Instructions for playing Ancient Gear

Instructions for playing Ancient Gear

Anicent Gear is a deck that focuses on OTKing opponents with Chaos Ancient Gear Giant . With an Atk of 4500, penetration, the ability to attack all monsters, immunity to Spell/Trap and preventing the opponent from activating Monster Effects when it attacks means you will almost certainly win if you summon This card goes onto the field.

As said, Ancient Gear is not a strong deck and the actual highest rank you can achieve with this deck is Low Diamond

*NOTE: the article is mainly translated and referenced from z efile 's Ancient Gear Guide article on the Master Duel Meta page




Core Cards

The following cards are really important for Ancient Gear, let's dig into them

Help Destroy and special summon from Deck

UR Rarity
Geartown
UR Rarity
Geartown
Geartown
Spell Field
Geartown

    Both players can Normal Summon "Ancient Gear" monsters for 1 less Tribute. When this card is destroyed and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.


    R Rarity
    Ancient Gear Fortress
    R Rarity
    Ancient Gear Fortress
    Ancient Gear Fortress
    Spell Continuous
    Ancient Gear Fortress

      During the turn they were Normal or Special Summoned, your opponent cannot target "Ancient Gear" monsters you control with card effects, and they cannot be destroyed by your opponent's card effects. Your opponent cannot activate cards or effects in response to the activation of "Ancient Gear" cards and effects. If this card is destroyed in the Spell & Trap Zone: You can Special Summon 1 "Ancient Gear" monster from your hand or Graveyard, also you cannot Special Summon monsters for the rest of this turn, except "Ancient Gear" monsters.


      SR Rarity
      Archfiend Eccentrick
      SR Rarity
      Archfiend Eccentrick
      Archfiend Eccentrick
      LIGHT 37
      Archfiend Eccentrick
      • ATK:

      • 800

      • DEF:

      • 1000


      [ Pendulum Effect ] You can target 1 other Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn. [ Monster Effect ] You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn.


      UR Rarity
      Chicken Game
      UR Rarity
      Chicken Game
      Chicken Game
      Spell Field
      Chicken Game

        The player with the lowest LP takes no damage. Once per turn, during the Main Phase: The turn player can pay 1000 LP, then activate 1 of these effects; ● Draw 1 card. ● Destroy this card. ● Your opponent gains 1000 LP. Neither player can activate cards or effects in response to this effect's activation.


        SR Rarity
        Ancient Gear Catapult
        SR Rarity
        Ancient Gear Catapult
        Ancient Gear Catapult
        Spell Normal
        Ancient Gear Catapult

          While you control no monsters: Target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Ancient Gear" monster from your Deck, ignoring its Summoning conditions. You can banish this card from your Graveyard, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Ancient Gear Token" (Machine-Type/EARTH/Level 1/ATK 0/DEF 0). You can only use 1 "Ancient Gear Catapult" effect per turn, and only once that turn.


          X3 per card

          Destroying Geartown or using Ancient Gear Catapult to destroy a card will allow you to Special Summon 1 Ancient Gear from the Deck, thereby performing a combo. To do this, you need to have one of the pile of 2-card combos below:

          Besides, this is their effect in combo:

          •   Archfiend Eccentrick : removes opp's annoying cards through both effs

          • Chicken Game : draw, thin the deck

          • Ancient Gear Fortress : protects your Ancient Gears from being targeted, destroyed or even unable to chain after the effects of Ancient Gear cards. Note that you should not use the third effect indiscriminately, otherwise it will limit your summon ability and prevent you from comboing

          Wyvern

          SR Rarity
          Ancient Gear Wyvern
          SR Rarity
          Ancient Gear Wyvern
          Ancient Gear Wyvern
          EARTH 4
          Ancient Gear Wyvern
          • ATK:

          • 1700

          • DEF:

          • 1200


          If this card is Normal or Special Summoned: You can add 1 "Ancient Gear" card from your Deck to your hand, except "Ancient Gear Wyvern", also you cannot Set cards for the rest of this turn. You can only use this effect of "Ancient Gear Wyvern" once per turn. If this card attacks, your opponent's monsters cannot activate their effects until the end of the Damage Step.


          R Rarity
          Ancient Gear Frame
          R Rarity
          Ancient Gear Frame
          Ancient Gear Frame
          EARTH 4
          Ancient Gear Frame
          • ATK:

          • 1600

          • DEF:

          • 500


          You can discard 1 card; add 1 "Ancient Gear Golem", or 1 Spell/Trap that specifically lists the card "Ancient Gear Golem" in its text, from your Deck to your hand. You can only use this effect of "Ancient Gear Frame" once per turn. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon up to 3 "Ancient Gear Golem" and/or "Ancient Gear Golem - Ultimate Pound" from your hand, ignoring their Summoning conditions.


