden Droplet
Three copies. Yes, I know it's a $100+ card but I already own three copies so I put Droplets in here because this is my Deck after all and they’re really good disruption, keeping your monsters alive and good at getting Citadel out of your hand if he's chilling in there etc. etc. It's a great card, you don't need me to tell you that or how to use it. For budget players: try out Chalice, Ash, or more Called Bys if it wasn't always taking a tour bus through the forbidden and limited realms. If you're feeling more "A good defence is a good offence", try out some generic 'going second' cards like Dark Ruler (which is better? No damage or no board?), Nibiru, or an assortment of Kaijus and the like.
Called By The Grave
Because fuck you Ash.
Foolish Burial
Limited to one. Used to dump Citadel to the GY where he belongs. If starting out with only Pegasus, you can dump a target to the GY to use it as a target for Pegasus' effect. It can bait a negate if you're trying to get Schedule off and it also dumps targets (Box) for Bullet Train to recycle, Monster Reborn to Special Summon (if you're desperate), or Ancient Gear Reborn for next turn plays (if you're even more desperate).
Monster Reborn
Limited to one. It does what it does. This Deck needs all the combo extenders it can get. Besides, your GY is usually full of massive beatsticks or annoying Howitzers, Reborn comes in handy.
Ancient Gear Reborn
One copy, although I played around with two. Our one and only Trap Card. It's okay, but it's a little slow. I run just the one because Wyvern can search it when summoned during the opponent's turn and you'll be able to Set it during your turn. It is kinda nifty though; you can chain the effect to Knuckle (if it tributes itself and you control no monsters thereafter) and/or Schedule to get double the monsters. Just listen to the satisfying sound of your opponent's life points dropping constantly as you reborn Howitzer over and over again.
EXTRA DECK
Ancient Gear Howitzer
Two copies, down from three. The bread-and-butter Ancient Gear fusion monster. Probably one of the most annoying cards for your opponent to deal with. It burns, floats, AND is immune to all other card effects. Its' Floaty Mc. Float Face effect isn't once per turn (Its' burn effect is though). You can suicide this into bigger monsters and Special Summon Ancient Gear Reactor Dragon (or any Ancient Gear) from the Deck to do the hittin' Howitzer couldn't. If Citadel in your GY you'll also get to summon him off Howitzer's suicide, which also chain blocks Howitzer's float (or vise-versa).
Chaos Ancient Gear Giant
One copy. This is your Hulk Smash, a fucking MASSIVE beatstick that will almost always end the game if your opponent can't deal with it. He’ll do what Hulk did to Loki to your unfortunate opponent at the other end of the stick. Chaos Giant is totally immune to Spells and Traps, but vulnerable to monster effects (God, I wish it were the other way around). Although he’s much better protected with Fortress up, if you need a big beatstick, you don't get bigger than this. Well, no, that's not quite true, you do, but it can't attack multiple times like Chaos Giant can... oh wait, it does that too!?? It's okay though, this deck runs both.
Ancient Gear Ballista
The Deck Master. Three copies. This card searches Geartown or any Ancient Gear monster, then, in the case of Geartown, immediately blows it up and makes one of your opponent's monsters ATK/DEF 0, making hitting them over the head with a 3000 ATK beatstick that much more satisfying. He's also an Ancient Gear (I forget that sometimes) so once you've done your things you can use him as material for a Howitzer or LINK Ballista off into Knuckle for railway shenanigans, it's a waste to just leave him out there, he doesn't really do anything for you during your opponent's turn.
Consider running Apollousa to make use of Ballista’s LINK 2 rating and whatever’s left on your field. Apollo with two or three negates is still fairly good.
Double Headed Anger Knuckle
One copy, two if you're feeling it. He can summon your level 10s from the GY, or himself, which comes in handy a lot, and comes in CLUTCH when you're top decking because literally any card you draw can do the 'Knuckle into Bullet Train into a Citadel field nuke' wombo-combo. You can use this effect to dodge other targeting or disruptive effects too. High priority to get into circulation if Citadel is in the GY, if not, constantly making use of Bullet Train’s recycle is still really, really good.
Number 41: Bagooska the Terribly Tired Tapir
I added one copy to the Deck just for some turn 1 plays since the Deck doesn't really have any. You can't use Schedule, Ballista, and ending on just Knuckle or Howitzer isn't exactly a fantastic unbreakable board. Its effect isn’t as useful with LINKS since they can't be turned to Defence and negated, but it still stops a lot of plays dead in their tracks, which is good enough really.
