Ancient Gears Guide

Ancient Gears Guide

Hello everyone, welcome to the Ancient Gear guide . In terms of Duel Links, Ancient Gear is a deck that has gone through many forms over the years:
  • Originally a traditional Beatdown strategy when Ancient Gear and related cards were released in November 2016 , focusing on summoning Ancient Gear Golem as soon as possible using the Middle Age Mechs Skill.

  • Then there was a gimmick OTK deck using Ancient Gear Ultimate Golem when the card was released in February 2018 .

  • Next is the transition to a powerful offensive deck , focusing on calling Ancient Gear Reactor Dragon as soon as possible , thanks to Structure Deck EX: Ancient Gear released in February 2019 .

Things have changed dramatically with the release of the new minibox: “ History of the Victor ” in April 2025. This minibox breathes new life into the archetype , introducing a host of modern support cards along with a completely new ability to the deck.




Skill

 

Ancient Gear Engineering (Skill Card) (100%)

UR Rarity
Ancient Gear Engineering (Skill Card)
UR Rarity
Ancient Gear Engineering (Skill Card)
Ancient Gear Engineering (Skill Card)
Ancient Gear Engineering (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


You can only use this Skill's second and third effects once per turn. 1: You cannot Normal or Special Summon (excluding Special Summons from the Extra Deck) any monsters, except EARTH Machine monsters. 2: Reveal 1 "Ancient Gear Golem" or 1 monster that mentions it in your hand and shuffle 1 card from your hand into the Deck, then add 1 "Ancient Gear" monster from your Deck to your hand. 3: If your opponent activated an effect during your current turn, place 1 "Ancient Gear Duel" from your hand or Deck face-up to your field. You can conduct 2 Normal Summons/Sets this turn, not just 1.


With the current Ancient Gear , you need to understand this skill to grasp the new gameplay so I will talk about it first . So what does Ancient Gear Engineering have?

  • First of all, the 2nd and 3rd effects of this skill can only be used once per turn , but there is no limit to the number of times per battle – which by current standards is quite normal.

  • First effect : you cannot normal or special summon monsters other than EARTH Machines or monsters from the Extra Deck . This makes perfect sense since Ancient Gear is an EARTH Machine monster .

  • Second effect : you can show your opponent an Ancient Gear Golem (or a monster that mentions it) in your hand , then shuffle any card from your hand into your deck to add an Ancient Gear monster from your deck to your hand . This is an advanced version of Switcheroo (you can shuffle any card , not necessarily the one you just revealed).

  • Final Effect : If your opponent activates anything during your turn , you place 1 copy of “ Ancient Gear Duel ” from your hand or deck onto the field (face up) , and it is summoned once more during that turn .

This effect is extremely powerful – any ability that gives you an extra summon is already very good, this one also comes with a very important trap that we'll see why it's worth it later.

Bottom line: if you want to play Ancient Gear in the 2025 Duel Links environment, this skill is a must.



Main Deck Monsters

 

Ancient Gear Golem (x1)

SR Rarity
Ancient Gear Golem
SR 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.


The deck's signature monster with LV8, 3000 ATK/DEF, EARTH Machine type. Has a defense-piercing effect and when attacking, it prevents the opponent from activating trap/spell. Although it looks old-fashioned, it still has a role in combos and is a skill target. Only play 1 copy.

Ancient Gear Dark Golem (x2)

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

  • 3000

  • DEF:

  • 3000


This card's name becomes "Ancient Gear Golem" while on the field or in the GY. If this card is Normal or Special Summoned: You can add up to 2 cards ("Ancient Gear" cards and/or "Geartown") from your Deck to your hand, except "Ancient Gear Dark Golem", then discard 1 card, also you cannot Set cards for the rest of this turn. You can only use this effect of "Ancient Gear Dark Golem" once per turn. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step.


Improved version of AGG. When summoned, add up to 2 Ancient Gears or Geartowns from your deck, then discard 1 card. Cannot be folded that turn and still disables backrow when attacking. Important for combos, ability targets, but no need to play more than 2 copies.

Ancient Gear Statue (x3)

 Rarity
Ancient Gear Statue
 Rarity
Ancient Gear Statue
Ancient Gear Statue
EARTH 2
Ancient Gear Statue
  • ATK:

  • 500

  • DEF:

  • 800


If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Ancient Gear Statue" once per turn this way. You can Tribute this card; Special Summon from your hand or Deck, 1 "Ancient Gear Golem" or 1 monster that mentions it, except "Ancient Gear Statue", ignoring its Summoning conditions. You can only use this effect of "Ancient Gear Statue" once per turn.


