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AG Geartown Turbo: deck recipe [June 7]

Duel Links Ancient Gear Geartown Turbo deck, how to use, cards, combos, skills, Ancient Gear Geartown Turbo in the current meta.
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40th Main Box: Cross Dimension
update 07/06/2022

Required Card Boxes

Main Deck

Generation Next Valiant Souls Antinomic Theory Pendulum Genesis Phantom of Rebellion Ancient Gear Awakening

Extra Deck

Voltage of the Metal Photons of Galaxy Darkness Gimmick Phantom of Rebellion Heart of Xyz

Example Deck

Standard Version

Ancient Gear Reactor DragonAncient Gear Reactor DragonGold GadgetGold GadgetInfinitrack Anchor DrillInfinitrack Anchor Drill
Ancient Gear WyvernAncient Gear WyvernMystical Space TyphoonHeavy ForwardHeavy ForwardGeartown
GeartownDouble CycloneDouble CycloneDouble CycloneAncient Gear FortressAncient Gear Fortress
Paleozoic CanadiaFloodgate Trap HoleFloodgate Trap Hole---
Galaxy-Eyes Cipher DragonGalaxy-Eyes Cipher DragonGalaxy-Eyes Cipher Blade DragonNumber 22: ZombiesteinNumber 70: Malevolent SinSteelswarm Roach
Number 18: Heraldry Patriarch-----

Set Skill

[Skill] descriptionUser
Middle Age Mechs
Activate the Continues Spell "Ancient Gear Castle" at the beginning of your first turn.
Vellian Crowler
Vellian Crowler

How To Use

Ancient Gear Reactor Dragon

Ancient Gear Reactor Dragon
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

Ancient Gear Wyvern
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.

Gold Gadget

Gold Gadget
Gold Gadget
LIGHT Machine ★4
ATK 1700 / DEF 800
Selection Box Vol.04 [UR]
Pendulum Genesis [UR]
When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine-Type monster from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck, except "Gold Gadget". You can only use 1 "Gold Gadget" effect per turn, and only once that turn.

Gold Gadget is a pretty good starter cards since it can essentially be treated as a 1 card XYZ. Just keep in mind that they can only activate 1 of its effects per turn.

Infinitrack Anchor Drill & Heavy Forward

Infinitrack Anchor Drill
Infinitrack Anchor Drill
EARTH Machine ★4
ATK 1800 / DEF 500
Phantom of Rebellion [SR]
If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.

Another starting card to this deck's plays because it has a special summoning effect to help make an Xyz. The other monsters are level 4 or lower, so you'll be able to use this with any monster you get. You can search this with Gear Gigant X or Heavy Forward.

With any other level 4, you can already make Gear Gigant X, Malevolent Sin, or Galaxy-Eyes Cipher Dragon.

Heavy Forward
Heavy Forward
Continuous Spell
Phantom of Rebellion [SR]
When this card is activated: You can add 1 "Infinitrack" monster from your Deck to your hand. Once per turn: You can target 1 Machine Xyz Monster you control, then activate 1 of these effects;

● Change its battle position.
● Attach this card to it as material.

You can only activate 1 "Heavy Forward" per turn.

Mainly to help search for Drill so you can make some plays. The effect of being able to switch battle position is useful if your monster gets Floodgated. You can use this card as exchange alongside with 1 of your opponent's backrow by using Double Cyclone to prevent it clogs in your backrow.

Geartown

Geartown
Geartown
Field Spell
Ancient Gear Awakening [SR]
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.

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 Fortress
Ancient Gear Fortress
Continuous Spell
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.

Backrow Removal

Mystical Space Typhoon
Mystical Space Typhoon
Quick Spell
Antinomic Theory [UR]
Target 1 Spell/Trap Card on the field; destroy that target.

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.

Double Cyclone
Double Cyclone
Quick Spell
Valiant Souls [SR]
Ancient Gear Awakening [SR]
Selection Box Vol. 01 [SR]
Target 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls; destroy them.

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.

Extra Decks

Galaxy-Eyes Cipher Dragon
Galaxy-Eyes Cipher Dragon
LIGHT Dragon ★8
ATK 3000 / DEF 2500
Phantom of Rebellion [UR]
2 Level 8 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; monsters you control cannot attack your opponent directly for the rest of this turn, except this card, also take control of the targeted monster until the End Phase, but while this effect is applied, it has its effects negated, its ATK becomes 3000, also its name becomes "Galaxy-Eyes Cipher Dragon".