Tornado Dragon
Added one copy to the Deck for generic backrow removal since the Deck doesn't have much besides whatever is in the Side Deck at the time and Reactor Dragon. Consider running a AA-ZEUS instead as it'll probably be more useful (I'd run it if I owned it).
Number 27: Dreadnought Dreadnoid
One copy. Generic Rank 4 with some good protection and supports trains (despite it being a ship). If it ends up destroying something, you can overlay into Gustav Max for a phat 2k burn, or into Super Dora for a big beatstick/wall that can be rather annoying for the opponent to remove, and if you're really feeling it: overlay, overlay, overlay into a 4 or 5 material AA-ZEUS.
Dingirsu, The Orcust of the Evening Star
One copy, two if you're feeling it/find the room. Anchor Drill gave us access to Rank 7s and 8s and this is probably the best Rank 8 around. If you don't like it (and why wouldn't you) feel free to use something else like Number 11: Big Eye (target a Level 3 with Anchor Drill’s effect) or whatever.
**Deep Breath** Number 81: Superdreadnought Rail Cannon Super Dora
What's with this ridiculously long name?? One copy. Personally, I prefer 2 Gustav Max and 1 Super Dora but you can swap the ratios if you want to, both works. This is for those times when Gustav Max is too vulnerable or you want to keep some of your monsters alive and effects their working. While good at both being a giant beatstick and gargantuan wall, he can also protect the vulnerable Chaos Giant if you plan on summoning it this turn. Detaching for the effect also triggers Derricrane or Bullet Train (the latter in the end-phase) making Super Dora a lot more appealing over Gustav sometimes.
**Deeeeeep Breath** Superdreadnought Rail Cannon Juggernaut Liebe
One copy, and another stupidly long name, but he makes up for that ridiculous name with its sheer FUCKING POWER, Liebe’s cannon isn't just for show. If you thought Chaos Giant was a beast, imagine Liebe as his more successful, cooler, sexier, and stronger cousin. Overlay this over Gustav Max or Super Dora after you've used either of their effects (or you if you haven't and want to attack more times). You can detach a material to have Liebe gain a permanent 2k ATK, bringing it up to 6000, then 8k the next turn (if it's still alive or you haven't already won). It can always attack a number of times on monster equal to its’ materials +1. That's 3 attacks, four if you didn't use Gustav's/Super Dora's effect. Use him to clear the board and if you haven't used Liebe's effect, let the rest of your monsters attack directly for fucking insane damage. This card is a powerhouse even by Machine standards, and does most of the work for the deck. Must include. Get one. They're cheap now too.
Superdreadnought Rail Cannon Gustav Max
Two copies. Some good, sweet burn damage that puts Dragoon to shame (Okay, that's a lie but Gustav at least looks 50x cooler- only if it's the LART we're talking about). I find myself going into this card a lot, burning my opponent, then either overlaying to Liebe or LINKing it off for Ballista or Knuckle. Gustav’s 2k burn on top of a Howitzer burn, and the awesome battle damage these machines can dish makes for ""EZ"" OTKs. Your opponent won't survive more than a few turns if they aren't careful. A Gustav burn and a direct attack from Liebe is exactly 8k damage.
--
The 1 2 3s and ABCs (A.ncient B.eatsticks C.an S.mash)
[Below was written with the original Deck in mind, it's still relevant and informative but it could be a bit better, but I'm not gonna rewrite all this. Use that big brain of yours to figure out where the new cards fit in]
The main focus of the deck is to bring out Ancient Gear Ballista as fast as possible. The R10 XYZs are a nice addition and work well together with AG but they shouldn't be your main focus or win-con.
Say your starting hand is AG Fusion, Urgent Schedule, AG Box, AG Wyvern, Droplet. You go second (this is a board-breaker deck after all) and draw Derricrane. A typical combo (for now I'm not going to factor in negates/disruption etc.) might look like this...
Activate Schedule, Special Summon Machina Citadel and Pegasus. You already have Box and Wyvern; you don't need more AGs. Get whatever you want/lack into circulation. You Special Summoned an EARTH Machine. Special Summon from your hand Derricrane. Set Droplet, THEN Normal Summon Wyvern. Search Fortress and then activate it right away. XYZ Gustav Max using Citadel and Derricrane, detach Derricrane and burn your opponent for 2k. Derricrane's effect activates and pops a card. If you're going first, summon Super Dora instead, assuming you can Normal Summon and you have either Derricrane or Bullet Train in your hand. Or Foolish and Pegasus etc.
