Ancient Gears/Trains 3.0
Deck Primer
I made 2 previous versions but realised the deck lacked something. I switched around some cards and put some backrow removal and kaijus in it.
This deck has 2 goals. Summoning high level xyz with the trains, the Flying Pegasus and the Anchor Drill. And getting your Chaos Ancient Gear Giant out. Ancient Gears on their own are not that good in my opinion so a little support from an archetype that can frequently summon is nice.
Monsters
Ancient Gear Golem: You don't really want to draw this card. You can't special summon it and tribute summoning this thing gets countered very easily which ends up with you losing 2 or three cards (if geartown is on the field only 2). It's why I put them at 1. I don't think you will even use more than 1 Golems in a duel. The longer the duel lasts the harder it becomes to win.
Ancient Gear Gadjiltron Dragon: I can hear you thinking to yourself; "Why Gadjiltron Dragon? Ancient Gear Reactor Dragon is much better!!" True the card is better, but for what we are trying to do here Gadjiltron Dragon suits this deck better with it 8 star scaling. With this card you can get very easily into Seven Sins and banish your oponnent's monsters often locking them out of their effects in the process. This card is searchable with Urgent Schedule, Ancient Gear Wyvern and can be returned from the graveyard using Bullet Express Train. So only 2 as well.
Ancient Gear Wyvern: This card is basically the Elemental Hero Stratos of this deck. It searches out any Ancient Gear cards in your deck. You can extend the combo searching for Ancient Gear Box first and then using the effect of Box you can add an Ancient Gear Frame or Infinitrack Anchordrill to your hand. You go plus 2 for no cost so run three at all times.
Ancient Gear Box: This the garnet in the deck so you really don't want to draw it. I run the card at one because it is recyclable so you can just use it from the graveyard again. Running at 2 could be possible too but I would not recommend it at three. The risk of drawing it increases substantially.
Ancient Gear Hunting Hound: A walking polymerization. When summoned it does 600 damage to your opponent but We use it for its ability to fusion summon any Ancient Gear monster. Often we fuse into Ancient Gear Howitzer to get an Ancient Gear Golem on the field. Use 2 or 3
Ancient Gear Howitzer: In my opinion a very underrated card. Unaffected by card effects and it can inflict 1000 damage to your opponent... Every turn. Your opponent probably wants this card destroyed. But if for some reason he doesn’t and you don’t really care for the burn effect you can always destroy it yourself to get Ancient Gear Golem out to fusion summon a Chaos Ancient Gear Giant. If you have Ancient Gear Golem out in the field and you use Ancient Gear Fusion you can use material from the deck to complete the summon instead. So Howitzer is a powerful card that opens the path to an even better card. We run 1 or 2.
Super Express Bullet Train: A rank 10 train card that is very easy to bring out. All you need, is to have only earth machine monsters on the field. Usually the plan is to bring out this card together with Heavy Freight Train Derricane and possible Flying Pegasus and Anchordrill to xyz summon your bossmonsters. Downside is that it can’t attack without sending 2 cards you control to the graveyard. This however poses no problem for us because we only use it as xyz fodder. A nice extra is that it lets you take back a card from the graveyard to your hand if Bullet train is in the graveyard that turn. I run 2. I wouldn’t use three to prevent bricking.
Infinitrack Anchordrill: Has enormous synergy with the Ancient Gear archetype. It is usable for Ancient Gear Box because it has 500ATK and it can summon another card from the hand. Besides that it can combine the stars for both cards making lets say Gadjiltron Dragon and Anchordrill fodder for the rank 12 xyz Seven Sins.
Heavy Freight Train Derricane: Just like Bullet Express Train it is so easy to bring out. Use this card for xyz fodder too. Ideally we run 2.
Flying Pegasus Railroad Stampede: Lets you summon a card from your graveyard in defense position but without its effect. Nice effect but we will use its secondary one more often. It lets us copy the level of another face up card to either Flying pegasus or the other way around. Best used with the trains or level 8 monsters. I use 3.