LV2 EARTH Machine, can summon itself if your opponent has more monsters than you. Can Tribute itself to summon AGG or a monster mentioned by AGG from hand/deck, ignoring summoning conditions. Very strong – always play 3 copies.

Ancient Gear Commander (x1-2)

 Rarity
Ancient Gear Commander
 Rarity
Ancient Gear Commander
Ancient Gear Commander
EARTH 4
Ancient Gear Commander
  • ATK:

  • 500

  • DEF:

  • 2000


You can send 1 "Ancient Gear Golem" from your hand, Deck, or face-up Monster Zone to the GY; immediately after this effect resolves, Normal Summon 1 "Ancient Gear" monster. If you Normal or Special Summon "Ancient Gear Golem" (except during the Damage Step): You can Special Summon 1 "Ancient Gear Golem" from your hand or GY, ignoring its Summoning conditions. You can banish this card from your GY; place 1 "Ancient Gear" Continuous Trap from your hand face-up on your field. You can only use each effect of "Ancient Gear Commander" once per turn.


LV4 EARTH Machine, allows you to Normal Summon 1 more time if you send an AG from your hand, deck, or field to the graveyard. You can also call an AGG from your hand or graveyard, regardless of the condition. Additionally, banish it from the graveyard to set another continuous trap AG.

Combo is very strong, should play 1-2 copies.

Ancient Gear Tanker (x3)

 Rarity
Ancient Gear Tanker
 Rarity
Ancient Gear Tanker
Ancient Gear Tanker
EARTH 4
Ancient Gear Tanker
  • ATK:

  • 1300

  • DEF:

  • 1300


If this card is Normal or Special Summoned: You can Special Summon 1 "Ancient Gear" monster from your hand, except "Ancient Gear Tanker", ignoring its Summoning conditions, or, if your opponent controls a monster, you can Special Summon from your GY instead. You can target 1 face-up card you control; destroy it, also for the rest of this turn, all monsters you control that are "Ancient Gear Golem", or mention it, gain 600 ATK. You can only use each effect of "Ancient Gear Tanker" once per turn.


LV4 EARTH Machine. When summoned, Special Summon 1 AG from the hand (ignores the condition), or from the Graveyard if your opponent has a monster on the field. Can destroy a face-up card you control to increase the ATK of all AGGs or monsters that mention AGG by 600.

As starter, extender, and skill target – 3 copies recommended.

Ancient Gear Wyvern (x1-2)

R Rarity
Ancient Gear Wyvern
R 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.


When Summoned, search for any Ancient Gear card, but cannot set that turn. When attacking, prevent opponent's monsters from activating effects until the end of the Damage Step.

Not a skill goal, so only play 1–2 copies .

Ancient Gear Dragon (x0-1)

 Rarity
Ancient Gear Dragon
 Rarity
Ancient Gear Dragon
Ancient Gear Dragon
EARTH 5
Ancient Gear Dragon
  • ATK:

  • 500

  • DEF:

  • 2500


Cannot be Special Summoned. If you control no monsters, or all monsters you control are EARTH Machine monsters, you can Normal Summon this card without Tributing. When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can send to the GY, 1 Machine monster from your hand or face-up field, or 1 "Ancient Gear Golem" from your Deck; negate that effect. You can only use this effect of "Ancient Gear Dragon" once per turn.


Cannot be special summoned.

Can be summoned without a Tribute if you have no monsters or only control EARTH Machine. When your opponent activates a spell/trap/effect, you can send 1 machine from your hand/field or AGG from your deck to negate.

Optional – no obligation to play.

Ancient Gear Box (x0-1)

SR Rarity
Ancient Gear Box
SR 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.


When added from the deck or graveyard to your hand (except draw), you can find an EARTH Machine with 500 ATK or DEF. Targets include: Commander, Statue, Dragon . But you have to find a Box first to activate it, so it's usually not worth playing - 1 copy max if available.

Ancient Gear Frame (x0)

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.