Link Summon AG Ballista using Wyvern and Pegasus. If you don't have another monster to normal summon, use Gustav. Search Geartown, then activate Geartown and use Ballista's effect to pop it and make a monster your opponent controls ATK/DEF 0. If you didn't have Wyvern at this point, summon it off Geartown, otherwise summon Reactor Dragon. If you were going first ignore most of the above and just summon Bagooska. First turn you should prioritize getting as many fusion materials as you can and thinning out the deck as fast as possible, going second you can afford to be more aggressive and go for the beatsticks more.
Use AG Fusion and summon AG Howitzer using Ballista and either the monster he searched for or one you had in your hand already/the Wyvern (don't use Reactor) you summoned off Geartown. Burn your opponent for 1k. You can then choose to Overlay Gustav into Liebe. If all you need is one solid hit, detach Citadel from Liebe and smack the 0/0'd monster that Ballista targeted for game, since Liebe is on 6k and you've burned for 3k so far. Otherwise if you don't detach it's just a solid 1k ATK upgrade over Gustav that can attack monsters three times! Plus all your other monsters can attack too if you didn't use Liebe's effect.
So it's time for the fun part. The Battle Phase. Always attack with the Ancient Gears first since your opponent can't activate Spell and Traps (monster effects only if attacking with Wyvern, both if attacking with Reactor) until the end of the damage step. Use Reactor to pop either one of their backrow or another Geartown if you have one, don't always pop Fortress, it has good protection effects that are best left active, unless you need just one more hit. If you're lucky enough for there to be a monster greater than 1000ATK feel free to suicide Howitzer straight into that. That will summon another AG from the Deck, and the effect can't be negated if Fortress is up. If you have Citadel in the GY, he will special summon itself too since Howitzer is an EARTH Machine and it was just destroyed.
If somehow your opponent survived your onslaught either through major disruption or magic bullshittery, go into MP2, you're not done. If you went into Leibe for the battle phase, detach Citadel now for Leibe's effect. Other monsters can't attack for the rest of the turn, but they weren't going to anyway. This puts Citadel in the GY giving you some protection. LINK Summon Knuckle using whatever's at hand, if you haven't used Bullet Train this turn, summon it now off Knuckle.
For the most part, that's it you're done. If you went first you have a 4k defence wall that can make itself immune to card effects and if it has Derricrane as a material, it can also pop a card. Maybe a Howitzer or Bagooska too. If you went second you smashed your opponent so hard he didn't know what hit him. If you didn't already win you should soon. Assuming you weren't negated and disrupted at every corner, then your board will be much less impressive and your opponent won't be bleeding from every morsel. This summary assumes a lot, a real game is very different. If someone slaps down Barrier Statue of the Stormwinds or Lair of Darkness, you're fucked. Make sure to prepare an appropriate Side-Deck suited to your locals. I recommended at least 2 Twin-Twisters.
Tips and Little Tricks
If you activated Schedule and have Pegasus in hand. Link away into Ballista before you summon Pegasus. That way Pegasus can target Ballista's materials in grave and Link into Knuckle or use it's other effect to XYZ into one of the Railway Cannons or the Dreadnought Dreadnoid.
If you summoned Wyvern off a Geartown pop or a Howitzer float during your opponent's turn, search Ancient Gear Reborn (if you want to) since you can set it during your turn unlike normally when Wyvern locks you out from Setting cards for the rest of the turn, which doesn't matter during your opponent's turn.
After Citadel has attacked you can nuke your opponent's monsters by tributing itself and attack directly with the rest of your monsters. Citadel can revive itself again next turn if your opponent destroys one of your monsters.
If Ballista is destroyed on summon but his effect will still resolve, search out Box instead of Geartown, since Geartown is useless without Ballista. Box should search Anchor Drill and set you up for the next turn.
Just because you know you're out of Reactor Dragons in the Deck, or any decent targets for a Howitzer float, doesn't mean your opponent knows that. Sitting on a bluffing Howitzer has worked for me sometimes.
If Bullet Train summoned off Knuckle during your opponent's turn wasn't destroyed that turn, it still has its' effects negated during your turn. It can attack and you won't have to send 2 cards you control to the GY to do so.
Anyway that's about it I guess. If I think of more things I'll add them later (and I never did lol).
*If you got the Anna "Kaboom" reference, I like you. We do use her trains after all.
[Updated list/Strategy Guide V.1.4]
The guide will have discrepancies between it and the deck but that's just because I'm lazy and can't be bothered updating the deck's guide past the 1.2 revision - but I continuously update the deck so I thought it was worth updating the list at least.
