This deck centers around Geartown, a card that will soon be added to Duel Links via the Structure Deck EX Ancient Gear Awakening. The strategy of this deck is to use cards like Twister, Galaxy Cyclone and Magical Hats to destroy Geartown and trigger its effect, Special Summoning Ancient Gear Reactor Dragon, a Level 9 monster with 3000 ATK and DEF and an improved “Ancient Gear” effect.
Ancient Gear Reactor Dragon
|EARTH Machine ★8|
ATK 3000 / DEF 3000
|Ancient Gear Awakening [UR]|
|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.|
A Level 9 Machine with 3000 ATK and DEF that can shut down your opponent’s backrow and even monster effects on attack declaration. Your opponent could still activate the effect of a Spell or Trap that has already been activated, like Amazoness Onslaught, but that’s not really that relevant anymore.
Unfortunately, since you are mostly going to Special Summon this card, it is not going to gain the ability to inflict piercing damage or to make a second attack during each Battle Phase, but it will be able to destroy a Spell/Trap Card on the field at the end of the Damage Step. Since “at the end of the Damage Step” is still part of the Damage Step, if you target a face-down Spell/Trap, your opponent will not be able to chain it and you could even target your own Geartown to Summon another Reactor Dragon and use it right away for an attack.
Ancient Gear Wyvern
|EARTH Machine ★4|
ATK 1700 / DEF 1200
|Ancient Gear Awakening [R]|
|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.|
Summon Ancient Gear Wyvern to fetch an Ancient Gear card. This will be used to fetch Fortress or Reactor Dragon, whichever you don't have onhand, resulting in the summoning of Reactor Dragon.
Just remember to set your backrow before summoning Wyvern.
Star Seraph Scepter
|LIGHT Fairy ★4|
ATK 1800 / DEF 400
|Infinite Ray [UR]|
|When this card is Normal or Special Summoned: You can add 1 "Star Seraph" monster from your Deck to your hand, except "Star Seraph Scepter". An Xyz Monster that was Summoned using 3 or more monsters, including this card on the field, as Xyz Materials gains this effect.|
● When it is Xyz Summoned: You can target 1 other card on the field; destroy it, and if you do, you can draw 1 card.
Breaker is run for his backrow removal effect. This will be used to destroy Geartown or Fortress to summon Reactor Dragon. After spending his Spell Counter, you can proceed to use Breaker as Xyz material.
Unlike other Xyz focused combos, the Star Seraph engine isn't really meant for quickly bringing out Xyz monsters. Instead it focuses on giving you resource gain, while you perform Xyz plays. Even if you're not able to Xyz summon with this engine due to enemy disruption, you're still able to decently thin the Deck.
Ideally you would have two Scepters onhand for this combo:
Breaker the Magical Warrior
|DARK Spellcaster ★4|
ATK 1600 / DEF 1000
|Blackstorm Rising [UR]|
|If this card is Normal Summoned: Place 1 Spell Counter on it (max. 1). This card gains 300 ATK for each Spell Counter on it. You can remove 1 Spell Counter from this card, then target 1 Spell/Trap Card on the field; destroy that target.|
Breaker is run because he is a backrow removal effect with a body. This will be used to destroy Geartown or Fortress to summon Reactor Dragon. After spending his Spell Counter, you can proceed to use Breaker as Xyz material.
MST is the most basic of all backrow removal; simple targeting destruction. The fact it is a Quick-Play Spell means you can set it to use during the opponent's turn.
|Gaia Genesis [UR]|
Selection Box Vol. 02 Mini [UR]
|Target 1 Set Spell/Trap Card on the field; destroy it. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card on the field; destroy it. You can only use this effect of "Galaxy Cyclone" once per turn.|
Galaxy Cyclone is backrow removal you can use twice. However, unlike other backrow removal it's not a Quick-Play Spell. Activating it from the hand has a similar effect to MST. While activating it from the graveyard can only target face-up Spell/Traps, so this is usually done to destroy Geartown or Fortress.
Double Cyclone lets you destroy one Spell/Trap from both you and your opponent's field. Destroying a Spell/Trap from your field is usually a downside for most Decks, but here it serves to destroy Geartown or Fortress.
While Geartown is active, both players are able to Summon “Ancient Gear” monsters for 1 less Tribute, which means that you could Normal Summon a Level 6 monster like Ancient Gear Beast without Tributing, but that’s not really the reason why we are running this card in this particular deck.
When Geartown is destroyed, it allows you to Special Summon an “Ancient Gear” monster from your hand, Deck or Graveyard. Since Ancient Gear Golem and Ancient Gear Golem - Ultimate Pound can’t be Special Summoned and Geartown doesn’t ignore their Summoning conditions, our best option is to run Ancient Gear Reactor Dragon, which is definitely not a bad card.