Gameciel, The Sea Turtle Kaiju: When testing this deck online, I often see cards like Red Eyes Dark Dragoon or other cards with negates and protection. For now it is in the main deck. But if it is not to your liking you can always change it for an extra Hunting Hound, AG Fusion or Exodius the Ultimate Forbidden Lord.
Machina Citadel: we use it as xyz fodder and sometimes you can use its effect to destroy your opponent's monsters. One is enough.
Spells/Traps
Ancient Gear Catapult: We use Catapult to pop Geartown and summon Ancient Gear golem and Wyvern to get into Chaos Giant. Only way to really summon Golem aside from tributing and using Howitzer. Run three at all times, it is the foundation of the Ancient Gears.
Geartown: Used in tandem with Catapult this can give you a Chaos Giant and more. Like Catapult, run three at all times.
Ancient Gear Fusion: If used with Ancient Gear Golem you can search the deck for materials too. Chaos Giant can be out in one turn this way. I would runtwo or three.
Urgent Schedule: This card lets you summon 2 monsters from the deck. One lvl four or lower and one level five or higher. This used to be quite an expensive card but is more affordable nowadays. Getting 2 free summons when your opponent controls more cards is very helpful for your xyz and fusion plays. I recommend running 3.
Harpie's Feather Duster: Good for backrow removal but limited, so one.
Twin Twisters: Good for backrow removal and to pop Geartown. also one.
Solemn Strike: Just nice to negate an effect or special summon. Run one.
Solemn Judgement: To negate cards that would otherwise break your board. Run one.
Unending Nightmare: Nice for backrow removal and to pop your own cards like Geartown. we use 2.
The extra deck
Double Headed Anger Knuckle: This card is good for getting those level 10 cards on the field. We use only one.
Ancient Gear Ballista: This card is a godsend for Ancient Gear players. It synergizes immensely with the trains and earth machine monsters in general. It only requires 2 earth machine monsters to summon it. Ballista can add one Geartown to your hand or any Ancient Gear Monster in the main deck. Usually what you want to do with this card is to add a Geartown to your hand, you play it and then activate Ballista’s secondary effect to reduce an opponent’s monster ATK/DEF to zero and send the Geartown to the graveyard as cost which in turn activates Geartown’s effect.
Chaos Ancient Gear Giant: The one card I’ve been talking about so much. With his 4500 atk and powerful effect it’s a force to be reckoned with. Unaffected by spell and trap cards and the option to attack every monster your opponent controls once. If that wasn’t good enough already it does piercing damage too. Run 1 or 2, it depends really.
Ultimate Ancient Gear Golem: Sporting an attack of 4400 this card this card is quite the powerhouse too. Its effect isn’t as good as Chaos Giant but it can get an Ancient Gear Golem on the field when destroyed, giving you the chance to get another Chaos Giant. We run 1 or 2.
Megaton Ancient Gear Golem: Essentially a weaker version of Chaos Ancient Gear Giant. When fusion summoned with more than one Ancient Gear Golem it can attack multiple times in your battle phase. When destroyed by card effect you can get your Ultimate Golem out and that way you could get an Chaos Ancient Gear Giant too.
Superdreadnought Rail Cannon Juggernaut Liebe: A rank 11 xyz easily summoned using Number 81: Superdreadnought Rail Cannon Super Dora. Can attack up to the number of attached materials plus one. You can boost the attack of this card by 2000 by detaching one card which makes Liebe a powerful beatstick. 1 is more than enough.
Number 81: Superdreadnought Rail Cannon Super Dora: Can detach one card to make another unaffected by card effects. When used on Chaos Giant it makes the card nearly invincible.