No seriously, Ancient Gears have some rather good synergy with Trains since both decks are entirely EARTH Machines and both archetypes have a lot of generic support for EARTH Machines, not just Railway or Ancient Gears specifically. Ancient Gear Ballista is the core combo card of this Deck, pretty much the entire Main Deck is built to swarm Ballista out as much as possible since he can be summoned with any 2 EARTH Machines, not just Ancient Gears. Trains also open the deck to the Rank 10 XYZs. Gustav Max + Howitzer burn on top of all that battle damage? Yes please!
MAIN DECK
Super Express Bullet Train
Three copies. You always want to be seeing this guy. If you control all EARTH Machines it can Special Summon itself for free, and during the end-phase it returns a Machine in your GY to your hand if it was sent there that turn, which is more useful than it seems, and it triggers during your opponent’s end phase if sent to the GY during their turn as well. Use Knuckle’s effect to Special Summon it during their turn, detach it from your R10 XYZs or tribute it for Machina Citadel's nuke effect and return whatever you think you'll need for your turn. Ancient Gear Box's search effect will activate if added back from the GY by Bullet Train too, giving you access to double the resources for next turn. Trigger this effect as often as you can, obviously.
Heavy Freight Train Derricrane
Two copies. Free Special Summon if you summon another EARTH Machine. If detached from a R10 XYZ it can pop a card. Mostly used as the free summon to get Ballista out. However, it makes Gustav Max’s phat burn or Super Dora's quick effect to protect itself a little bit more powerful.
Machina Citadel
Now at two copies since the original post. I've added a lot more ways to get rid of it from the hand and Deck. Since it’s not as likely to sit in your hand forever I think two copies can work now as the Deck is a lot better once Citadel is in the mix, and I do want to see it more often than I did. You don't really want to draw it, but if you do, Anchor Drill, Frame, Knuckle and Droplet help to get it out of there and on to the field or GY where it's useful. Prioritise getting him to the GY as fast as possible. Get him out of the Deck with Schedule, Foolish or Scrap Recycler. It's also worth noting Citadel is level 10 which makes him a prime candidate to go into the R10 XYZs but make sure to detach him first so you're still covered by his Special Summon effect in the GY. You can also use that effect to chain block Howitzer's effect when that's triggered at the same time. ALSO, you can combo his monster nuke effect with Knuckle since that can Special Summon Bullet Train during the opponent's turn and Citadel can tribute it off making use of its’ high ATK, and you can return an EARTH Machine during the end-phase off Bullet Train's effect as well. Keep the pressure up!!
You can use this to dodge effects and other disruption too.
Ancient Gear Reactor Dragon
One copy, down from 2. The loss of VFD means there's no real use in running two anymore, too many big machines means too many bricky machines. You won’t be able to use the first Reactor to pop another Geartown and go for a second Reactor, but that trade in power is worth the increase in consistency. Not having one at all limits Howitzer’s effectiveness and your power ceiling too heavily. He'll still does most of the heavy hitting and can be brought out "easily" with Ballista's effect to pop Geartown or after Howitzer is destroyed. If you still control Reactor Dragon and Ballista (or any other Machine), I usually go into Knuckle during MP2. 3000 ATK beatsticks with no protection don't do much for you nowadays during the opponent's turn, at least Knuckle can recycle Bullet Train for advantage off his effect during their turn and set you up again for your next turn.
Ancient Gear Box
Two copies. I tried three, but that was too many. If added to your hand outside of being drawn, you can search for Frame or my personal favourite new target: Infinitrack Anchor Drill (500 DEF Wooo!). This Deck can trigger Box off Wyvern and Bullet Train's effects. Use Box to gather more resources to fuse with, set up for the next turn with Anchor Drill or search Frame out to discard a Citadel stuck in your hand being useless and trade it for an Ancient Gear Fusion. *whispers* It's free card advantage.
*Deep Breath** Flying Pegasus Railroad Stampede
Three copies. If summoned, this card summons another EARTH Machine from your GY, which is pretty much any monster in the Deck. Ideally, target Bullet Train if you have it to trigger its’ recycle effect during the end-phase, otherwise any monster will do. Bullet Train can then recycle Pegasus and you can do it all over again. This is essentially a card to make Ballista with, or if you use its’ second effect you can go into the R10 XYZs by copying the level of another monster you control, either Bullet Train, Derricrane or Citadel. This guy infinitely comboing with Bullet Train is the reason I play 2 Gustav Max over 2 Super Dora.
Infinitrack Anchor Drill
Brand new addition to the deck! Three copies! This card is so good, I totally missed it when building the original Deck (thanks PurpleJesus7). If summoned, this card Special Summons another EARTH Machine from your hand, and DOES NOT negate its' effects. It's a one card Ballista, it yeets Citadel right out of your hand and gives you access to spicy Dingirsu plays thanks to its’ second effect of level manipulation shenanigans, similar to Pegasus.
