Ultimate Ancient Gear Golem
EARTH 10

Ultimate Ancient Gear Golem

  • Archetype:
  • Ancient Gear

  • ATK:
  • 4400

  • DEF:
  • 3400

  • View:
  • 7296




"Ancient Gear Golem" + 2 "Ancient Gear" monsters Must be Fusion Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this card is destroyed: You can target 1 "Ancient Gear Golem" in your GY; Special Summon it, ignoring its Summoning conditions.




 
 
AI Power Analysis
Boss/End-boardConfidence: Medium
48± 7/ 100
Power Score
Intrinsic 46
Deck 49

Ultimate Ancient Gear Golem — Power Evaluation

Final Score: 48 ± 7 · Confidence: Medium

  • Intrinsic: 46 · Deck: 49 · Meta: provisional
  • Primary role: Boss/End-board · Secondary: Recovery/Recursion

Why it scores here

Ultimate Ancient Gear Golem is an archetype-locked Fusion payoff: inside Ancient Gear it is near-universally included (66.7-100% inclusion in the Ancient Gear usage rows; 400/400 recent decks run it in the main, averaging 1.28 copies), but it only converts once the deck has already assembled 'Ancient Gear Golem' plus 2 more 'Ancient Gear' monsters. What it reliably delivers is an offensive lockout body -- 4400 ATK, piercing, and a clause preventing the opponent from activating Spell/Trap Cards during its attack -- plus a destruction trigger that revives the original Ancient Gear Golem, so it is a real end-board piece rather than a blank beater. Its 4400 ATK and 3400 DEF earn no points here: the named triple-material requirement, the 'Must be Fusion Summoned' clause, and the absence of any negation or removal keep the card capped as an archetype boss, not a generic power card.

Axis scores

Axis Score Evidence
Accessibility 55 It is a Level 10 Fusion that 'Must be Fusion Summoned' with the named line 'Ancient Gear Golem' + 2 'Ancient Gear' monsters, but 400/400 recent decks main it and its usage rows show 66.7-100% inclusion in Ancient Gear builds (observed).
Combo & Conversion 45 No combo boards are supplied; from text alone it is a payoff requiring a three-material investment including a specific named monster, so it ends a line rather than starting one (inferred).
Resource Economy 38 It consumes three materials (one being a named monster) for a single body, with only the destroyed-trigger revival of 1 'Ancient Gear Golem' from the GY as a partial refund (inferred).
Effect & Interaction 40 The only opponent-facing effect is that when it attacks, the opponent cannot activate Spell/Trap Cards until the end of the Damage Step; it provides no negation or removal of its own (verified).
Material Utility 40 As a Level 10 Machine Fusion that must be Fusion Summoned it is an awkward, non-Tuner body with no stated use as material, though it is still a legal body if blanked (inferred).
Resilience & Flexibility 40 'Must be Fusion Summoned' means it cannot be cheated out or revived from the GY; it dies to any removal, leaving only the optional GY revival of 'Ancient Gear Golem' as residual value (verified).
Deck-Building Efficiency 45 It sits in the Extra Deck and 305 of 400 decks run exactly 1 copy, but it demands a dedicated Ancient Gear main deck including 'Ancient Gear Golem' (present in 77.5% of its decks), so it is cheap only inside its own archetype (observed).

Calculation

Weight profile: 0.7 Boss/End-board + 0.3 Recovery/Recursion. Intrinsic ≈ 46, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • 4400 ATK with piercing damage against Defense Position monsters
  • While it attacks, the opponent cannot activate Spell/Trap Cards until the end of the Damage Step, blanking most battle-phase traps and defensive backrow
  • If destroyed, it revives 1 'Ancient Gear Golem' from the GY ignoring its Summoning conditions, so it is not a clean minus even when removed
  • Near-universal inclusion inside Ancient Gear decks (66.7-100% in usage rows; Avg 1.28 copies in 400 decks), co-decking with Geartown (96.8%) and Ancient Gear Fusion (90.5%)
  • Cheap Extra Deck slot at 1 copy (305/400 decks run exactly one)

Weaknesses

  • 'Must be Fusion Summoned' with the named material line 'Ancient Gear Golem' + 2 'Ancient Gear' monsters: a three-material requirement including one specific named monster
  • Cannot be cheated onto the field or revived from the GY by generic means
  • Provides no negation, no removal, and no disruption on the opponent's turn; its lockout only applies during its own attack
  • Completely archetype-locked; the 39 distinct archetypes listed are dominated by duplicate 'Ancient Gears' tags plus unrelated noise, so it is not a splashable card
  • Only a restoration of 'Ancient Gear Golem' (a lower-value body) remains after it is destroyed

Counters / choke points

  • Any removal that does not destroy it (banish, return to hand/Deck) denies the destruction-trigger revival
  • Effect negation aimed at its attack declaration or at the Fusion Summon itself
  • Attack-negation or Defense Position walls that ignore piercing, plus higher-ATK bodies
  • Graveyard hate that removes 'Ancient Gear Golem' before the destruction trigger resolves

Best use

Extra Deck boss/end-board payoff for the Ancient Gear beatdown-OTK plan. Decks: Ancient Gears. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: '"Ancient Gear Golem" + 2 "Ancient Gear" monsters' and 'Must be Fusion Summoned'; Card text: piercing battle damage against Defense Position monsters; Card text: while this card attacks, the opponent cannot activate Spell/Trap Cards until the end of the Damage Step; Card text: if destroyed, you can target 1 'Ancient Gear Golem' in your GY and Special Summon it, ignoring its Summoning conditions; Stats: Level 10, EARTH, Machine, 4400 ATK / 3400 DEF (not scored); Legal in TCG, OCG, MasterDuel and DuelLinks; archetype 'Ancient Gear'
  • Observed: 400/400 recent decks run it in the main deck, 0 in the side, averaging 1.28 copies (305 decks at 1, 76 at 2, 19 at 3); Top co-deck partners: Geartown 96.8%, Ancient Gear Dark Golem 93.5%, Chaos Ancient Gear Giant 92.2%, Ancient Gear Fusion 90.5%, Ancient Gear Golem 77.5%; Usage statistics inclusion: 100% (Ancient Gears id 124), 100% (G Golem id 910), 70% (Ancient Gears id 322), 66.7% (Ancient Gears id 693); combos_evidence reports 0 appearances across recorded combos, so no starter/material/payoff split is measurable
  • Inferred: Within Ancient Gear the card is the deck's primary Extra Deck boss/payoff rather than a starter, based on the absence of starter evidence and the boss-level material line; Its attack-time Spell/Trap lockout makes it strong against battle-phase backrow but weak to pre-emptive disruption; The 39 'distinct archetypes' figure is inflated by duplicate 'Ancient Gears' archetype rows and unrelated co-occurrence noise, so generic utility is capped low by the archetype-locked text; Destruction triggers are the only residual value after removal, so non-destruction removal is the cleanest answer
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no metagame sample supplied, so meta_power is null/provisional decks_evidence aggregates 'Ancient Gears' under three different archetype ids, making true archetype diversity unclear guides_evidence snippets are mostly decklist/core sections with little card-specific commentary











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