ancient gear deck fix

darkriku19

professional gamer
monsters-20

3 ancient gear beasts
3 nimble momonga
1 dd warrior lady
1 spirit reaper
1 sangan
3 giant rat
2 ancient gear soldier
2 ancient gear engineer
3 cyber dragon
1 treeborn frog

spells-15

2 smashing ground
1 enemy controller
1 nobleman of crossout
1 snatch steal
3 shrink
1 mystical space typhoon
1 scapegoat
1 heavy storm
2 brain control
1 premature burial
1 limiter removal

traps-5

2 sakuretsu armor
1 magic cylinder
1 ring of destruction
1 torrential tribute

side deck-15

2 ancient gear golem
2 ancient gear castle
1 neo spacian grand mole
1 pot of avarice
1 smashing ground
1 bottomless trap hole
1 jinzo
1 exiled force
1 dd crow
2 the transmigration prophecy
2 pulling the rug

i just love gear monsters due to being able to attack freely and 2 of them im running have additional effects......but the shrinks allow even the soldiers to take down a jinzo....i have a limited budget and dont have a mirror force so i put magic cylinder in there.....the deck runs pretty well so far but any comments suggestions would be appreciated...also i usually beat kodou, another poster on this site...9/10 i win but with this deck it always seems to go 1st duel to me 2nd to him and 3rd to me because of the dead draws i get on occassion...anything to make this deck run smoother would be appreciated
 
This is it, for a winner
Dance to this and you're gonna get thinner
So move, slide yo rump
Just for a minute, let's all do the bump, bump, bump...

ok seriously help please? :dancepart
 
i suspect the lack of responses is from the fact that not too many people run ancient gears....personally - i love machines but have never done very well with the gear monsters....they give some protection to themselves - but its only in battle - so most people adjust the timing of their spell & trap activation ...they are still susceptable to all the 1 for 1 monter hate in the game as long as it isnt in battle ( it can be in battle phase tho') so really most opponents have 3-5 cards are shut down - thats all...the rest just go off with timing adjustments
in addition the heavy hitters cant be special summoned- also tough to overcome - even with transmigration & pot of avarice...because they have to be re-tribute summoned....and you dont have enough special summons in the deck...cyber dragon, treeborn,and giant rat....(there are some special summon ancient gears in the machine structure deck )
the hard part for me, is the protection of the heavy hitters...things like my body as a shield, spell shield type 8,solemn judgement, etc,...all of which do protect you while you are up and running - but do nothing else - which are bad topdecks
your build is ok - depending on you getting most of playing it and effective side decking
if you can give examples of the problems you have during losses
there are some inteesting things ancient gears do with ancient gear drill that are unique - even used by shonen jump winning decks...a bit of research may pique your interest...
communicate - give a few more details/experiences so we know where to start... :D
 
Hey Justin!!! You already know that I think you run a nice deck. Its pretty steady, and you never usually have too many bad hand decisions. The only problem I see is what cuzwbd said. And your side deck has some thingfs in there to stop them. Mainly from Cookie Cutter decks, right?
 
well KODOU is the person i duel the most i think, i dont really have many problems with this deck other than the fact that once in a while ill draw into tributes in succession, normally this is already when i have field control but sometimes it hurts me back >_>, and actually the 1 for 1 destruction doesnt destroy this deck too much, this kid i duel (josh) ran a deck that ran alot of destruction cards and i still managed to get the 2/3, another big problem i find is when my opponent gets cyber dragons in quick succession as i cant draw into shrinks/sakus fast enough...no problems with tributing except as i said when i draw into tributes too fast, normally I get to brain control/tribute, treeborn frog/tribute, nimble momonga/tribute...giant rats pull out the engineers and the extra one either gets drawn with another or starts the momongas off
Im trying to get a card trader to deal with the hand clogs but so far grr.


KODOU(warning long post =p)(this is from metagame.com just for credits to the wonderful wording)

D.D. Crow does three kinds of things. First, it can remove the sources (cards) of effects activating in the graveyard by chaining to them before they can resolve"”cards like Treeborn Frog, Goldd, Wu-Lord of Dark World, Sacred Phoenix of Nephthys, and so on. Second, it can chain to effects that target a specific card or cards in the graveyard, and get rid of them before the effect resolves"”such as the effects of Pot of Avarice, Premature Burial, Call of the Haunted, The Warrior Returning Alive, or Grandmaster of The Six Samurai. Finally, it can preempt effects by removing cards from the graveyard before they can be used for whatever evil purpose your opponent intends . . . you can stymie cards like Freed the Brave Wanderer, Strike Ninja, or Gigantes by removing monsters that could pay their effect costs, or you can send Destiny Hero - Malicious packing when he's been destroyed on your turn.







The Transmigration Prophecy



This one is a lot like D.D. Crow, in that it can do the same three kinds of things that the Crow can. It can send away two cards instead of one (which is especially handy against Dark World and Six Samurai), and can end up having more utility than the Crow if you're running recruiters in your deck, since it can return your own cards in addition to your opponent's. It does have some drawbacks"”it's a trap, so it does need to be set, and there are cards you'd rather remove from play altogether (like Treeborn Frog and recruiter monsters) rather than just stick them back into your opponent's deck. It is a nice card to set to draw out spell and trap removal which you can then chain to, and if you're playing against a Return from the Different Dimension deck, constantly putting your opponent's graveyard monsters back into his or her deck before he or she can remove them is going to be fun. For you at least.





And finally, a card that doesn't need much hype from me . . .



Pulling the Rug



Pulling The Rug stops all kinds of monster effects that you just hate. It stops Monarchs, it stops Gadgets, it stops Elemental Hero Stratos and Ritual supporters like Manju of the Ten Thousand Hands, Senju of the Thousand Hands, and Sonic Bird (remember those guys from the Columbus Shonen Jump?). It's also really fun to use . . . especially if you picture yourself actually yanking a rug out from under, say, Mobius the Frost Monarch
 
if your only real complaint is draws - then i would say find cards like morphing jar, "card trader" and/or macical mallet.....even card destruction....that will give you the ability to cycle more cards....
 
Back
Top