Ancient Gear Wyvern
Three copies. The ye olde searcher for any Ancient Gear card you want, except itself. It does have an annoying drawback which prevents you from Setting any cards for the rest of the turn after you use Wyvern's effect, apparently searching Ancient Gear Reborn and setting it that turn was too OP. Remember to Set all the backrow you want to use during your opponent's turn before searching with this card. I tend to Set all my cards before I start my combos, just in case. It’s a bad habit in any other situation other than this one. Search Box for another search (Wyvern searches Anchor Drill!?), Fortress for protection, or search whatever you want- I'm not your dad.
Ancient Gear Frame
One copy, down from two. It was already mostly there for the name, I cut it back due to the lack of room in the Deck but kept one for the discard (for Citadel) that comes in handy once in a blue moon, and it is a target for Box when you need the materials for Chaos Giant. Frame can discard a card and search Ancient Gear Fusion (since it lists Ancient Gear Golem in its' card text). It does have other effects but we don't run either Golem or Ultimate Pound because bricks (:pepehands:), so those effects, whilst good- are irrelevant. It's an okay card, but if you want room for more trains or something else you want to splash, this card is probably the one to cut.
Ancient Gear Hunting Hound
Two copies. Three is too many. Burns for 600 on Normal Summon and has a “Poly” effect that can Fusion Summon either Howitzer or Chaos Giant. I don't need to explain why he's in here or what I do with him.
Scrap Recycler
Another new addition. Two copies. This card is just another Foolish for Citadel, and it's an EARTH Machine so you can still Special Summon your Trains off Scrap’s summon, and go into Ballista after you've dumped Citadel to the GY. It can also dump Bullet Train to the GY if you already have Citadel. I've not once used its' recycle effect but it's there if you want to recycle a Box and Anchor Drill for a DRAWW MONSTA CARDO!!
Urgent Schedule
Three copies (now affordable for all you budget players!!). This is your power card, this is, and I repeat, this is NOT Ash bait. Schedule Special Summons 2 monsters of choice from the Deck, one high-level and one low-level monster, if your opponent controls more monsters than you do. Always pick Citadel as the high-level monster if he isn't already in the GY, otherwise pick Bullet Train or Derricrane, situation depending. Usually, I pick Box as the low-level monster if I intend to recycle it off Bullet Train that turn or if Box is not already in circulation. Otherwise, Pegasus or Wyvern are both good targets to get in circulation. If you already have everything you want in circulation summon either Scrap Recycler if Citadel is already in the GY (or is also being summoned off Schedule) since he’s pretty useless otherwise, or Hunting Hound as a last choice.
Ancient Gear Fusion
Down to two copies from three. The Deck's core strategy is moving away from Fusion Summoning due to better access to Citadel and Ballista plays, so this card isn't as important to see in your first hand. If you need it, just search it off Wyvern or Frame. It's a poly, that's it really. It's got redundant/irrelevant Golem effects which we don't use. It can't be responded to if Fortress is face-up, which is pretty cool. This card makes Howitzer 99% of the time. 1 in 100 games you might go into Chaos Giant if you've got the materials to spare or your opponent has no outs to it. However, the threat of being able to go into Chaos Giant at any time will keep your opponent on edge.
Ancient Gear Fortress
Two copies. Your opponent cannot respond to your Ancient Gear effects and Ancient Gear monsters you control cannot be targeted or destroyed the turn they’re summoned. Amazing. "Response? Yes? TOO BAD BITCH FORTRESS SAY NO" - actually me one time. The single best support card for Ancient Gears since Ballista. Although in this Deck it manly protects your Ballista plays rather than blanket protect your entire fucking Deck since we play a mix of other archetypes' cards. Purer builds should always run three. It's still incredibly good at protecting your main combo piece, and it's also got the signature Ancient Gear pop-float (only in the S/T zone, so no Magical Hats shenanigans this time), but it locks you to Ancient Gears for the turn (No Anger Knuckle or Gustav Max in the MP2, remember that). I don’t recommend destroying it with Ballista, but if you have nothing else it’ll do. Fortress is also an amazing card to bait the opponent’s negates with, they'll know that if they don't negate or destroy this card, they won't be able to stop anything else you do for the rest of the turn (not necessarily true, but I imagine that's what they're thinking since it gets negated A LOT). It doesn't stop your opponent to responding to the resolution of an Ancient Gear effects though, keep that in mind. It also doesn't stop the opponent from negating Geartown or its' effect since it isn't an "Ancient Gear" card, for some reason. Always Set your Geartowns folks.