Can discard 1 card to find AGG or cards that mention AGG, and prevent backrow activation when attacking. If left off the field by an opponent's card, you can call up to 3 AGG or AGG Ultimate Pound from your hand. Although it is a target skill, it is far inferior to Dark Golem in combo efficiency - not recommended.

Ancient Gear Reactor Dragon (x0)

UR Rarity
Ancient Gear Reactor Dragon
UR Rarity
Ancient Gear Reactor Dragon
Ancient Gear Reactor Dragon
EARTH 9
Ancient Gear Reactor Dragon
  • ATK:

  • 3000

  • DEF:

  • 3000


If this card that was Tribute Summoned by Tributing an "Ancient Gear" monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card was Tribute Summoned by Tributing a "Gadget" monster, it can make a second attack during each Battle Phase. If this card attacks, your opponent's Spell/Trap Cards and monster effects cannot be activated until the end of the Damage Step. At the end of the Damage Step, if this card attacked: You can destroy 1 Spell/Trap Card on the field.


While it used to be a mainstay, it is now incompatible with AGG-centric gameplay and should not be used in the current meta.

Ancient Gear Hunting Hound (x0)

SR Rarity
Ancient Gear Hunting Hound
SR 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.


Deals 600 damage when normal summoned and can be fusion summoned from hand/field. However, Ancient Gear has better spell fusion. Not recommended .

The remaining Ancient Gears

SR Rarity
Ancient Gear
SR Rarity
Ancient Gear
Ancient Gear
EARTH 2
Ancient Gear
  • ATK:

  • 100

  • DEF:

  • 800


If you control an "Ancient Gear", you can Special Summon this card (from your hand) in face-up Attack Position.


R Rarity
Ancient Gear Hydra
R Rarity
Ancient Gear Hydra
Ancient Gear Hydra
EARTH 7
Ancient Gear Hydra
  • ATK:

  • 2700

  • DEF:

  • 1700


At the end of the Damage Step, when this card that was Tribute Summoned by Tributing an "Ancient Gear" monster battles an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster. If this card was Tribute Summoned by Tributing a "Gadget" monster, it can attack all monsters your opponent controls, once each. If an "Ancient Gear" monster you control attacks, your opponent's Spell/Trap Cards and monster effects cannot be activated until the end of the Damage Step.


R Rarity
Ancient Gear Gadjiltron Dragon
R Rarity
Ancient Gear Gadjiltron Dragon
Ancient Gear Gadjiltron Dragon
EARTH 8
Ancient Gear Gadjiltron Dragon
  • ATK:

  • 3000

  • DEF:

  • 2000


If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. This card gains the appropriate effects if you Normal Summon it by Tributing these monsters. ● Green Gadget: If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. ● Red Gadget: If this card inflicts battle damage to your opponent: Inflict 400 damage to your opponent. ● Yellow Gadget: If this card destroys an opponent's monster by battle: Inflict 600 damage to your opponent.


N Rarity
Ancient Gear Gadjiltron Chimera
N Rarity
Ancient Gear Gadjiltron Chimera
Ancient Gear Gadjiltron Chimera
EARTH 6
Ancient Gear Gadjiltron Chimera
  • ATK:

  • 2300

  • DEF:

  • 1300


This card gains the appropriate effects if you Normal Summon it by Tributing these monsters. ● Green Gadget: This card gains 300 ATK. ● Red Gadget: If this card inflicts battle damage to your opponent by a direct attack: Inflict 500 damage to your opponent. ● Yellow Gadget: If this card destroys an opponent's monster by battle: Inflict 700 damage to your opponent.


R Rarity
Ancient Gear Cannon
R Rarity
Ancient Gear Cannon
Ancient Gear Cannon
EARTH 2
Ancient Gear Cannon
  • ATK:

  • 500

  • DEF:

  • 500


You can Tribute this card; inflict 500 damage to your opponent, and if you do, neither player can activate Trap Cards during the Battle Phase of this turn.


  • Most are not worth worrying about because they are too weak or unrelated to AGG.




Spell/Trap

 

Ancient Gear Fortress (x2)

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.


    The most important card in the deck. This continuous spell prevents Ancient Gear from being targeted or destroyed by effects during the turn it is summoned. Additionally, your opponent cannot react to Ancient Gear effects or cards, and if this card is destroyed in the Spell/Trap Zone, you can summon 1 AGG from your hand or Graveyard, but cannot special summon monsters other than Ancient Gear that turn. Very powerful, need at least 2 copies to play seriously.