Number 77 Seven Sins: Out of all the rank 12 cards this one is the easiest to summon. There are 3 ways to summon it and they all have their merits.. We can summon it the normal way by using 2 rank 12 monsters, this has the advantage that we can use its effect immediately and banish your opponent monsters. The only downside here is that seven sins has only 1 card to protect itself when targeted for battle or by card effects unless you don’t activate the effect. The second way involves xyz summuning Rank 8 Dingirsu Orcust of The Evening Star to your field. You then overlay Pain Gainer on it and then into Seven Sins. Last way to summon it is to xyz summon Ravenous Tarantula into Sevens Sins or first into Pain Gainer and then Seven Sins. We run only one, the resources needed for this card are substantial enough that you probably won’t get another one on the field.
Number 84 Pain Gainer: Also 2 ways of summoning it but doing it the normal way is not really possible in this deck. We mostly use Dingirsu or Ravenous Tarantula to summon it instead. Usually this card is just a stepping stone for Seven Sins or if you can summon Seven Sins the normal way and still have room for Pain Gainer it can be a good card on its own. We Also run one.
Number 35 Ravenous Tarantula: If used a bit further down the duel this card will turn all your monsters into beatsticks on steroids. It adds the difference in life points as attack and defense to face up cards you control. This in combination with a Chaos Giant will completely destroy any monster. We mostly use the rank 10 trains or a Flying Pegasus to Xyz into it. If you decide to not go further the xyz chain and keep it as it is you can punish special summoning with it too. Every time your opponent special summons a monster they lose 600 lifepoints. And if that wasn’t enough you can detach one monster to destroy all monsters your opponent controls that have attack less or equal to this card. You could run 2 but I run one.
Dingirsu The Orcust of The Evening Star: Really a good staple as well. I am actually inclined to use Dingirsu more then Harbinger in duels. You can use this card for Pain Gainer too. Aside from that it can protect cards from destruction by detaching materials. Run 2.
Number 27: Dreadnought Dreadnoid: Can be used as material for Dora when you destroy a monster by battle. It has build in protection as well. I would run 1, it’s a good card but I don’t use it all that often.
There is no side deck in this profile. I leave this to your imagination.
This deck has 2 goals. Summoning high level xyz with the trains, the Flying Pegasus and the Anchor Drill. And getting your Chaos Ancient Gear Giant out. Ancient Gears on their own are not that good in my opinion so a little support from an archetype that can frequently summon is nice.
Monsters
Ancient Gear Golem: You don't really want to draw this card. You can't special summon it and tribute summoning this thing gets countered very easily which ends up with you losing 2 or three cards (if geartown is on the field only 2). It's why I put them at 1. I don't think you will even use more than 1 Golems in a duel. The longer the duel lasts the harder it becomes to win.
Ancient Gear Gadjiltron Dragon: I can hear you thinking to yourself; "Why Gadjiltron Dragon? Ancient Gear Reactor Dragon is much better!!" True the card is better, but for what we are trying to do here Gadjiltron Dragon suits this deck better with it 8 star scaling. With this card you can get very easily into Seven Sins and banish your oponnent's monsters often locking them out of their effects in the process. This card is searchable with Urgent Schedule, Ancient Gear Wyvern and can be returned from the graveyard using Bullet Express Train. So only 2 as well.
Ancient Gear Wyvern: This card is basically the Elemental Hero Stratos of this deck. It searches out any Ancient Gear cards in your deck. You can extend the combo searching for Ancient Gear Box first and then using the effect of Box you can add an Ancient Gear Frame or Infinitrack Anchordrill to your hand. You go plus 2 for no cost so run three at all times.
Ancient Gear Box: This the garnet in the deck so you really don't want to draw it. I run the card at one because it is recyclable so you can just use it from the graveyard again. Running at 2 could be possible too but I would not recommend it at three. The risk of drawing it increases substantially.