A potential OTK card if your opponent controls 1 or 2 monsters. This almost works like Malevolent Sin since it lets you direct attack if your opponent only controls 1 monster.

Galaxy-Eyes Cipher Blade Dragon
Galaxy-Eyes Cipher Blade Dragon
LIGHT Dragon ★9
ATK 3200 / DEF 2800
Heart of Xyz [SR]
3 Level 9 monsters
You can also Xyz Summon this card by using a Rank 8 "Galaxy-Eyes" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Cannot be used as an Xyz Material for an Xyz Summon. Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this Xyz Summoned card is destroyed by your opponent's attack or card effect and sent to your Graveyard: You can target 1 "Galaxy-Eyes Cipher Dragon" in your Graveyard; Special Summon it.

A great card removal that can be Xyz Summon by using a "Galaxy-Eyes" Xyz Monster means that you can Xyz Summon directly onto Galaxy-Eyes Cipher Dragon which will gives them max. 3 materials for activating their effect.

Number 22: Zombiestein
Number 22: Zombiestein
DARK Zombie ★8
ATK 4500 / DEF 1000
Darkness Gimmick [SR]
2 Level 8 DARK monsters
Must be Xyz Summoned and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card and send 1 card from your hand to the Graveyard to target 1 face-up card your opponent controls; change this card to Defense Position, and if you do, negate that face-up card's effect until the End Phase.

A pretty good optional card to use as a rank 8 XYZ. 4500 ATK is high enough to one shot your opponent, making it a great comeback card from your opponent controlling 2 monsters to a win for you in a turn.

The negate effect is pretty strong since it's a quick effect and can negate any face-up card, but switching it to DEF with only 1000 can make it difficult to survive.

Number 70: Malevolent Sin
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.

Steelswarm Roach
Steelswarm Roach
DARK Fiend ★4
ATK 1900 / DEF 0
Photons of Galaxy [SR]
2 Level 4 monsters
During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.

Roach is great for monster suppresion, much like a Trap Hole card. When your opponent summons a boss monster, use Roach's effect to immediately destroy it. This is an especially good counter against Synchro Decks. But most of the time, just Roach's presence on the field is enough to deter the opponent from making big monsters.

Number 18: Heraldry Patriarch
Number 18: Heraldry Patriarch
LIGHT Psychic ★4
ATK 2200 / DEF 2200
Voltage of the Metal [R]
2 Level 4 monsters
Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard.

Useful when decks that often use monsters with the same name become popular in the meta.

Other Cards Option

Ancient Gear Reborn

Ancient Gear Reborn
Ancient Gear Reborn
Continuous Trap
Dark Dimension [R]
Once per turn, if you control no monsters: You can target 1 "Ancient Gear" monster in your Graveyard; Special Summon it, and if you do, it gains 200 ATK (even if this card leaves the field). You can only control 1 "Ancient Gear Reborn".

Able to special summon 1 "Ancient Gear" monster in your Graveyard except Ancient Gear Golem which can prevent OTKed by your opponent. Also, your Ancient Gear monster that special summoned by this effect will gains 200 ATK even if this card leaves the field.

Other Extra Decks

Number 9: Dyson Sphere
Number 9: Dyson Sphere
LIGHT Machine ★9
ATK 2800 / DEF 3000
Darkness Gimmick [UR]
2 Level 9 monsters
Once per Battle Step, during your opponent's turn, if this card with Xyz Material is attacked: Negate the attack (this is a Quick Effect). When this card is targeted for an attack while it has no Xyz Materials: You can target 2 monsters in your Graveyard; attach those targets to this card as Xyz Materials. During your Main Phase 1: You can detach 1 Xyz Material from this card; this card can attack your opponent directly this turn. Your opponent must control a monster with higher ATK than this card for you to activate and to resolve this effect.

Great as a blocker because of its high ATK and DEF as well as its effect, but it can be easily removed by a lot of card removal effects so it's not a reliable monster to stall for long.

Hieratic Sun Dragon Overlord of Heliopolis
Hieratic Sun Dragon Overlord of Heliopolis
LIGHT Dragon ★8
ATK 3000 / DEF 2500
Infinite Ray [UR]
2 Level 8 monsters
Once per turn: You can detach 1 Xyz Material from this card; Tribute any number of monsters from your hand and/or your side of the field (minimum 1), then destroy an equal number of cards on the field.

Heliopolis' mass removal effect is very powerful and, with enough cost, can result in an enemy board wipe. You can then proceed to hit them directly with 3000 ATK.