    Ancient Gear Advance (x2-3)

     Rarity
    Ancient Gear Advance
     Rarity
    Ancient Gear Advance
    Ancient Gear Advance
    Spell Continuous
    Ancient Gear Advance

      When this card is activated: Add 1 "Ancient Gear" Spell/Trap from your Deck to your hand, except "Ancient Gear Advance". Once per turn: You can Tribute 1 monster; draw 1 card and apply this effect for the rest of this turn (even if this card leaves the field). ● You can Normal Summon "Ancient Gear Golem", or Level 5 or higher monsters that mention it, without Tributing. You cannot Set cards the turn you activate this card. You can only activate 1 "Ancient Gear Advance" per turn.


      Another Continuous Spell, when activated, can search for 1 Ancient Gear trap from the deck. Additionally, tribute 1 monster to draw 1 card and summon AGG or a level 5+ monster mentioned AGG without being tributed.

      Limitations: cannot fold during activation turn – need to consider when building deck. Very strong, should play 2–3 copies .

      Geartown (x1)

      SR Rarity
      Geartown
      SR 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.


        Although not named “Ancient Gear”, this is a very good support field spell. Allows you to summon an Ancient Gear with less than 1 Tribute, and when destroyed, you can summon 1 Ancient Gear monster from your hand, deck, or graveyard. Can be found with Dark Golem . Play 1 copy and be careful about activation timing.

        Ancient Gear Fusion (x2)

         Rarity
        Ancient Gear Fusion
         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.


          Spell fusion helps you call Ancient Gear fusion. But if you control AGG or AGG Ultimate Pound , you can use monsters from your deck as material, turning this card into an AG version of Shaddoll Fusion . Extremely powerful when fully set up – only use when you already have AGG on the field.

          Ancient Gear Catapult (x1)

          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.


            Normal spell, can destroy 1 face-up card you control to summon 1 Ancient Gear from your deck (ignores conditions). If in the Graveyard, can banish to destroy 1 face-up card you control and summon Ancient Gear Token . However, the first effect can only be used when you control no monsters, so it may be stuck.

            Still worth playing 1 copy though because it can be setup easily from Dark Golem .

            Ancient Gear Duel (x1)

             Rarity
            Ancient Gear Duel
             Rarity
            Ancient Gear Duel
            Ancient Gear Duel
            Trap Continuous
            Ancient Gear Duel

              "Ancient Gear Golem", and monsters that mention it, in your Monster Zone are unaffected by your opponent's activated monster effects. If your opponent controls a monster: You can Fusion Summon 1 Fusion Monster that mentions "Ancient Gear Golem" from your Extra Deck, by banishing monsters from your field or GY as material, including "Ancient Gear Golem" you control, and if you do, it can make up to 3 attacks during each Battle Phase. You can only use this effect of "Ancient Gear Duel" once per turn.


              Continuous Trap is extremely strong so it can be limited to 1, and can be set for free by skill.

              Makes AGG and its reference monsters immune to your opponent's monster effects. If your opponent has a monster on the field, you can fusion summon the AGG monster from your Extra Deck by banishing materials on the field or Graveyard, including 1 AGG , and that monster can attack 3 times per battle phase. Can be found by Dark Golem + Commander if not using skills. Must play 1 copy.

              Ancient Gear Reborn (x0)

              R Rarity
              Ancient Gear Reborn
              R Rarity
              Ancient Gear Reborn
              Ancient Gear Reborn
              Trap Continuous
              Ancient Gear Reborn

                Once per turn, if you control no monsters: You can target 1 "Ancient Gear" monster in your Graveyard; Special Summon it, and if you do, it gains 200 ATK (even if this card leaves the field). You can only control 1 "Ancient Gear Reborn".


                Helps revive 1 Ancient Gear if you have no monsters, and increases ATK by 200. However, not worth playing – too weak and has no real value

                Other AG cards

                SR Rarity
                Ancient Gear Workshop
                SR Rarity
                Ancient Gear Workshop
                Ancient Gear Workshop
                Spell Normal
                Ancient Gear Workshop

                  Target 1 "Ancient Gear" monster in your Graveyard; add that target to your hand.