Ancient Gear Hunting Hound: A walking polymerization. When summoned it does 600 damage to your opponent but We use it for its ability to fusion summon any Ancient Gear monster. Often we fuse into Ancient Gear Howitzer to get an Ancient Gear Golem on the field. Use 2 or 3
Ancient Gear Howitzer: In my opinion a very underrated card. Unaffected by card effects and it can inflict 1000 damage to your opponent... Every turn. Your opponent probably wants this card destroyed. But if for some reason he doesn’t and you don’t really care for the burn effect you can always destroy it yourself to get Ancient Gear Golem out to fusion summon a Chaos Ancient Gear Giant. If you have Ancient Gear Golem out in the field and you use Ancient Gear Fusion you can use material from the deck to complete the summon instead. So Howitzer is a powerful card that opens the path to an even better card. We run 1 or 2.
Super Express Bullet Train: A rank 10 train card that is very easy to bring out. All you need, is to have only earth machine monsters on the field. Usually the plan is to bring out this card together with Heavy Freight Train Derricane and possible Flying Pegasus and Anchordrill to xyz summon your bossmonsters. Downside is that it can’t attack without sending 2 cards you control to the graveyard. This however poses no problem for us because we only use it as xyz fodder. A nice extra is that it lets you take back a card from the graveyard to your hand if Bullet train is in the graveyard that turn. I run 2. I wouldn’t use three to prevent bricking.
Infinitrack Anchordrill: Has enormous synergy with the Ancient Gear archetype. It is usable for Ancient Gear Box because it has 500ATK and it can summon another card from the hand. Besides that it can combine the stars for both cards making lets say Gadjiltron Dragon and Anchordrill fodder for the rank 12 xyz Seven Sins.
Heavy Freight Train Derricane: Just like Bullet Express Train it is so easy to bring out. Use this card for xyz fodder too. Ideally we run 2.
Flying Pegasus Railroad Stampede: Lets you summon a card from your graveyard in defense position but without its effect. Nice effect but we will use its secondary one more often. It lets us copy the level of another face up card to either Flying pegasus or the other way around. Best used with the trains or level 8 monsters. I use 3.
Gameciel, The Sea Turtle Kaiju: When testing this deck online, I often see cards like Red Eyes Dark Dragoon or other cards with negates and protection. For now it is in the main deck. But if it is not to your liking you can always change it for an extra Hunting Hound, AG Fusion or Exodius the Ultimate Forbidden Lord.
Machina Citadel: we use it as xyz fodder and sometimes you can use its effect to destroy your opponent's monsters. One is enough.
Spells/Traps
Ancient Gear Catapult: We use Catapult to pop Geartown and summon Ancient Gear golem and Wyvern to get into Chaos Giant. Only way to really summon Golem aside from tributing and using Howitzer. Run three at all times, it is the foundation of the Ancient Gears.
Geartown: Used in tandem with Catapult this can give you a Chaos Giant and more. Like Catapult, run three at all times.
Ancient Gear Fusion: If used with Ancient Gear Golem you can search the deck for materials too. Chaos Giant can be out in one turn this way. I would runtwo or three.
Urgent Schedule: This card lets you summon 2 monsters from the deck. One lvl four or lower and one level five or higher. This used to be quite an expensive card but is more affordable nowadays. Getting 2 free summons when your opponent controls more cards is very helpful for your xyz and fusion plays. I recommend running 3.
Harpie's Feather Duster: Good for backrow removal but limited, so one.
Twin Twisters: Good for backrow removal and to pop Geartown. also one.
Solemn Strike: Just nice to negate an effect or special summon. Run one.
Solemn Judgement: To negate cards that would otherwise break your board. Run one.
Unending Nightmare: Nice for backrow removal and to pop your own cards like Geartown. we use 2.
The extra deck
Double Headed Anger Knuckle: This card is good for getting those level 10 cards on the field. We use only one.
