Ancient Gears (August 2021)
Deck Primer
Without a doubt, Ancient Gears are one of the most powerful OTK decks... But they don't see any play. This deck profile is meant for those who want to bring AG to the spotlight and win.
Of course, they're not built for the meta, but their ability to obliterate decks in a single turn is funny. I used to play a lot of Kaijus to remove annoying cards on the board, but I dropped the number down a little to see more of my fusion and special summoning spell cards. The main play strategy is revolved around bringing out the big fusion monsters for quick and brutal finishes, and one of the most powerful combos of doing that is with Ancient Gear Catapult.
Ancient Gear Catapult is amazing for being able to pop either one of your main piece spell cards, Geartown or Ancient Gear Fortress, or act as a bait to ensure your fusion or searching plays. Destroying a spell card with Ancient Gear Catapult allows you to special summon one Ancient Gear monster from your deck ignoring its summoning conditions. If you pop Geartown or Fortress, it's better to bring out the classical Ancient Gear Golem or the new one (Ultimate Pound), because the Field and Continuous Spell allow you to summon out your regular Ancient Gear cards, like Wyvern or Frame.
The usual play on your OTK turn is having no monsters on your field, with Catapult and either Geartown or Fortress in hand. Activate the Field Spell or Continuous spell cards first, then destroy them with Catapult to summon out Ancient Gear Golem or Ancient Gear Golem - Ultimate Pound. Geartown/Fortress's effects activate after their destruction, so use them to Special Summon Ancient Gear Wyvern to the field. Once Wyvern is summoned, use its effect to add Ancient Gear Box to hand, which will activate once it's searched from your deck to add Ancient Gear Frame to your hand. If you have a Fusion/Polymerization Spell Card in hand after all of that, immediately fusion summon into big finishers. If you do not have a spell card to Fusion Summon, instead of grabbing Ancient Gear Box with Wyvern's effect, add Ancient Gear Hunting Hound or Ancient Gear Fusion from your deck, which will allow you to access your fusions.
Before those plays, if you have a Kaiju in hand, you can rip away an annoying monster on their board with it. After that, proceed with the Catapult + Geartown/Fortress combo.
Of course, there are situations where you are going second, and you don't have Catapult and/or Geartown/Fortress. Luckily, there are Fusion Spell cards like Power Bond or Ancient Gear Fusion to draw into, and enough Ancient Gear monsters to allow you to play. Overload Fusion is great after you either use all of your monsters to already fuse, or they were all sent to the graveyard by your opponent.
Two Limiter Removals ensure that you get over big monsters and still be able to win with one attack.
Going first is a bad time for Ancient Gears, a majority of the time. So, I put in three Ancient Gear Howitzers, one Number 38: Hope Harbinger Dragon Titanic Galaxy, and one Number 107: Galaxy-Eyes Tachyon Dragon for protection and increasing survivability chances after your first turn. Bringing them out is easy with Fusion Spell cards, and the Catapult + Geartown/Fortress combo.
Sad thing about the Xyz plays is that Ancient Gear Reactor Dragon is a Level 9, but the card is great going second for OTKs and for removing backrow to ensure Main Phase 2 combos on turn 2.
Ancient Gear Ballista is in here because it's like another Catapult for going second, but it requires you to have two EARTH Machine Monsters already on the field. It's easy to do that if you do the Catapult + Geartown/Fortress combo first, and then if you have an extra Geartown/Fortress, destroy it with Ballista to keep extending and really ensure that OTK.
Ancient Gears will never be meta, and will never see meta play, but the gameplay of the deck is so much fun. It's just generate big numbers with absurd effects behind them, and swing for game in one turn. This deck profile and strategy is just for those who want to experience the same joys as I and my friends do playing this deck.
Of course, they're not built for the meta, but their ability to obliterate decks in a single turn is funny. I used to play a lot of Kaijus to remove annoying cards on the board, but I dropped the number down a little to see more of my fusion and special summoning spell cards. The main play strategy is revolved around bringing out the big fusion monsters for quick and brutal finishes, and one of the most powerful combos of doing that is with Ancient Gear Catapult.