          N Rarity
          Sage of Wisdom - Himmel
          N Rarity
          Sage of Wisdom - Himmel
          Sage of Wisdom - Himmel
          EARTH 5
          Sage of Wisdom - Himmel
          • ATK:

          • 500

          • DEF:

          • 2500


          (This card is always treated as a "Sky Striker" card.) You can discard 1 Spell; Special Summon this card from your hand. When your opponent activates a card or effect that targets a Link Monster(s) you control (Quick Effect): You can banish 2 Spells from your GY; negate that effect. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 of your banished "Sky Striker" Spells; add it to your hand. You can only use each effect of "Sage of Wisdom - Himmel" once per turn.


          R Rarity
          Ancient Gear Box
          R Rarity
          Ancient Gear Box
          Ancient Gear Box
          EARTH 4
          Ancient Gear Box
          • ATK:

          • 500

          • DEF:

          • 2000


          If this card is added from the Deck or Graveyard to your hand, except by drawing it: You can add 1 EARTH Machine-Type monster with 500 ATK and/or DEF from your Deck to your hand, except "Ancient Gear Box". You can only use this effect of "Ancient Gear Box" once per turn.


          SR Rarity
          Ancient Gear Fusion
          SR Rarity
          Ancient Gear Fusion
          Ancient Gear Fusion
          Spell Normal
          Ancient Gear Fusion

            Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you use "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control as Fusion Material, you can also use monsters from your Deck as material.


            N Rarity
            Infinitrack Anchor Drill
            N Rarity
            Infinitrack Anchor Drill
            Infinitrack Anchor Drill
            EARTH 4
            Infinitrack Anchor Drill
            • ATK:

            • 1800

            • DEF:

            • 500


            If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.


            R Rarity
            Ancient Gear Golem
            R Rarity
            Ancient Gear Golem
            Ancient Gear Golem
            EARTH 8
            Ancient Gear Golem
            • ATK:

            • 3000

            • DEF:

            • 3000


            Cannot be Special Summoned. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card attacks a Defense Position monster, inflict piercing battle damage.


            Ancient Gear Wyvern will be the card that you will want to special summon from the deck the most when playing this deck. It will help you search for Ancient Gear Box (the card has an effect that helps us search for more cards besides Archetype Ancient Gear), and then search for the cards you need like:

            • Ancient Gear Frame will search for more Ancient Gear Golem , which means we have 2 more monsters named "Ancient Gear" to fuse. It also has the ability to search Ancient Gear Fusion if you decide to use it.

            • Sage of Wisdom - Himmel can summon itself, so search for this card if you used your Normal Summon turn. However, having to discard a spell is a relatively unpleasant condition, but many times when the Ancient Gear Catapult card cannot be activated, you can discard it without hesitation.

            • Infinitrack Anchor Drill can also become a good Extender after being searched with Gear box, however it requires a Normal Summon.

            Playing 1 Ancient Gear Wyvern is enough because you usually want to Special Summon it directly from the Deck, but if you have enough Extenders, you can also add this card to your deck and Normal Summon it. But remember that Normal Summon alone will not have enough cards to start a combo .

            Regarding Ancient Gear Box , you can x2 this card in the deck because sometimes if you are unlucky, you will draw it.


            Ballista et al

            R Rarity
            Ancient Gear Howitzer
            R Rarity
            Ancient Gear Howitzer
            Ancient Gear Howitzer
            EARTH 8
            Ancient Gear Howitzer
            • ATK:

            • 1000

            • DEF:

            • 1800


            2 "Ancient Gear" monsters Unaffected by other cards' effects. During your Main Phase: You can inflict 1000 damage to your opponent. You can only use this effect of "Ancient Gear Howitzer" once per turn. If this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your Deck, ignoring its Summoning conditions.


            SR Rarity
            Ancient Gear Ballista
            SR Rarity
            Ancient Gear Ballista
            Ancient Gear Ballista
            EARTH
            Ancient Gear Ballista
            • ATK:

            • 1500

            • LINK-2

            Link Arrow:

            Bottom-Left

            Right


            2 EARTH Machine monsters If this card is Link Summoned: You can add 1 "Ancient Gear" monster or 1 "Geartown" from your Deck to your hand. You can target 1 Spell/Trap you control and 1 face-up monster your opponent controls; destroy that card you control, and if you do, change that opponent's monster's ATK/DEF to 0 until the end of the turn. You can only use each effect of "Ancient Gear Ballista" once per turn.


