Ancient Gear monsters are known for their powerful effect that prevents your opponents from being able to activate their spell/trap cards when it attacks. This means you can attack without the fear of running into a Mirror Wall, Wall of Disruption, or Super Rush Headlong, giving you the advantage when going against decks that relies heavily on their backrow.
The three different Ancient Gear monsters featured in this deck all have access to the unique “Ancient Gear effect” but they also come with another effect and it’s important to remember those during the duel as they can make or break a duel.
Ancient Gear Golem: This monster can inflict piercing damage. This can allow certain games to be finished faster than your opponent suspects. Always consider the option to put an enemy monster in defense if it allows for lethal a turn earlier. If you are going for this play don’t forget to only activate your enemy controller during the “battle step”, because this way your Ancient Gear Golem is already attacking and your opponent can no longer activate any spells or traps in response.
Ancient Gear Beast: This monster negates the effects of monsters it destroys. This makes it great against cards like Crimson Ninja, or Gozuki. Cards that your opponent sets on their first turn are also commonly their play making card, making Ancient Gear Beast a good option to summon first/early.
Ancient Gear Knight: This card is a gemini card, meaning when you first summon it, it does not yet have access to his effect. If your opponent has backrow always consider not to attack with this card the first turn you summon it and wait until next turn when you can normal summon him again. If you do attack, without its effect activated, it leaves you open to cards like Wall of Disruption. This could be very devastating if you also have an Ancient Gear Golem or Ancient Gear Beast on your field.
Sergeant Electro allows you to protect your Ancient Gear Golem from cards like Floodgate Trap Hole, which is commonly used in the meta now, and is devastating if used on your Ancient Gear Golem. It also allows you to lock down Enemy Controller, which could stop your opponent from taking control of your Ancient Gear Golem.
Even though the effect of Ancient Gear monsters allows you to make aggressive plays, most of the duels there are turns when it’s best to not attack and just continue to lock down your opponent’s backrow, summoning an Ancient Gear Knight for its effect and wait until your draw an Ancient Gear Golem. You try to put your opponent in a position where he can’t do anything with his spells and traps, and then overwhelm them with your Ancient Gear Golem.
Pro Tip: Even if you don’t plan on attacking with your Ancient Gear monsters, you should still go to the battle phase every turn, this might make your opponent activate cards like enemy controller/windstorm.
The reason the skill Middle Age Mechs is very good is that if your opponent goes first you can already start getting counters on it and if you go first in the duel, you could possibly summon an Ancient Gear Golem as early as turn 3 (your second turn). If you play one or more Ancient Gear Beasts it might also be worth it to play one copy of Ancient Gear Castle in your deck. Just don’t forget to first play the Castle before summoning any monsters.
Enemy Controller: This card has been very good since the start the game because it’s so versatile. It’s also one of the best ways to counter Cyber Angels, one of the most played decks in the meta right now.
Floodgate Trap Hole: This helps protects your monster, as well as letting you deal damage through Ancient Gear Golem's piercing effect once you manage to summon it. It's also effective against Cyber Angels since it protects you from Dakini, as well as preventing its effect of recycling cards.
Rare Metalmorph: Even though your spell/trap zones are very limited when using the Middle Age Mechs skill, and Rare Metalmorph stays on the field when it’s equipped to a monster, it’s still very good to run one or two copies just because of how popular enemy controller is. The attack boost also helps with getting some of the commonly used cards in the meta now like Red-Eyes Zombie Dragon, or Black Dragon Ninja.
Great card that’s devastating for your opponent if he doesn’t play around it, can completely destroy Cyber Angel players that don’t use the skill Mind Scan. However in the mirror match Mirror Wall is better than Wall of Disruption.
Allows you to kill high attack monster if you haven’t drawn your Ancient Gear Golem yet. Watch out when using Super Rush Headlong on a monster equipped with Rare Metalmorph as it might be negated if it’s the first spell that targets that monster.
One of the issue, is that they lack good low level monsters to summon. Nevermind doing anything against meta decks, you're screwed since the start if you don't get something good you can summon early in the game, and even worse part, Knight, the only good level 4 or lower AG, is a Gemini meaning it takes 2 turns to be useful, assuming it even survived the first turn.
Even the instant Castle means nothing if you don't have anything to summon. It's a risky move waiting for the opponent to summon something so your Castle can gain a counter, while your monster zone is empty.
The only other level 4 or lower you most likely will use is Sergeant Electro, which not only is not an AG, it also has only 1600 ATK. It's risky summoning it on the 1st turn, especially since it has nothing to target with its effects.
Last, since AG Hunting Hound already acts as Poly while on the field, we can replace the regular Poly with AG Fusion, which allows the use of materials directly from the deck if you control AGG. Very handy as it means you only need AGG on the field and AG Fusion in your hand, and bam, suddenly UAGG/Chaos Giant hits the field.
It's Level 4, so it is easily summoned, and while 1600 ATK isn't much, but being able to spit out AGG from hand ignoring Summoning Condition would be useful in situations where you have a dead AGG in hand with no other way to summon it.
As someone who's ftp, and Budgets a lot... I know of 1 or 2 random techs that i either find funny/helpful
`Gravity Blaster- it decent replacement if you don't have multiple chalice. It Turns A AG Solider with 1 Castle into a 2k that can neg flip monsters; and, If your opp can't deal with it, It easily goes to +800 on its 2nd turn. The Biggest Downside is that it'll take up a Zone, but when use it to neg a set komu, or a DHero Celes that goes to pop Castle and forgets Blaster will negs its eff before it gets MChange... it does things
`Chiron the Mage- I know it's not a Machine, but sometimes... Poppin' Face-up BR is needed. Sergant is great at stoping sets, but if your facing down a SSA or even A`Onslaught; the cost is just Discarding a Spell, and then your free to Run over Stuff
This means you can attack without the fear of running into a Mirror Wall, Wall of Disruption, or Super Rush Headlong, giving you the advantage when going against decks that relies heavily on their backrow. This is completely not true, i just attacked with AG Soldier and got stopped by Wall of Disruption one game and Super Rush Headlong the next, AG is broken and trash unless they fix this.
Ancient Gear Soldier... or Ancient Gear KNIGHT? Ancient Gear Knight is a gemini monster and will not have the Ancient Gear effect unless you gemini summon it. Ancient Gear Knight is the one with 1800 ATK (the one people like to use), Ancient Gear Soldier only has 1300 ATK. Make sure you got the right one.
if that`s not outdated, then I`m not retarded. Do they ever update their deck lists here. They say ancient gears weakness is that castle gets destroyed in the Tier 3 description but this deck is Tier 4. On top of that it isnt a weakness anymore since now with crowlers skill active u can have fckn 4 ancient gear castles in yo deck.