                  SR Rarity
                  Ancient Gear Fist
                  SR Rarity
                  Ancient Gear Fist
                  Ancient Gear Fist
                  Spell Equip
                  Ancient Gear Fist

                    Equip only to an "Ancient Gear" monster. At the end of the Damage Step, if the equipped monster battled a monster and is still on the field: Destroy the monster it battled.


                    R Rarity
                    Ancient Gear Explosive
                    R Rarity
                    Ancient Gear Explosive
                    Ancient Gear Explosive
                    Spell Normal
                    Ancient Gear Explosive

                      Target 1 "Ancient Gear" monster you control; destroy it, and if you do, inflict damage to your opponent equal to half its original ATK.


                      SR Rarity
                      Ancient Gear Tank
                      SR Rarity
                      Ancient Gear Tank
                      Ancient Gear Tank
                      Spell Equip
                      Ancient Gear Tank

                        Equip only to an "Ancient Gear" monster. It gains 600 ATK. When this card is destroyed and sent to the Graveyard: Inflict 600 damage to your opponent.


                        R Rarity
                        Ancient Gear Drill
                        R Rarity
                        Ancient Gear Drill
                        Ancient Gear Drill
                        Spell Normal
                        Ancient Gear Drill

                          If you control an "Ancient Gear" monster: Discard 1 card; Set 1 Spell Card directly from your Deck. This turn, that Spell Card cannot be activated.


                          No practical use – NOT recommended



                          Extra Deck

                           

                          Ultimate Ancient Gear Golem (x1)

                          UR Rarity
                          Ultimate Ancient Gear Golem
                          UR Rarity
                          Ultimate Ancient Gear Golem
                          Ultimate Ancient Gear Golem
                          EARTH 10
                          Ultimate Ancient Gear Golem
                          • ATK:

                          • 4400

                          • DEF:

                          • 3400


                          "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.


                          One of the strongest bosses. Requires 1 AGG + 2 other Ancient Gear monsters to fusion summon. Has a defense piercing effect, prevents backrow attacks, and if destroyed summons AGG from the grave (ignores conditions). Has 4400 ATK and should be summoned with Ancient Gear Duel to attack 3 times per turn. Should only play 1 copy due to Extra Deck restrictions.

                          Chaos Ancient Gear Giant (x1)

                          SR Rarity
                          Chaos Ancient Gear Giant
                          SR 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.


                          Second boss with 4500 ATK, requires 4 Ancient Gear as materials, is completely immune to backrow, prevents monster effects from activating during the battle phase, attacks all opponent's monsters once per turn, and has penetration.

                          Not summoned by Duel due to no mention of AGG, but still incredibly strong and hard to deal with. Play 1 copy.

                          Ancient Gear Howitzer (x1)

                          UR Rarity
                          Ancient Gear Howitzer
                          UR 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.


                          Fusion with 2 Ancient Gears, immune to all effects, burn 500 each turn, and if destroyed by battle, summon 1 Ancient Gear from deck ignoring the condition. Good for stopping bleeding and counterattacking next turn. Play 1 copy.

                          Ancient Gear Megaton Golem (x0)

                          UR Rarity
                          Ancient Gear Megaton Golem
                          UR Rarity
                          Ancient Gear Megaton Golem
                          Ancient Gear Megaton Golem
                          EARTH 9
                          Ancient Gear Megaton Golem
                          • ATK:

                          • 3300

                          • DEF:

                          • 3300


                          3 "Ancient Gear" monsters If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this card was Fusion Summoned using 2 or more "Ancient Gear Golem" and/or "Ancient Gear Golem - Ultimate Pound" as material, it can attack up to that many times during each Battle Phase. If this face-up Fusion Summoned card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon 1 "Ultimate Ancient Gear Golem" from your Extra Deck, ignoring its Summoning conditions.


                          Fusion from 3 Ancient Gear, prevents backrow, can be played as many times as AGG/Ultimate Pound used as materials, and if removed from the field by opponent's effect, summons Ultimate AGG from Extra. However, difficult to OTK and weaker than Ultimate AGG . Not recommended even though it looks cool

                          Ancient Gear Ballista (x1)

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

                          • 1500

                          • LINK-2

                          Link Arrow:

                          Right

                          Bottom-Left


                          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.


                          Link-2, requires 2 machines (does not have to be Ancient Gear). When linked, find 1 Ancient Gear or Geartown , then destroy 1 backrow you control to reduce the ATK of the opponent's monster to 0. Good for clearing the field and supporting combos, especially when dealing with bosses like Red Nova . Play 1 copy.