Dark Rebellion Xyz Dragon
Dark Rebellion Xyz Dragon
DARK Dragon ★4
ATK 2500 / DEF 2000
Phantom of Rebellion [UR]
2 Level 4 monsters
You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK.

General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.

Gear Gigant X
Gear Gigant X
EARTH Machine ★4
ATK 2300 / DEF 1500
Voltage of the Metal [UR]
2 Level 4 Machine-Type monsters
Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target.

Its effect lets you search any of the main deck monsters since they're all machines.

Abyss Dweller
Abyss Dweller
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 Phantom Knights.

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.

Comments

Hot New Top
Anonymous
Without a skill to return brick to the deck and get what you need AG won't accomplish much
<< Anonymous
Anonymous Reply
A "Magical Mallet"-like Skill would be great for AG.
Anonymous
If the condition allows you, it's always better to Tribute Summon Reactor Dragon by Tributing 1 Wyvern (while Geartown is on the field), instead of trying to Special Summon it. The piercing effect is really useful and can finish a duel before your opponent gets the chance to fight back.
<< Anonymous
Anonymous Reply
*I mean if the current condition on the duel, like what cards are on the field
<< Anonymous
Anonymous Reply
Yeah, Wyvern or Frame or whichever low level AG you have on the field that you don't need anymore
wtf
whats with the "missing activation time" message that I get sometimes when I destroy Geartown ?
<< Anonymous
Anonymous Reply
It's not really weird, it's just the way effects are worded. If the card states "when" in its effect, it can miss timing because the effect can only resolve the exact moment the condition happens. Also it wouldn't miss timing if another effect was chained since it would still be Chain Link 1 and the chain is always resolved backwards.
<< Anonymous
Anonymous Reply
As Chain Link 2 or higher it would miss timing. Fortress on the other hand states that "if" it is destroyed, not specifying an exact moment, thus it can't miss timing.
<< Anonymous
Candend Reply
"When" is not always miss timing. "When" can miss timing if followed by "you can"...... But card like gravekeeper's recruiter, atlantean heavy infantry, atlantean marksman never miss timing and the text says "when" because this is mandatory effect not followed by "you can"....
<< Anonymous(wtf)
Anonymous Reply
Ah yeah, the classic "when....you can" issue
Anonymous
Play it with toon ancient gear golem
<< Anonymous
Anonymous Reply
Lol wut
Anonymous
And people said Fur Hires were broken LOL
<< Anonymous
Furries 4ever Reply
I play a fur hire deck and have a decent win rate against this deck
<< Anonymous
Anonymous Reply
Fur Hire at its full power was more broken than this deck.
<< Anonymous
Anonymous Reply
Even after the nerf, Fur Hire is still more consistent than AG lol
anonymous
Draw 2 reactor dragon in ranked, scoop. this deck need to solve the brickness problem
<< Anonymous(anonymous)
Anonymous Reply
Just like 99% of archtypes that dont have a skill to fix their bricky hand. It is so funny that midle age mechs from a decent skill became a nearly worthless skill that offers minimum to 0 advantage. Now it is used in decks like valkyries...
Anonymous
Star Seraph... Star Seraph everywhere. The new neos engine.
Anonymous
This 🔥 bricks even more than Blue eyes and I have 3 galaxy cyclones and Breaker in my deck
<< Anonymous
Anonymous Reply
if u have 3 galaxy cyclone use only one breaker and one double cyclone
<< Anonymous
Anonymous Reply
Drawing Galaxy Cyclone, Double Cyclone and World Legacy on the first turn : press the surrender button.
Anonymous
Why is there a lightsworn version with no synchro monsters?
<< Anonymous
Anonymous Reply
Lightsworn for milling engine, to revive AG monsters from the GY.
<< Anonymous
Anonymous Reply
There is?

Besides, AG and LS both don't need to play synchro anyway.
Anonymous
A bad deck to only have 5 monsters
Anonymous
Ancient Brick Dragons, but it's still hilarious that you can easily get to KoG even tho you get a brick 50% of games.
anonimo
uno dei mazzi più forti che esista raggiungi re dei giochi

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Im fine with necroface being limited 1 though. Currently metaphys can be OTKed with Kite Tenjo�...
Would be funny if Blue Angel gets a Skill that double Trickstar monster's burn damage XD
I'm happy for you. Leave Akiza alone.
Ya, that is from the Old Version Build tech and we have removed it from the page. Thanks for ment...
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