Cannot be Special Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage. Up to twice per turn, when this attacking card destroys a monster by battle: You can discard 1 Machine monster; this card can attack again in a row. If this card on the field is destroyed by battle or card effect: You can add 1 "Polymerization" from your Deck to your hand, and if you do, add 1 other "Ancient Gear" monster from your GY to your hand.
If this card was Tribute Summoned by Tributing an "Ancient Gear" monster, if it 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, until the end of the Damage Step, your opponent cannot activate Spell/Trap Cards, also monsters in your opponent's possession cannot activate their effects. At the end of the Damage Step, if this card attacked: You can destroy 1 Spell/Trap Card on the field.
Once per turn: You can send 1 Machine-Type monster from your hand to the Graveyard, then target 1 monster your opponent controls with a Level less than or equal to the sent monster's; destroy that target.
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.
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, monsters in your opponent's possession cannot activate their effects until the end of the Damage Step.
You can discard 1 card; add from your Deck to your hand, 1 "Ancient Gear Golem" or 1 Spell/Trap that specifically lists the card "Ancient Gear Golem" in its text. You can only use this effect of "Ancient Gear Frame" once per turn. If this card attacks, your opponent cannot activate any 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.
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.
Some guys in this comment section are pretty mediocre. Blue-eyes can be totally free to play, even with just 2 spirits of white the deck is competitive and for backrow removal you just need sasuke samurai which is a N rarity card. But I guess nothing can be done for idiots.
Seems to be an awful lot of you losing to AG so here are some cute tips:
If the opponent plays Geartown, just destroy it before the chain finishes or chain before destroying as it is a "when" and not a "if".
Go to options and switch chain settings to toggle so you can activate things like mirrorwall before they attack at battle step.
If you're playing a deck with seemingly no theme (like original Yugi who had a strategy deck), pack cards like the Obnoxious Celtic Guardian. AG players typically never use AGG so you don't need to worry about getting pierced but do note some players do actually use their AGG's but AGRD does not have such effect as no gadget monsters are released right now (and would be too slow anyway).
The AG deck thrives on trapping you into two mindsets of playing:
1. Keep destroying their face ups (which isn't recommended since they have trigger effects)
2. Power through their nonsense.
While option 1 is certainly doable (but unlikely to have enough removals to do this; banishment cards are not yet plentiful), option 2 is definitely easier. To this end, pack some equips or temporary boosters like Back-Up Riders and Mage Power.
Masked Heroes are in a strange place as everything ruins their day in the current meta. Run balance with traps that can stall entire turns for best bet at turning game and maybe pack monster removal like econ.
Vampires are actually fine in this meta but require some degree of luck to succeed. I find that "Right back at you" (Marik/Yubel skill) make up for the ...
... power creep that the current packs brought (3000 attack monsters mainly) with their introduction. Sealed Tombs definitely recommended but know that RBAY works in a pinch (got to DLMax in KC with it)
Koaki players can eat it because I never bothered getting a Koaki deck.