Ancient Gears revolve around the repeated summoning of their boss monster, the Ancient Gear Reactor Dragon. Geartown and Ancient Gear Fortress spells both facilitate special summons of Reactor, while Middle Age Mechs and Ancient Gear Wyvern can set up simple normal summons. Most trap line ups include ways to destroy Geartown and Fortress, with minor defenses to round out the deck.
Overall assessment, this is a deck that is not too strong at the present time even with a few new supports added.
The deck price is also very expensive, including a lot of UR cards scattered in different boxes, completely different from Sala.

Instructions for playing Ancient Gear deck
Sections covered in this guide:
Skill
The principal's quite outstanding skills =)). This skill being used up to 100% is understandable when we are immediately given an Ancient Gear Castle card on the field (a continous spell card of the AG itself) with the ability to buff 300 ATK for AG monsters or use itself to tribute to another AG
Ancient Gear Monsters
A Level 9 Machine monster with 3000 ATK and DEF can shut down the opponent's back row and even apply monster effects when initiating an attack. Your opponent can still activate the effects of previously activated Spells or Traps
Geartown Tech
Gear Fortress can be searched by Wyvern, and you can then destroy it with any of your backrow removal cards to Special Summon Reactor Dragon from the hand or graveyard. This is the main purpose of Fortress but there is some merit to keeping it on the field, and destroying Geartown should be prioritized over destroying Fortress. Later Fortress provides good protection for Ancient Gear monsters on the turn they are summoned. So you effectively get Reactor Dragon (a Huge Beater) that is also immune to targeting and destruction in one turn.
Gear Fortress can be searched by Wyvern, and you can then destroy it with any of your backrow removal cards to Special Summon Reactor Dragon from the hand or graveyard. This is the main purpose of Fortress but there is some merit to keeping it on the field, and destroying Geartown should be prioritized over destroying Fortress. Later Fortress provides good protection for Ancient Gear monsters on the turn they are summoned. So you effectively get Reactor Dragon (a Huge Beater) that is also immune to targeting and destruction in one turn.
Tech
Maybe x2-x3 MST is best because we don't mainly use it to destroy enemy Backrows but to destroy our own geartowns. Double Cyclone is not bad but it needs the opponent to use backrow to be able to make play
As mentioned above, we cannot use Storm, it is limited and cannot be special summoned :V
Extra Deck
Brute Enforcer is a card with great removal potential with good arrow placement as well. Although its Discard Effect can be negated by your opponent by discarding a card similar to the targeted card, you can still reduce your opponent's resources due to this effect. If you discard an Ancient Gear Monster to activate Enforcer's effect, you can still summon it back with the Ancient Gear Fortress Effect.
Other cards option
Allows multiple attacks when Ultimate Pound destroys an opponent's monster in battle, which will cause a large amount of damage or possibly even OTK. Unfortunately, however, the Ultimate Pound does not have any setback immunity during combat like other Ancient Gear monsters.
Monster Xyz ranked 4th nationally so far. Essentially, its effect allows you to deal 2500 damage (its own ATK) if it attacks a monster you have targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack it with your other weaker monsters, especially as you can use Ultimate Pound to deal massive damage.










































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