            UR Rarity
            Chaos Ancient Gear Giant
            UR Rarity
            Chaos Ancient Gear Giant
            Chaos Ancient Gear Giant
            DARK 10
            Chaos Ancient Gear Giant
            • ATK:

            • 4500

            • DEF:

            • 3000


            4 "Ancient Gear" monsters Must be Fusion Summoned and cannot be Special Summoned by other ways. Unaffected by Spell/Trap effects. Your opponent's monsters cannot activate their effects during the Battle Phase. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.


            R Rarity
            Ancient Gear Hunting Hound
            R Rarity
            Ancient Gear Hunting Hound
            Ancient Gear Hunting Hound
            EARTH 3
            Ancient Gear Hunting Hound
            • ATK:

            • 1000

            • DEF:

            • 1000


            If this card is Normal Summoned: Inflict 600 damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. Once per turn: You can Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials.


            Once you have established a stable field, you will usually Link two EARTH-MACHINE monsters into Ancient Gear Ballista to search for Geartown . ( In case you draw Chicken Game without Ancient Gear Catapult to destroy it, you can still send Chicken Game to the grave by activating the Geartown you searched for .)

            Ancient Gear Ballista can then destroy Geartown , reduce the ATK of 1 opponent monster and give you 1 more summon from the Deck, more specifically it will be Ancient Gear Hunting Hound .

            Ancient Gear Hunting Hound helps you use two Ancient Gears in your hand (for example, Ancient Gear Box and Ancient Gear Golem searched using Ancient Gear Frame previously) to fuse into Ancient Gear Howitzer . This gives us +1 meat on the field and Ancient Gear Howitzer 's effect will deal 1000 damage from there OTK. You can also use Ancient Gear Hunting Hound   to use everything we have and fuse directly into Chaos   Ancient Gear Giant . We usually do this if your opponent has not yet used negates and you are protected by Ancient Gear Fortress , as the next step will require non- Ancient Gear cards .

            * There is a small note here : Ancient Gear Howitzer is a good choice if you are forced to go first. So let's play x2 of these cards, leaving one card for turn 1 and the other card for combo in turn 3 (our next turn).

            Mercenaries are popular

            UR Rarity
            Predaplant Verte Anaconda
            UR Rarity
            Predaplant Verte Anaconda
            Predaplant Verte Anaconda
            DARK
            Predaplant Verte Anaconda
            • ATK:

            • 500

            • LINK-2

            Link Arrow:

            Bottom-Left

            Bottom-Right


            2 Effect Monsters You can target 1 face-up monster on the field; it becomes DARK until the end of this turn. You can pay 2000 LP and send 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated, also, you cannot Special Summon monsters for the rest of this turn. You can only use each effect of "Predaplant Verte Anaconda" once per turn.


            UR Rarity
            Knightmare Unicorn
            UR Rarity
            Knightmare Unicorn
            Knightmare Unicorn
            DARK
            Knightmare Unicorn
            • ATK:

            • 2200

            • LINK-3

            Link Arrow:

            Left

            Bottom

            Right


            2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


            R Rarity
            Overload Fusion
            R Rarity
            Overload Fusion
            Overload Fusion
            Spell Normal
            Overload Fusion

              Fusion Summon 1 DARK Machine Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY.


              SR Rarity
              Number 60: Dugares the Timeless
              SR Rarity
              Number 60: Dugares the Timeless
              Number 60: Dugares the Timeless
              FIRE
              Number 60: Dugares the Timeless
              • ATK:

              • 1200

              • DEF:

              • 1200


              2 Level 4 monsters You can detach 2 materials from this card, then activate 1 of the following effects; ● Skip your next Draw Phase, also draw 2 cards, then discard 1 card. ● Skip your next Main Phase 1, also Special Summon 1 monster from your GY in Defense Position. ● Skip the Battle Phase of your next turn, also double the ATK of 1 monster you control until the end of this turn. You can only use this effect of "Number 60: Dugares the Timeless" once per turn.


              Link two monsters into Predaplant Verte Anaconda and send Overload Fusion to the grave to help you fuse Chaos Ancient Gear Giant by using the Ancient Gear in your grave instead of on the field. This effect helps you keep some cards on the field to attack.

              Knightmare Unicorn or Number 60: Dugares the Timeless is often released by Link to strengthen the Chaos Ancient Gear Giant .

              We will leave more than 1 slot for Overload Fusion because it can help you throw a Fusion monster from the sky even after taking dozens of opp's crowd-clearing effects, as long as you actually draw it. If your combo passes through the hand traps and escapes while you still have this card in your hand, you can summon two Chaos Ancient Gear Giants , ensuring victory.