Ancient Gear Ballista: This card is a godsend for Ancient Gear players. It synergizes immensely with the trains and earth machine monsters in general. It only requires 2 earth machine monsters to summon it. Ballista can add one Geartown to your hand or any Ancient Gear Monster in the main deck. Usually what you want to do with this card is to add a Geartown to your hand, you play it and then activate Ballista’s secondary effect to reduce an opponent’s monster ATK/DEF to zero and send the Geartown to the graveyard as cost which in turn activates Geartown’s effect.
Chaos Ancient Gear Giant: The one card I’ve been talking about so much. With his 4500 atk and powerful effect it’s a force to be reckoned with. Unaffected by spell and trap cards and the option to attack every monster your opponent controls once. If that wasn’t good enough already it does piercing damage too. Run 1 or 2, it depends really.
Ultimate Ancient Gear Golem: Sporting an attack of 4400 this card this card is quite the powerhouse too. Its effect isn’t as good as Chaos Giant but it can get an Ancient Gear Golem on the field when destroyed, giving you the chance to get another Chaos Giant. We run 1 or 2.
Megaton Ancient Gear Golem: Essentially a weaker version of Chaos Ancient Gear Giant. When fusion summoned with more than one Ancient Gear Golem it can attack multiple times in your battle phase. When destroyed by card effect you can get your Ultimate Golem out and that way you could get an Chaos Ancient Gear Giant too.
Superdreadnought Rail Cannon Juggernaut Liebe: A rank 11 xyz easily summoned using Number 81: Superdreadnought Rail Cannon Super Dora. Can attack up to the number of attached materials plus one. You can boost the attack of this card by 2000 by detaching one card which makes Liebe a powerful beatstick. 1 is more than enough.
Number 81: Superdreadnought Rail Cannon Super Dora: Can detach one card to make another unaffected by card effects. When used on Chaos Giant it makes the card nearly invincible.
Number 77 Seven Sins: Out of all the rank 12 cards this one is the easiest to summon. There are 3 ways to summon it and they all have their merits.. We can summon it the normal way by using 2 rank 12 monsters, this has the advantage that we can use its effect immediately and banish your opponent monsters. The only downside here is that seven sins has only 1 card to protect itself when targeted for battle or by card effects unless you don’t activate the effect. The second way involves xyz summuning Rank 8 Dingirsu Orcust of The Evening Star to your field. You then overlay Pain Gainer on it and then into Seven Sins. Last way to summon it is to xyz summon Ravenous Tarantula into Sevens Sins or first into Pain Gainer and then Seven Sins. We run only one, the resources needed for this card are substantial enough that you probably won’t get another one on the field.
Number 84 Pain Gainer: Also 2 ways of summoning it but doing it the normal way is not really possible in this deck. We mostly use Dingirsu or Ravenous Tarantula to summon it instead. Usually this card is just a stepping stone for Seven Sins or if you can summon Seven Sins the normal way and still have room for Pain Gainer it can be a good card on its own. We Also run one.
Number 35 Ravenous Tarantula: If used a bit further down the duel this card will turn all your monsters into beatsticks on steroids. It adds the difference in life points as attack and defense to face up cards you control. This in combination with a Chaos Giant will completely destroy any monster. We mostly use the rank 10 trains or a Flying Pegasus to Xyz into it. If you decide to not go further the xyz chain and keep it as it is you can punish special summoning with it too. Every time your opponent special summons a monster they lose 600 lifepoints. And if that wasn’t enough you can detach one monster to destroy all monsters your opponent controls that have attack less or equal to this card. You could run 2 but I run one.
Dingirsu The Orcust of The Evening Star: Really a good staple as well. I am actually inclined to use Dingirsu more then Harbinger in duels. You can use this card for Pain Gainer too. Aside from that it can protect cards from destruction by detaching materials. Run 2.
Number 27: Dreadnought Dreadnoid: Can be used as material for Dora when you destroy a monster by battle. It has build in protection as well. I would run 1, it’s a good card but I don’t use it all that often.
There is no side deck in this profile. I leave this to your imagination.
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