Geartown
Otherwise known as "Kaboom Town*" since it literally never survives on the field for more than a turn. Two copies, down from three. Searched off Ballista and then almost always immediately blown up by it too. I wouldn't want to live there. You don't always have to summon Reactor Dragon off Geartown, sometimes Special Summoning Wyvern for the search can help more in the long run (or to push for a Chaos Giant), or summoning Howitzer from the GY (or Megaton Golem if you play him), even better if Citadel is in your GY for suicide shenanigans.
Forbidden Droplet
Three copies. Yes, I know it's a $100+ card but I already own three copies so I put Droplets in here because this is my Deck after all and they’re really good disruption, keeping your monsters alive and good at getting Citadel out of your hand if he's chilling in there etc. etc. It's a great card, you don't need me to tell you that or how to use it. For budget players: try out Chalice, Ash, or more Called Bys if it wasn't always taking a tour bus through the forbidden and limited realms. If you're feeling more "A good defence is a good offence", try out some generic 'going second' cards like Dark Ruler (which is better? No damage or no board?), Nibiru, or an assortment of Kaijus and the like.
Called By The Grave
Because fuck you Ash.
Foolish Burial
Limited to one. Used to dump Citadel to the GY where he belongs. If starting out with only Pegasus, you can dump a target to the GY to use it as a target for Pegasus' effect. It can bait a negate if you're trying to get Schedule off and it also dumps targets (Box) for Bullet Train to recycle, Monster Reborn to Special Summon (if you're desperate), or Ancient Gear Reborn for next turn plays (if you're even more desperate).
Monster Reborn
Limited to one. It does what it does. This Deck needs all the combo extenders it can get. Besides, your GY is usually full of massive beatsticks or annoying Howitzers, Reborn comes in handy.
Ancient Gear Reborn
One copy, although I played around with two. Our one and only Trap Card. It's okay, but it's a little slow. I run just the one because Wyvern can search it when summoned during the opponent's turn and you'll be able to Set it during your turn. It is kinda nifty though; you can chain the effect to Knuckle (if it tributes itself and you control no monsters thereafter) and/or Schedule to get double the monsters. Just listen to the satisfying sound of your opponent's life points dropping constantly as you reborn Howitzer over and over again.
EXTRA DECK
Ancient Gear Howitzer
Two copies, down from three. The bread-and-butter Ancient Gear fusion monster. Probably one of the most annoying cards for your opponent to deal with. It burns, floats, AND is immune to all other card effects. Its' Floaty Mc. Float Face effect isn't once per turn (Its' burn effect is though). You can suicide this into bigger monsters and Special Summon Ancient Gear Reactor Dragon (or any Ancient Gear) from the Deck to do the hittin' Howitzer couldn't. If Citadel in your GY you'll also get to summon him off Howitzer's suicide, which also chain blocks Howitzer's float (or vise-versa).
Chaos Ancient Gear Giant
One copy. This is your Hulk Smash, a fucking MASSIVE beatstick that will almost always end the game if your opponent can't deal with it. He’ll do what Hulk did to Loki to your unfortunate opponent at the other end of the stick. Chaos Giant is totally immune to Spells and Traps, but vulnerable to monster effects (God, I wish it were the other way around). Although he’s much better protected with Fortress up, if you need a big beatstick, you don't get bigger than this. Well, no, that's not quite true, you do, but it can't attack multiple times like Chaos Giant can... oh wait, it does that too!?? It's okay though, this deck runs both.
Ancient Gear Ballista
The Deck Master. Three copies. This card searches Geartown or any Ancient Gear monster, then, in the case of Geartown, immediately blows it up and makes one of your opponent's monsters ATK/DEF 0, making hitting them over the head with a 3000 ATK beatstick that much more satisfying. He's also an Ancient Gear (I forget that sometimes) so once you've done your things you can use him as material for a Howitzer or LINK Ballista off into Knuckle for railway shenanigans, it's a waste to just leave him out there, he doesn't really do anything for you during your opponent's turn.
Consider running Apollousa to make use of Ballista’s LINK 2 rating and whatever’s left on your field. Apollo with two or three negates is still fairly good.
Double Headed Anger Knuckle
One copy, two if you're feeling it. He can summon your level 10s from the GY, or himself, which comes in handy a lot, and comes in CLUTCH when you're top decking because literally any card you draw can do the 'Knuckle into Bullet Train into a Citadel field nuke' wombo-combo. You can use this effect to dodge other targeting or disruptive effects too. High priority to get into circulation if Citadel is in the GY, if not, constantly making use of Bullet Train’s recycle is still really, really good.