              Optional Engines

               

              Urgent Schedule and Super Express Bullet Train (Schedule)

              SR Rarity
              Urgent Schedule
              SR Rarity
              Urgent Schedule
              Urgent Schedule
              Spell Quick
              Urgent Schedule

                If your opponent controls more monsters than you do: Special Summon 1 Level 4 or lower and 1 Level 5 or higher EARTH Machine monsters from your Deck in Defense Position, but negate their effects. You cannot declare attacks the turn you activate this card, except with Machine monsters. If this Set card is sent from the field to the GY: You can add 1 Level 10 Machine monster from your Deck to your hand. You can only use each effect of "Urgent Schedule" once per turn.


                N Rarity
                Super Express Bullet Train
                N Rarity
                Super Express Bullet Train
                Super Express Bullet Train
                EARTH 10
                Super Express Bullet Train
                • ATK:

                • 3000

                • DEF:

                • 0


                Cannot declare an attack unless you send 2 other cards you control to the GY. You can only use each of these effects of "Super Express Bullet Train" once per turn. ● If all monsters you control are EARTH Machines (min. 1): You can Special Summon this card from your hand. ● During the End Phase, if this card is in the GY because it was sent there this turn: You can target 1 Machine monster in your GY, except "Super Express Bullet Train"; add it to your hand.


                Super Express Bullet Train is a high level card to play with Urgent Schedule . This support pair is extremely important and almost indispensable in Ancient Gear because it only takes one activation of Urgent Schedule to create Ancient Gear Ballista .

                The only downside to this pair of cards is that Ancient Gear Hunting Hound cannot be summoned because Ancient Gear Ballista must then summon Ancient Gear Wyvern . The other extenders are not bad to play with, so drawing Super Express Bullet Train is ok. If you draw SEBT , Sage of Wisdom - Himmel can act as a high level replacement card to summon from the deck.

                Striker

                SR Rarity
                Sky Striker Mecha - Hornet Drones
                SR Rarity
                Sky Striker Mecha - Hornet Drones
                Sky Striker Mecha - Hornet Drones
                Spell Quick
                Sky Striker Mecha - Hornet Drones

                  If you control no monsters in your Main Monster Zone: Special Summon 1 "Sky Striker Ace Token" (Warrior/DARK/Level 1/ATK 0/DEF 0) in Defense Position, which cannot be Tributed, and if you have 3 or more Spells in your GY when this effect resolves, the Token's ATK/DEF become 1500 instead.


                  UR Rarity
                  Sky Striker Mobilize - Engage!
                  UR Rarity
                  Sky Striker Mobilize - Engage!
                  Sky Striker Mobilize - Engage!
                  Spell Normal
                  Sky Striker Mobilize - Engage!

                    If you control no monsters in your Main Monster Zone: Add 1 "Sky Striker" card from your Deck to your hand, except "Sky Striker Mobilize - Engage!", then, if you have 3 or more Spells in your GY, you can draw 1 card.


                    R Rarity
                    Sky Striker Ace - Kaina
                    R Rarity
                    Sky Striker Ace - Kaina
                    Sky Striker Ace - Kaina
                    EARTH
                    Sky Striker Ace - Kaina
                    • ATK:

                    • 1500

                    • LINK-1

                    Link Arrow:

                    Bottom-Right


                    1 non-EARTH "Sky Striker Ace" monster If this card is Special Summoned: You can target 1 face-up monster your opponent controls; it cannot attack until the end of your opponent's turn. Each time you activate a "Sky Striker" Spell Card, or its effect, gain 100 LP immediately after the card or effect resolves. You can only Special Summon "Sky Striker Ace - Kaina(s)" once per turn.


                    SR Rarity
                    Sky Striker Mecha - Widow Anchor
                    SR Rarity
                    Sky Striker Mecha - Widow Anchor
                    Sky Striker Mecha - Widow Anchor
                    Spell Quick
                    Sky Striker Mecha - Widow Anchor

                      If you control no monsters in your Main Monster Zone: Target 1 face-up Effect Monster on the field; negate that face-up monster's effects until the end of this turn, then, if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.


                      UR Rarity
                      Sky Striker Ace - Kagari
                      UR Rarity
                      Sky Striker Ace - Kagari
                      Sky Striker Ace - Kagari
                      FIRE
                      Sky Striker Ace - Kagari
                      • ATK:

                      • 1500

                      • LINK-1

                      Link Arrow:

                      Top-Left


                      1 non-FIRE "Sky Striker Ace" monster If this card is Special Summoned: You can target 1 "Sky Striker" Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY. You can only Special Summon "Sky Striker Ace - Kagari(s)" once per turn.