Ancient Gear Catapult is amazing for being able to pop either one of your main piece spell cards, Geartown or Ancient Gear Fortress, or act as a bait to ensure your fusion or searching plays. Destroying a spell card with Ancient Gear Catapult allows you to special summon one Ancient Gear monster from your deck ignoring its summoning conditions. If you pop Geartown or Fortress, it's better to bring out the classical Ancient Gear Golem or the new one (Ultimate Pound), because the Field and Continuous Spell allow you to summon out your regular Ancient Gear cards, like Wyvern or Frame.
The usual play on your OTK turn is having no monsters on your field, with Catapult and either Geartown or Fortress in hand. Activate the Field Spell or Continuous spell cards first, then destroy them with Catapult to summon out Ancient Gear Golem or Ancient Gear Golem - Ultimate Pound. Geartown/Fortress's effects activate after their destruction, so use them to Special Summon Ancient Gear Wyvern to the field. Once Wyvern is summoned, use its effect to add Ancient Gear Box to hand, which will activate once it's searched from your deck to add Ancient Gear Frame to your hand. If you have a Fusion/Polymerization Spell Card in hand after all of that, immediately fusion summon into big finishers. If you do not have a spell card to Fusion Summon, instead of grabbing Ancient Gear Box with Wyvern's effect, add Ancient Gear Hunting Hound or Ancient Gear Fusion from your deck, which will allow you to access your fusions.
Before those plays, if you have a Kaiju in hand, you can rip away an annoying monster on their board with it. After that, proceed with the Catapult + Geartown/Fortress combo.
Of course, there are situations where you are going second, and you don't have Catapult and/or Geartown/Fortress. Luckily, there are Fusion Spell cards like Power Bond or Ancient Gear Fusion to draw into, and enough Ancient Gear monsters to allow you to play. Overload Fusion is great after you either use all of your monsters to already fuse, or they were all sent to the graveyard by your opponent.
Two Limiter Removals ensure that you get over big monsters and still be able to win with one attack.
Going first is a bad time for Ancient Gears, a majority of the time. So, I put in three Ancient Gear Howitzers, one Number 38: Hope Harbinger Dragon Titanic Galaxy, and one Number 107: Galaxy-Eyes Tachyon Dragon for protection and increasing survivability chances after your first turn. Bringing them out is easy with Fusion Spell cards, and the Catapult + Geartown/Fortress combo.
Sad thing about the Xyz plays is that Ancient Gear Reactor Dragon is a Level 9, but the card is great going second for OTKs and for removing backrow to ensure Main Phase 2 combos on turn 2.
Ancient Gear Ballista is in here because it's like another Catapult for going second, but it requires you to have two EARTH Machine Monsters already on the field. It's easy to do that if you do the Catapult + Geartown/Fortress combo first, and then if you have an extra Geartown/Fortress, destroy it with Ballista to keep extending and really ensure that OTK.
Ancient Gears will never be meta, and will never see meta play, but the gameplay of the deck is so much fun. It's just generate big numbers with absurd effects behind them, and swing for game in one turn. This deck profile and strategy is just for those who want to experience the same joys as I and my friends do playing this deck.
Other Decks on ygoprodeck.com
Login to join the YGOPRODeck discussion!
0 reactions
![Cool](https://images.ygoprodeck.com/assets/reactions/happy.png)
![Funny](https://images.ygoprodeck.com/assets/reactions/funny.png)
![angry](https://images.ygoprodeck.com/assets/reactions/angry.png)
![sad](https://images.ygoprodeck.com/assets/reactions/sad.png)
Comments
Test Hand
Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
Delete Deck
Are you sure you wish to delete this deck? Once a deck is deleted, it cannot be
retrieved.
Master Duel Cost Breakdown
Export Deck
Export to Image
Export to List
Export to Tabletop Simulator
Export Deck to Master Duel/Neuron
You can export your deck directly from YGOPRODeck to Yu-Gi-Oh! Master Duel or Neuron using our Web Browser extension!
Simply install the extension, and click the button below to export your deck to Master Duel or Neuron! It will bring you to the Official Konami Database. Once there, you can edit a deck and hit the "Import clipboard and save" button!
Price Deck from
Total Estimated Deck Price:
This tool attempts to find the lowest Market Price for each card on .
Card | Qty | Price ea | Card Set |
---|
Prices not found for the following cards:
Download Deck images
This will download all images used in this deck and zip them up for you. This is done on your computer and could take a minute or so to complete so please do not close the page.