                          Support leaves

                           

                          Abyss Dweller, Full Armored Utopic Ray Lancer and Gear Gigant X (XYZ rank 4)

                          UR Rarity
                          Abyss Dweller
                          UR Rarity
                          Abyss Dweller
                          Abyss Dweller
                          WATER
                          Abyss Dweller
                          • ATK:

                          • 1700

                          • DEF:

                          • 1400


                          2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


                          UR Rarity
                          Full Armored Utopic Ray Lancer
                          UR Rarity
                          Full Armored Utopic Ray Lancer
                          Full Armored Utopic Ray Lancer
                          WATER
                          Full Armored Utopic Ray Lancer
                          • ATK:

                          • 2500

                          • DEF:

                          • 600


                          3 Level 4 monsters Once per turn, you can also Xyz Summon "Full Armored Utopic Ray Lancer" by discarding 1 Spell/Trap and using 1 Rank 4 or lower Xyz Monster you control. (Transfer its materials to this card.) Monsters your opponent controls lose 500 ATK. At the start of the Battle Phase: You can negate the effects of all Attack Position monsters your opponent currently controls. When this attacking card destroys an opponent's monster by battle: You can detach 1 material from this card; it can make a second attack in a row.


                          UR Rarity
                          Gear Gigant X
                          UR Rarity
                          Gear Gigant X
                          Gear Gigant X
                          EARTH
                          Gear Gigant X
                          • ATK:

                          • 2300

                          • DEF:

                          • 1500


                          2 Level 4 Machine-Type monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target.


                          • Gear Gigant X : Can search for Kiteroid to protect the first turn.

                          • Abyss Dweller : Almost auto-wins against many graveyard-dependent decks.

                          • Utopia the Lightning : To counter Lyrilusc (very hard for Ancient Gear).



                            Weak Rank 4s like Castell or Malevolent Sin are not recommended
                            because Ancient Gear can punch hard and is immune.

                          Hieratic Sky Dragon Overlord of Heliopolis and Number 68: Sanaphond the Sky Prison (XYZ rank 8)

                          UR Rarity
                          Hieratic Sky Dragon Overlord of Heliopolis
                          UR Rarity
                          Hieratic Sky Dragon Overlord of Heliopolis
                          Hieratic Sky Dragon Overlord of Heliopolis
                          LIGHT
                          Hieratic Sky Dragon Overlord of Heliopolis
                          • ATK:

                          • 3000

                          • DEF:

                          • 2400


                          2 Level 8 monsters Once per turn, when your opponent activates a card or effect that targets a card(s) on your field, your GY, and/or your banished card(s) (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card.


                          R Rarity
                          Number 68: Sanaphond the Sky Prison
                          R Rarity
                          Number 68: Sanaphond the Sky Prison
                          Number 68: Sanaphond the Sky Prison
                          DARK
                          Number 68: Sanaphond the Sky Prison
                          • ATK:

                          • 2100

                          • DEF:

                          • 2700


                          2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs.


                          • Sky Prison Salafon : Can win match-ups by recovering from the grave and surviving Dark Hole.

                          • Helios – Dragon Overlord : Good against Exosister, but not worth much investment.

                          Urgent Schedule (x0-2)

                          UR Rarity
                          Urgent Schedule
                          UR 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.


                            Quick-play allows summoning 1 Machine 4 stars or lower and 1 Machine 5 stars or higher if opponent has more monsters. Can brick if you go first and combine poorly with many Ancient Gear spells. Optional, not required.

                            Gizmek Taniguku the Immobile Intellect (x0-1)

                             Rarity
                            Gizmek Taniguku, the Immobile Intellect
                             Rarity
                            Gizmek Taniguku, the Immobile Intellect
                            Gizmek Taniguku, the Immobile Intellect
                            EARTH 3
                            Gizmek Taniguku, the Immobile Intellect
                            • ATK:

                            • 1450

                            • DEF:

                            • 1450


                            If this card is Normal or Special Summoned: You can take 1 Machine monster whose ATK equals its own DEF from your Deck and place it on top of your Deck. You can banish this card from your GY, then target 1 Machine monster in your GY whose ATK equals its own DEF; Special Summon it in Defense Position. You can only use each effect of "Gizmek Taniguku, the Immobile Intellect" once per turn.