                      R Rarity
                      Sky Striker Ace - Raye
                      R Rarity
                      Sky Striker Ace - Raye
                      Sky Striker Ace - Raye
                      DARK 4
                      Sky Striker Ace - Raye
                      • ATK:

                      • 1500

                      • DEF:

                      • 1500


                      (Quick Effect): You can Tribute this card; Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone. While this card is in your GY, if a face-up "Sky Striker Ace" Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon this card. You can only use each effect of "Sky Striker Ace - Raye" once per turn.


                      R Rarity
                      Sky Striker Airspace - Area Zero
                      R Rarity
                      Sky Striker Airspace - Area Zero
                      Sky Striker Airspace - Area Zero
                      Spell Field
                      Sky Striker Airspace - Area Zero

                        You can target 1 other card you control; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Sky Striker" card to your hand, also shuffle the rest into the Deck, then, if you excavated a "Sky Striker" card, send the targeted card to the GY. If this card in the Field Zone is sent to the GY by a card effect: You can Special Summon 1 "Sky Striker Ace" monster from your Deck. You can only use each effect of "Sky Striker Airspace - Area Zero" once per turn.


                        N Rarity
                        Sky Striker Maneuver - Jamming Waves!
                        N Rarity
                        Sky Striker Maneuver - Jamming Waves!
                        Sky Striker Maneuver - Jamming Waves!
                        Spell Normal
                        Sky Striker Maneuver - Jamming Waves!

                          If you control no monsters in your Main Monster Zone: Target 1 Set Spell/Trap on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 monster on the field.


                          SR Rarity
                          Sky Striker Ace - Shizuku
                          SR Rarity
                          Sky Striker Ace - Shizuku
                          Sky Striker Ace - Shizuku
                          WATER
                          Sky Striker Ace - Shizuku
                          • ATK:

                          • 1500

                          • LINK-1

                          Link Arrow:

                          Top-Right


                          1 non-WATER "Sky Striker Ace" monster Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 "Sky Striker" Spell from your Deck to your hand, with a name different from the cards in your GY. You can only Special Summon "Sky Striker Ace - Shizuku(s)" once per turn.


                          Strikers will give you the powerful Spell abilities and impressive versatility of Sky Striker Mobilize - Engage! .


                          • You can search for Sky Striker Mecha - Hornet Drones to get Sky Striker Mobilize - Engage! via Sky Striker Ace - Kagari and search Sage of Wisdom - Himme l, then change Sky Striker Ace - Kagari to Sky Striker Ace - Kaina so you have two Sky Striker- Machine-EARTH monsters and link to Ancient Gear Ballista (approximately like like Urgent Schedule! ). You can also re-add Sky Striker Mecha - Hornet Drones by itself, although the meatball will not be an EARTH Machine .

                          • Searching for Sky Striker Mecha - Widow Anchor helps you remove a difficult effect so you can combo without worry, or steal a monster for Predaplant Verte Anaconda or Number 60: Dugares the Timeless .

                          • Finding the Sky Striker Maneuver - Jamming Waves! helps you eliminate an opponent's Trap, or can help you start a combo by destroying Geartown . If you do so, DO NOT destroy a monster with the optional Effect, as it will cause your Geartown to miss timing .

                          • Sky Striker Airspace - Area Zero acts as an additional target for Ancient Gear Catapult, summoning Sky Striker Ace - Raye from the Deck when destroyed. The near-impossible unwieldiness in the hand makes playing these last two cards difficult to justify.

                          Gadget

                          SR Rarity
                          Ancient Gear Gadget
                          SR Rarity
                          Ancient Gear Gadget
                          Ancient Gear Gadget
                          EARTH 4
                          Ancient Gear Gadget
                          • ATK:

                          • 500

                          • DEF:

                          • 2000


                          If this card is Normal or Special Summoned: You can declare 1 card type (Monster, Spell, or Trap); this turn, if a monster you control attacks, your opponent's Spell Cards, Trap Cards, or monster effects (whichever was declared) cannot be activated until the end of the Damage Step. Once per turn: You can declare 1 "Gadget" monster's card name; until the End Phase, this card's name becomes that name.


                          UR Rarity
                          Platinum Gadget
                          UR Rarity
                          Platinum Gadget
                          Platinum Gadget
                          LIGHT
                          Platinum Gadget
                          • ATK:

                          • 1600

                          • LINK-2

                          Link Arrow:

                          Bottom-Left

                          Bottom-Right


                          2 Machine monsters Cannot be used as Link Material the turn it is Link Summoned. During your Main Phase: You can Special Summon 1 Level 4 or lower Machine monster from your hand to your zone this card points to. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck. You can only use each effect of "Platinum Gadget" once per turn.