If you activate Geartown and your opponent responds to its activation by destroying it, Geartown’s effect will not trigger. This card can miss the timing because its effect is optional (“When...you can…”), but don’t worry: there aren’t that many cards or effects that can be chained to its activation and most of the times you will not need to activate it to trigger its effect.
You can also destroy Geartown yourself. You can’t use Storm because it first destroys your Spell & Traps and then your opponent’s, which means that the destruction of Geartown would not be the last thing to happen and its effect would not activate. But you can use Double Cyclone, Galaxy Cyclone, or even Breaker the Magical Warrior.
Ancient Gear Fortress
|Ancient Gear Awakening [R]|
|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.|
Gear Fortress is searchable by Wyvern, and then you can destroy it with any of your backrow removal cards to Special Summon Reactor Dragon from the hand or grave. This is Fortress' main purpose but there is also some merit in keeping it on the field, and destroying Geartown should take priority over destroying Fortress. Lastly Fortress gives decent protection to Ancient Gear monsters the turn they are summoned. So you effectively get Reactor Dragon which is a huge beater, that is also immune to targeting and destruction for a turn.
Your Xyz toolbox will be consisted of Rank-4s, because all your low-Level monsters are Level-4. If running the Star Seraph engine, making these would be much easier especially the ones that require 3 materials.
Number C39: Utopia Ray
|LIGHT Warrior ★4|
ATK 2500 / DEF 2000
|Infinite Ray [UR]|
|3 Level 4 LIGHT monsters|
You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.
Since you can only use Utopia Ray's effect when down to your last 1000 LP, he is best used to clutch the game. The ATK manipulation can help you get rid of a powerful enemy monster and deal massive damage. Keep in mind this effect can be activated multiple times per turn as long as you have the materials.
Utopia is the decent Rank-4 beater that requires only 2 materials. It also comes with a battle protection effect which can be helpful when on the defensive. Despite this, you'll usually want to reserve Utopia for summoning Utopia Ray.
|LIGHT Warrior ★4|
ATK 2500 / DEF 2100
|Shining Hope [UR]|
|3 Level 4 monsters|
While this card has Xyz Material, your opponent cannot activate cards or effects when you Normal or Special Summon a monster(s). Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this card is sent from the field to the Graveyard: You can Special Summon 1 "tellarknight" monster from your hand or Deck.
Delteros' first effect protects your monsters from cards like Floodgate Trap Hole and Void Trap Hole. This covers a big weakness of Ancient Gear Decks because Reactor only has protection during battle and Fortress cannot protect against Hole Traps. The targeting destruction effect is decent enough and can be used to destroy Geartown and Fortress.
|WATER Sea Serpent ★4|
ATK 1700 / DEF 1400
|Photons of Galaxy [UR]|
|2 Level 4 monsters|
While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn.
Abyss Dweller is great at preventing the opponent from using resources from the graveyard such as The White Stone of Ancients and all Noble Arms.
Make sure to toggle your chain to "ON" instead of "AUTO" then use Abyss Dweller's effect at the start of the opponent's turn for best results.
|DARK Dragon ★4|
ATK 2750 / DEF 1950
|Selection Box Vol.04 [SR]|
|3 Level 4 monstersOnce per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field.|
● Target 1 card your opponent controls; return that target to the hand.
● Send 1 random card from your opponent's hand to the Graveyard.
● Target 1 card in your opponent's Graveyard; banish that target.
Ouroboros is one of the more powerful Rank-4 Xyz due to having three different good effects that can be used once each while it is on the field. The first effect is a simple yet effective targeted removal effect. The second effect when used early in the Duel, can limit your opponent's plays by reducing their resources. When used correctly, the third effect can get rid of a crucial card in the graveyard.
Number 91: Thunder Spark Dragon
|LIGHT Dragon ★4|
ATK 2400 / DEF 2000
|Infinite Ray [SR]|
|3 Level 4 monsters|
Once per turn, you can activate 1 of these effects.
● Detach 3 Xyz Materials from this card; destroy all other face-up monsters on the field.
● Detach 5 Xyz Materials from this card; destroy all cards your opponent controls.
The field wipe effect is great for getting rid of the opponent's entire board setup. Then you can proceed to attack them directly for 2400 damage.
Number 70: Malevolent Sin
|DARK Insect ★4|
ATK 2400 / DEF 1200
|Photons of Galaxy [SR]|
|2 Level 4 monsters|
Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Malevolent Sin is an anti-Xyz tech. Summon Malevolent Sin and use its effect to temporarily banish an enemy Xyz monster. The Xyz monster will return with no materials attached to it.
|Valiant Souls [UR]|
|Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.|
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