Number 41: Bagooska the Terribly Tired Tapir
I added one copy to the Deck just for some turn 1 plays since the Deck doesn't really have any. You can't use Schedule, Ballista, and ending on just Knuckle or Howitzer isn't exactly a fantastic unbreakable board. Its effect isn’t as useful with LINKS since they can't be turned to Defence and negated, but it still stops a lot of plays dead in their tracks, which is good enough really.
Tornado Dragon
Added one copy to the Deck for generic backrow removal since the Deck doesn't have much besides whatever is in the Side Deck at the time and Reactor Dragon. Consider running a AA-ZEUS instead as it'll probably be more useful (I'd run it if I owned it).
Number 27: Dreadnought Dreadnoid
One copy. Generic Rank 4 with some good protection and supports trains (despite it being a ship). If it ends up destroying something, you can overlay into Gustav Max for a phat 2k burn, or into Super Dora for a big beatstick/wall that can be rather annoying for the opponent to remove, and if you're really feeling it: overlay, overlay, overlay into a 4 or 5 material AA-ZEUS.
Dingirsu, The Orcust of the Evening Star
One copy, two if you're feeling it/find the room. Anchor Drill gave us access to Rank 7s and 8s and this is probably the best Rank 8 around. If you don't like it (and why wouldn't you) feel free to use something else like Number 11: Big Eye (target a Level 3 with Anchor Drill’s effect) or whatever.
**Deep Breath** Number 81: Superdreadnought Rail Cannon Super Dora
What's with this ridiculously long name?? One copy. Personally, I prefer 2 Gustav Max and 1 Super Dora but you can swap the ratios if you want to, both works. This is for those times when Gustav Max is too vulnerable or you want to keep some of your monsters alive and effects their working. While good at both being a giant beatstick and gargantuan wall, he can also protect the vulnerable Chaos Giant if you plan on summoning it this turn. Detaching for the effect also triggers Derricrane or Bullet Train (the latter in the end-phase) making Super Dora a lot more appealing over Gustav sometimes.
**Deeeeeep Breath** Superdreadnought Rail Cannon Juggernaut Liebe
One copy, and another stupidly long name, but he makes up for that ridiculous name with its sheer FUCKING POWER, Liebe’s cannon isn't just for show. If you thought Chaos Giant was a beast, imagine Liebe as his more successful, cooler, sexier, and stronger cousin. Overlay this over Gustav Max or Super Dora after you've used either of their effects (or you if you haven't and want to attack more times). You can detach a material to have Liebe gain a permanent 2k ATK, bringing it up to 6000, then 8k the next turn (if it's still alive or you haven't already won). It can always attack a number of times on monster equal to its’ materials +1. That's 3 attacks, four if you didn't use Gustav's/Super Dora's effect. Use him to clear the board and if you haven't used Liebe's effect, let the rest of your monsters attack directly for fucking insane damage. This card is a powerhouse even by Machine standards, and does most of the work for the deck. Must include. Get one. They're cheap now too.
Superdreadnought Rail Cannon Gustav Max
Two copies. Some good, sweet burn damage that puts Dragoon to shame (Okay, that's a lie but Gustav at least looks 50x cooler- only if it's the LART we're talking about). I find myself going into this card a lot, burning my opponent, then either overlaying to Liebe or LINKing it off for Ballista or Knuckle. Gustav’s 2k burn on top of a Howitzer burn, and the awesome battle damage these machines can dish makes for ""EZ"" OTKs. Your opponent won't survive more than a few turns if they aren't careful. A Gustav burn and a direct attack from Liebe is exactly 8k damage.
--
The 1 2 3s and ABCs (A.ncient B.eatsticks C.an S.mash)
[Below was written with the original Deck in mind, it's still relevant and informative but it could be a bit better, but I'm not gonna rewrite all this. Use that big brain of yours to figure out where the new cards fit in]
The main focus of the deck is to bring out Ancient Gear Ballista as fast as possible. The R10 XYZs are a nice addition and work well together with AG but they shouldn't be your main focus or win-con.
Say your starting hand is AG Fusion, Urgent Schedule, AG Box, AG Wyvern, Droplet. You go second (this is a board-breaker deck after all) and draw Derricrane. A typical combo (for now I'm not going to factor in negates/disruption etc.) might look like this...
Activate Schedule, Special Summon Machina Citadel and Pegasus. You already have Box and Wyvern; you don't need more AGs. Get whatever you want/lack into circulation. You Special Summoned an EARTH Machine. Special Summon from your hand Derricrane. Set Droplet, THEN Normal Summon Wyvern. Search Fortress and then activate it right away. XYZ Gustav Max using Citadel and Derricrane, detach Derricrane and burn your opponent for 2k. Derricrane's effect activates and pops a card. If you're going first, summon Super Dora instead, assuming you can Normal Summon and you have either Derricrane or Bullet Train in your hand. Or Foolish and Pegasus etc.