                          R Rarity
                          Ancient Gear Frame
                          R Rarity
                          Ancient Gear Frame
                          Ancient Gear Frame
                          EARTH 4
                          Ancient Gear Frame
                          • ATK:

                          • 1600

                          • DEF:

                          • 500


                          You can discard 1 card; add 1 "Ancient Gear Golem", or 1 Spell/Trap that specifically lists the card "Ancient Gear Golem" in its text, from your Deck to your hand. You can only use this effect of "Ancient Gear Frame" once per turn. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon up to 3 "Ancient Gear Golem" and/or "Ancient Gear Golem - Ultimate Pound" from your hand, ignoring their Summoning conditions.


                          SR Rarity
                          Ancient Gear Fusion
                          SR Rarity
                          Ancient Gear Fusion
                          Ancient Gear Fusion
                          Spell Normal
                          Ancient Gear Fusion

                            Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you use "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control as Fusion Material, you can also use monsters from your Deck as material.


                            R Rarity
                            Ancient Gear Golem
                            R Rarity
                            Ancient Gear Golem
                            Ancient Gear Golem
                            EARTH 8
                            Ancient Gear Golem
                            • ATK:

                            • 3000

                            • DEF:

                            • 3000


                            Cannot be Special Summoned. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card attacks a Defense Position monster, inflict piercing battle damage.


                            Platinum Gadget is a card that will prove useful at times and become an integral part of your Extra Deck, allowing you to summon a bricked monster from your hand that you may want to bring to the field. However, not being able to Link it to another card often makes using it not worthwhile. Ancient Gear Catapult's second effect can solve that problem if you play Ancient Gear Gadget . You will receive an Ancient Gear Token from destroying the Platinum Gadget , which will then activate and summon an Ancient Gear Gadget from the Deck.


                            While not too bad, you have to realize that playing the Ancient Gear Gadget, which can be added with the Ancient Gear Box , means you've completely left the Ancient Gear Frame and its two search targets off the Deck, which arguably very flexible and leaves room for some other better engines to work.

                            Adventure

                            UR Rarity
                            Illegal Knight
                            UR Rarity
                            Illegal Knight
                            Illegal Knight
                            DARK 7
                            Illegal Knight
                            • ATK:

                            • 2000

                            • DEF:

                            • 2000


                            During the Main Phase, if you control no monsters, or control an "Adventurer Token" (Quick Effect): You can Special Summon this card from your hand. If you control an "Adventurer Token" (Quick Effect): You can target up to 2 cards your opponent controls; give control of this card to your opponent, and if you do, return that card(s) to the hand. You can only use each effect of "Illegal Knight" once per turn.


                            SR Rarity
                            Link Spider
                            SR Rarity
                            Link Spider
                            Link Spider
                            EARTH
                            Link Spider
                            • ATK:

                            • 1000

                            • LINK-1

                            Link Arrow:

                            Bottom


                            1 Normal Monster Once per turn: You can Special Summon 1 Level 4 or lower Normal Monster from your hand to your zone this card points to.


                            SR Rarity
                            Fateful Adventure
                            SR Rarity
                            Fateful Adventure
                            Fateful Adventure
                            Spell Continuous
                            Fateful Adventure

                              Once per turn, the first time a monster you control equipped with an Equip Spell would be destroyed by battle, it is not destroyed. You can only use each of the following effects of "Fateful Adventure" once per turn. During your Main Phase: You can add 1 monster that mentions "Adventurer Token" from your Deck to your hand, then send 1 card from your hand to the GY. If a monster(s) is Normal or Special Summoned: You can take 1 Equip Spell that mentions "Adventurer Token" from your Deck, and either add it to your hand or equip it to 1 "Adventurer Token" you control.


                              UR Rarity
                              Foolish Burial
                              UR Rarity
                              Foolish Burial
                              Foolish Burial
                              Spell Normal
                              Foolish Burial

                                Send 1 monster from your Deck to the GY.




                                Tag(s):

                                R Rarity
                                Dracoback, the Rideable Dragon
                                R Rarity
                                Dracoback, the Rideable Dragon
                                Dracoback, the Rideable Dragon
                                Spell Equip
                                Dracoback, the Rideable Dragon

                                  Equip only to a monster you control. You can only control 1 "Dracoback, the Rideable Dragon". You can only use each of the following effects of "Dracoback, the Rideable Dragon" once per turn. While this card is equipped to a non-Effect Monster: You can target 1 card your opponent controls; return it to the hand. If this card is sent to the GY: You can target 1 "Adventurer Token" you control; equip this card to that target.


                                  UR Rarity
                                  Rite of Aramesir
                                  UR Rarity
                                  Rite of Aramesir
                                  Rite of Aramesir
                                  Spell Normal
                                  Rite of Aramesir

                                    If you control no "Adventurer Token": Special Summon 1 "Adventurer Token" (Fairy/EARTH/Level 4/ATK 2000/DEF 2000), then if you do not control "Fateful Adventure", you can place 1 "Fateful Adventure" from your Deck face-up in your Spell & Trap Zone. You cannot activate the effects of monsters on the field the turn you activate this card, except Special Summoned monsters'. You can only activate 1 "Rite of Aramesir" per turn.