                            Can be used with Urgent Schedule. Summon, stack Ancient Gear on top of deck, then revive from graveyard. However, combo requirements are difficult so it is optional.

                            Effect Veiler and Droll & Lock Bird (Hand trap)

                            UR Rarity
                            Effect Veiler
                            UR Rarity
                            Effect Veiler
                            Effect Veiler
                            LIGHT 1
                            Effect Veiler
                            • ATK:

                            • 0

                            • DEF:

                            • 0


                            During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                            UR Rarity
                            Droll & Lock Bird
                            UR Rarity
                            Droll & Lock Bird
                            Droll & Lock Bird
                            WIND 1
                            Droll & Lock Bird
                            • ATK:

                            • 0

                            • DEF:

                            • 0


                            If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


                            • Hand Trap :

                              • Effect Veiler : Always a safe choice.

                              • Droll & Lock Bird : Reduces pressure against Lyrilusc.

                            • Note : Many Ancient Gear decks prevent folding, so avoid playing Book of Moon, Book of Eclipse . Prioritize using hand traps instead of folding traps.

                            Kiteroid (x0-3)

                            SR Rarity
                            Kiteroid
                            SR Rarity
                            Kiteroid
                            Kiteroid
                            WIND 1
                            Kiteroid
                            • ATK:

                            • 200

                            • DEF:

                            • 400


                            During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can discard this card; you take no battle damage from that battle. During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can banish this card from your Graveyard; you take no battle damage from that battle.


                            Helps live longer.



                            Strategy + Strengths & Weaknesses

                            Ancient Gear – Strategy & How to Play

                            Ancient Gear 's gameplay is extremely simple and effective:

                            • If you go first , the goal is to build a board that survives until the next turn – where you can OTK your opponent with powerful Fusion monsters.

                            • If you go behind , the job is to OTK the opponent immediately – preferably with a Fusion that punches a lot and penetrates , but if not, just do enough damage.

                            The ideal board to go first would be a combination of monsters like:

                            • Howitzer (immune to almost everything + restores monsters when destroyed),

                            • Abyss Dweller (locks opponent's grave),

                            • Salafon (good if opponent is leaning on grave).

                            When following , you must:

                            • Activate Ancient Gear Fusion or Ancient Gear Duel ,

                            • Summon a large Fusion that can attack multiple times , ending the battle instantly.

                            You have a lot of combos, search cards, support cards , but they all have the same goal : destroy your opponent as quickly as possible .


                            Suggested Core Deck List

                            Here is a suggested framework for you to build your deck:

                            • 1 Commander + 1 Wyvern : Can be upgraded to 2 if needed.

                            • 3 Statue , 2–3 Tanker , 2 Dark Golem , 1 Golem (OG), 1–2 Fortress , 2–3 Advance , 1 Duel , 1 Fusion , 1 Gear Town , etc.

                            Note : This is not a complete list , but a starting point for you to test, optimize, and personalize.


                            Strengths & Weaknesses

                            Advantage:

                            • OTK is extremely easy : You very quickly release Fusion 4400 attack, attack 3 times.

                            • Extremely strong protection from Fortress & Duel: Hard to interrupt.

                            • High stability : Thanks to the skill, you can almost always get the same combo.

                            Disadvantages:

                            • The first turn is still quite weak : Even with Howitzer + Dweller + Salafon, it's still hard to defend.

                            • Howitzer does not activate when destroyed by Red Dragon Archfiend due to the shield breaking battle effect.

                            • Too reliant on "coin flips" : If you go later, you can win immediately, but if you go first and meet a strong deck, it's easy to cook.

                            • Some bets are too difficult :

                              • Lyrilusc – Independent Nightingale almost completely blocks this deck because Ancient Gear has no real way to out in the archetype.



                            Summary

                            Ancient Gear is currently in Tier 3 in the Meta, which is good enough to compete quite well in rank. It could be a great pick for King of Games , and will likely be popular in the upcoming KC Cup , as long as it doesn't get nerfed soon .


                            Have fun playing Ancient Gear – and hope your opponents have no fun facing this deck!

                            I know this is a pretty divisive deck, so let me be blunt: I will love and defend Ancient Gear to my last breath xD




                            Companion unit:

                            - Yu-Gi-Oh! Guidance Vietnam





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