Link Summon AG Ballista using Wyvern and Pegasus. If you don't have another monster to normal summon, use Gustav. Search Geartown, then activate Geartown and use Ballista's effect to pop it and make a monster your opponent controls ATK/DEF 0. If you didn't have Wyvern at this point, summon it off Geartown, otherwise summon Reactor Dragon. If you were going first ignore most of the above and just summon Bagooska. First turn you should prioritize getting as many fusion materials as you can and thinning out the deck as fast as possible, going second you can afford to be more aggressive and go for the beatsticks more.
Use AG Fusion and summon AG Howitzer using Ballista and either the monster he searched for or one you had in your hand already/the Wyvern (don't use Reactor) you summoned off Geartown. Burn your opponent for 1k. You can then choose to Overlay Gustav into Liebe. If all you need is one solid hit, detach Citadel from Liebe and smack the 0/0'd monster that Ballista targeted for game, since Liebe is on 6k and you've burned for 3k so far. Otherwise if you don't detach it's just a solid 1k ATK upgrade over Gustav that can attack monsters three times! Plus all your other monsters can attack too if you didn't use Liebe's effect.
So it's time for the fun part. The Battle Phase. Always attack with the Ancient Gears first since your opponent can't activate Spell and Traps (monster effects only if attacking with Wyvern, both if attacking with Reactor) until the end of the damage step. Use Reactor to pop either one of their backrow or another Geartown if you have one, don't always pop Fortress, it has good protection effects that are best left active, unless you need just one more hit. If you're lucky enough for there to be a monster greater than 1000ATK feel free to suicide Howitzer straight into that. That will summon another AG from the Deck, and the effect can't be negated if Fortress is up. If you have Citadel in the GY, he will special summon itself too since Howitzer is an EARTH Machine and it was just destroyed.
If somehow your opponent survived your onslaught either through major disruption or magic bullshittery, go into MP2, you're not done. If you went into Leibe for the battle phase, detach Citadel now for Leibe's effect. Other monsters can't attack for the rest of the turn, but they weren't going to anyway. This puts Citadel in the GY giving you some protection. LINK Summon Knuckle using whatever's at hand, if you haven't used Bullet Train this turn, summon it now off Knuckle.
For the most part, that's it you're done. If you went first you have a 4k defence wall that can make itself immune to card effects and if it has Derricrane as a material, it can also pop a card. Maybe a Howitzer or Bagooska too. If you went second you smashed your opponent so hard he didn't know what hit him. If you didn't already win you should soon. Assuming you weren't negated and disrupted at every corner, then your board will be much less impressive and your opponent won't be bleeding from every morsel. This summary assumes a lot, a real game is very different. If someone slaps down Barrier Statue of the Stormwinds or Lair of Darkness, you're fucked. Make sure to prepare an appropriate Side-Deck suited to your locals. I recommended at least 2 Twin-Twisters.
Tips and Little Tricks
If you activated Schedule and have Pegasus in hand. Link away into Ballista before you summon Pegasus. That way Pegasus can target Ballista's materials in grave and Link into Knuckle or use it's other effect to XYZ into one of the Railway Cannons or the Dreadnought Dreadnoid.
If you summoned Wyvern off a Geartown pop or a Howitzer float during your opponent's turn, search Ancient Gear Reborn (if you want to) since you can set it during your turn unlike normally when Wyvern locks you out from Setting cards for the rest of the turn, which doesn't matter during your opponent's turn.
After Citadel has attacked you can nuke your opponent's monsters by tributing itself and attack directly with the rest of your monsters. Citadel can revive itself again next turn if your opponent destroys one of your monsters.
If Ballista is destroyed on summon but his effect will still resolve, search out Box instead of Geartown, since Geartown is useless without Ballista. Box should search Anchor Drill and set you up for the next turn.
Just because you know you're out of Reactor Dragons in the Deck, or any decent targets for a Howitzer float, doesn't mean your opponent knows that. Sitting on a bluffing Howitzer has worked for me sometimes.
If Bullet Train summoned off Knuckle during your opponent's turn wasn't destroyed that turn, it still has its' effects negated during your turn. It can attack and you won't have to send 2 cards you control to the GY to do so.
Anyway that's about it I guess. If I think of more things I'll add them later (and I never did lol).
*If you got the Anna "Kaboom" reference, I like you. We do use her trains after all.
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