                                    UR Rarity
                                    Water Enchantress of the Temple
                                    UR Rarity
                                    Water Enchantress of the Temple
                                    Water Enchantress of the Temple
                                    WATER 3
                                    Water Enchantress of the Temple
                                    • ATK:

                                    • 1500

                                    • DEF:

                                    • 1200


                                    If you control an "Adventurer Token": You can Special Summon this card from your hand. You can banish this card from your hand or GY; add 1 "Rite of Aramesir" from your Deck or GY to your hand. If you control an "Adventurer Token": You can place 1 Field Spell that mentions "Adventurer Token" from your Deck face-up in your Field Zone. You can only use each effect of "Water Enchantress of the Temple" once per turn.


                                    Adventure is also quite good. Foolish Burial and Water Enchantress of the Temple give you the ability to use Rite of Aramesir , creating an Adventurer token and Fateful Adventure , which in turn gives you Dracoback, the Rideable Dragon and Illegal Knight .

                                    Having the last two cards of the above line means you can discard 3 cards from your opponent's field, while still keeping an attack position monster on their field to use the Ancient Gear eff Ballista . Consider using these cards as they will prevent you from activating Normal Summon effects, Gadgets are recommended to play with them as you will not be able to activate Ancient Gear Frame. Link Spider is used to link from Adventurer Token, then used as material for Predaplant Verte Anaconda or other links.

                                    True King Lithosagym, the Disaster, Dragonic Diagram and Planet Pathfinder (True King)

                                    SR Rarity
                                    True King Lithosagym, the Disaster
                                    SR Rarity
                                    True King Lithosagym, the Disaster
                                    True King Lithosagym, the Disaster
                                    EARTH 9
                                    True King Lithosagym, the Disaster
                                    • ATK:

                                    • 2500

                                    • DEF:

                                    • 2300


                                    If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up field, including an EARTH monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were EARTH, you can also look at your opponent's Extra Deck and banish up to 3 monsters from it with different names. If this card is destroyed by card effect: You can Special Summon 1 non-EARTH Wyrm monster from your GY. You can only use each effect of "True King Lithosagym, the Disaster" once per turn.


                                    SR Rarity
                                    Dragonic Diagram
                                    SR Rarity
                                    Dragonic Diagram
                                    Dragonic Diagram
                                    Spell Field
                                    Dragonic Diagram

                                      All "True Draco" and "True King" monsters on the field gain 300 ATK/DEF. The first time each Tribute Summoned "True Draco" or "True King" monster would be destroyed by battle each turn, it is not destroyed. Once per turn: You can destroy 1 other card you control or in your hand, and if you do, add 1 "True Draco" or "True King" card from your Deck to your hand.


                                      R Rarity
                                      Planet Pathfinder
                                      R Rarity
                                      Planet Pathfinder
                                      Planet Pathfinder
                                      EARTH 4
                                      Planet Pathfinder
                                      • ATK:

                                      • 1000

                                      • DEF:

                                      • 1000


                                      You can Tribute this card; add 1 Field Spell Card from your Deck to your hand.


                                      The True King set aims to give this deck stability through their flexible effects. Planet Pathfinder can search both Geartown and Dragonic Diagram , giving you any card you need.

                                      Dragonic Diagram will be used to destroy Geartown in your hand to search for True King Lithosagym, the Disaster and activate it. It can also be destroyed via the Ancient Gear Catapult. True King Lithosagym, the Disaster can summon itself by destroying the Ancient Gear Box and anything you have searched from the Box, this is useful for sending Ancient Gear to the grave, then you can use it to attack or for Predaplant Verte Anaconda .



                                      Some other popular cards

                                       

                                      Main Deck

                                      R Rarity
                                      Swords of Concealing Light
                                      R Rarity
                                      Swords of Concealing Light
                                      Swords of Concealing Light
                                      Spell Continuous
                                      Swords of Concealing Light

                                        Destroy this card during your 2nd Standby Phase after activation. When this card resolves, change all monsters your opponent controls to face-down Defense Position. Monsters your opponent controls cannot change their battle positions.


                                        UR Rarity
                                        Triple Tactics Thrust
                                        UR Rarity
                                        Triple Tactics Thrust
                                        Triple Tactics Thrust
                                        Spell Normal
                                        Triple Tactics Thrust

                                          If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.


