EARTH
4Ancient Gear Frame
Archetype:
Ancient Gear
ATK:
1600
DEF:
500
View:
5309
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.
Ancient Gear Frame — Power Evaluation
Final Score: 57 ± 6 · Confidence: Medium
- Intrinsic: 57.5 · Deck: 56.25 · Meta: provisional
- Primary role: Searcher/Tutor · Secondary: Starter, Recovery/Recursion
Why it scores here
Ancient Gear Frame's value is its once-per-turn search of Ancient Gear Golem (or a Golem-listing Spell/Trap) from the Deck for a discard, which is close to card-neutral, so it converts through the Golem it fetches rather than through its own stats. Its leave-the-field-by-opponent-effect trigger, which Special Summons up to 3 Golems from hand, gives it real resilience against removal and bounce. The 1600 ATK, the Level 4 body and the damage-step Spell/Trap lock earn little on their own, and the card scores on what it searches and what its leave trigger returns, not on its stats. Confidence is Medium because the deck evidence is strong (in 400 of 400 sampled decks, 98–99% alongside Ancient Gear Golem and Ancient Gear Dark Golem) but no combo boards were supplied.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Once-per-turn Deck-to-hand search for Ancient Gear Golem or a Golem-listing Spell/Trap, and Golem is a partner in 363 of 400 decks (90.8%) (verified text + observed deck stat). |
| Combo & Conversion | 62 | The search leads to Golem and its leave trigger can summon up to 3 Golems, but no combo boards were supplied, so the conversion is text-based (inferred). |
| Resource Economy | 45 | Discarding 1 card as cost for 1 searched card is close to even; the leave trigger adds Golems without card advantage (verified text, inferred net value). |
| Effect & Interaction | 30 | Attack-triggered lock on Spell/Trap activation lasts only until the end of the Damage Step, so it is a narrow soft interaction (verified text). |
| Material Utility | 55 | A Level 4 EARTH Machine body with no Tuner, usable as Synchro material in the Synchron decks (14.2%) and the Mecha Phantom Beast decks (13.2%) (observed deck stat + inferred from attributes). |
| Resilience & Flexibility | 70 | The leave-the-field trigger summons up to 3 Golems from hand when an opponent's card effect removes it, which recovers value against removal and bounce (verified text). |
| Deck-Building Efficiency | 45 | Its inclusion depends on the Ancient Gear shell and Golem, so it is archetype-locked; the average copy count is 1.3 with 317 of 400 decks running one copy (observed deck stat + inferred restriction). |
Calculation
Weight profile: 0.7 Searcher/Tutor + 0.3 Starter. Intrinsic ≈ 57.5, Deck ≈ 56.25, Meta = provisional. Modifiers: Archetype-locked restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Once-per-turn search of Ancient Gear Golem (or a Golem-listing Spell/Trap) from the Deck, which reliably supplies a boss
- Leave-the-field-by-opponent-effect trigger Special Summons up to 3 Golems from hand, which recovers value after removal or bounce
- Present in 400 of 400 sampled decks, with 98–99% co-occurrence with the core Golem partners
- Level 4 EARTH Machine body that serves as Synchro material
Weaknesses
- Discard cost makes the search roughly card-neutral, with no card advantage
- The Spell/Trap lock works only during the attack's Damage Step, so it is narrow interaction
- Its value depends on Ancient Gear Golem, so it is poor outside the archetype shell
- No combo boards supplied, so the observed contribution to boards is unmeasured
Counters / choke points
- Negation of the search effect, which does not stop the leave-field trigger
- Floodgates or Spell/Trap-based interaction that cuts the Golem line once the search is used
- Hand traps or removal that the leave trigger punishes by summoning Golems, which the opponent must plan around
Best use
Searcher/Starter for Ancient Gear Golem, with recursion from the leave trigger. Decks: Ancient Gears. Suggested copies: 1.
Evidence & gaps
- Verified: Search effect: once per turn, discard 1 card to add Ancient Gear Golem or a Golem-listing Spell/Trap from Deck to hand; Attack lock on Spell/Trap activation until the end of the Damage Step; Leave-the-field-by-opponent-effect trigger Special Summons up to 3 Golems from hand; Present in 400 of 400 sampled decks; 363 of 400 (90.8%) run Ancient Gear Golem alongside it
- Observed: Copies per deck: average 1.3, 317 of 400 decks run one copy; Synchron (14.2%) and Mecha Phantom Beast (13.2%) decks run it, indicating use as a Level 4 body
- Inferred: The search is roughly card-neutral after the discard cost; The leave trigger is a recursion engine that rewards opponent removal; Archetype lock limits splashability
- Data gaps: No combo boards supplied, so combo conversion and starter/material shares are unmeasured No banlist token; assumed 3 copies (unlimited) No rulings supplied for the leave-the-field trigger or Damage Step timing Usage statistics contain only one G Golem entry, so per-archetype inclusion is thin legal copies is empty for all formats