                                          UR Rarity
                                          Forbidden Droplet
                                          UR Rarity
                                          Forbidden Droplet
                                          Forbidden Droplet
                                          Spell Quick
                                          Forbidden Droplet

                                            Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                                            Tag(s):

                                            UR Rarity
                                            Infinite Impermanence
                                            UR Rarity
                                            Infinite Impermanence
                                            Infinite Impermanence
                                            Trap Normal
                                            Infinite Impermanence

                                              Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                                              SR Rarity
                                              Gameciel, the Sea Turtle Kaiju
                                              SR Rarity
                                              Gameciel, the Sea Turtle Kaiju
                                              Gameciel, the Sea Turtle Kaiju
                                              WATER 8
                                              Gameciel, the Sea Turtle Kaiju
                                              • ATK:

                                              • 2200

                                              • DEF:

                                              • 3000


                                              You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju" (Quick Effect): You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.


                                              UR Rarity
                                              Maxx "C"
                                              UR Rarity
                                              Maxx "C"
                                              Maxx "C"
                                              EARTH 2
                                              Maxx "C"
                                              • ATK:

                                              • 500

                                              • DEF:

                                              • 200


                                              During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                                              Besides Maxx "C", there is no need to introduce these cards. These cards will help us remove some annoying effs from our opponents. How many and which cards you play will depend on your preferences and the available slots in your Deck after choosing your optional support cards.

                                              Pay attention to Swords of Concealing Light , as you need your opponent to have a face-up monster on the field to use Ancient Gear Ballista . One good thing is that if it is still on the field, we can deal with it with Ancient Gear Catapult .

                                              Triple Tactics Thrust will be better in some builds but not good in other builds =)) In general, it depends on the Engine you choose.

                                              Extra deck

                                              SR Rarity
                                              Knightmare Phoenix
                                              SR Rarity
                                              Knightmare Phoenix
                                              Knightmare Phoenix
                                              FIRE
                                              Knightmare Phoenix
                                              • ATK:

                                              • 1900

                                              • LINK-2

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                                              2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                                              SR Rarity
                                              Qliphort Genius
                                              SR Rarity
                                              Qliphort Genius
                                              Qliphort Genius
                                              EARTH
                                              Qliphort Genius
                                              • ATK:

                                              • 1800

                                              • LINK-2

                                              Link Arrow:

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                                              2 Machine monsters This Link Summoned card is unaffected by Spell/Trap effects and the activated effects of other Link Monsters. Once per turn: You can target 1 face-up card on each player's field, except this card; both those cards have their effects negated until the end of this turn. When 2 monsters are Special Summoned at the same time to the zones this card points to: You can add 1 Level 5 or higher Machine monster from your Deck to your hand.


                                              SR Rarity
                                              Number 41: Bagooska the Terribly Tired Tapir
                                              SR Rarity
                                              Number 41: Bagooska the Terribly Tired Tapir
                                              Number 41: Bagooska the Terribly Tired Tapir
                                              EARTH
                                              Number 41: Bagooska the Terribly Tired Tapir
                                              • ATK:

                                              • 2100

                                              • DEF:

                                              • 2000


                                              2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.


                                              UR Rarity
                                              I:P Masquerena
                                              UR Rarity
                                              I:P Masquerena
                                              I:P Masquerena
                                              DARK
                                              I:P Masquerena
                                              • ATK:

                                              • 800

                                              • LINK-2

                                              Link Arrow:

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                                              2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                                              UR Rarity
                                              Accesscode Talker
                                              UR Rarity
                                              Accesscode Talker
                                              Accesscode Talker
                                              DARK
                                              Accesscode Talker
                                              • ATK:

                                              • 2300

                                              • LINK-4

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                                              2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




                                              Tag(s):

                                              Number 41: Bagooska the Terribly Tired Tapir is an indispensable choice because of its power when entering turn 1. This deck cannot play well if the opponent does not have too many cards on the field, so this is a good choice. your best. If you can't summon it, Ancient Gear Howitzer is your second choice.


                                              Qliphort Genius can appear to destroy a monster or Spell/Trap can hinder your deck. It also requires destroying a card on your field, but you can simply deal with it by choosing a card you used an effect on or a Geartown because only effects on the field are negated, but on the grave You shouldn't be able to destroy it freely .


                                              I:P Masquerena can be summoned if you have enough materials to summon it with Number 41: Bagooska the Terribly Tired Tapir when going first, however it is somewhat unlikely.

                                              Despite being a very powerful card, Accesscode Talker does not appear often. The battles where you can summon this guy usually involve Urgent Schedule , which means you can't attack with Accesscode Talker . But it can be better when combined with Adventure.



                                              Combo

                                              Let's take a quick look at the common combos that this deck can do




                                              Companion unit:

                                              - Yu-Gi-Oh! Guidance Vietnam





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