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. Sure, Silent Magician, Silent Swordsman and Cosmic Cyclone may be an issue, but what you really want to do is Summon this card directly from your Deck with Magical Hats.
During your opponent’s Battle Phase, you can choose two copies of Geartown and one monster you control, place them all in face-down Defense Position and shuffle them. At the end of the Battle Phase, if your opponent hasn’t already done so, the two copies of Ancient Gear Town will be destroyed and you will be able to Summon two copies of Ancient Gear Reactor Dragon from your hand, Deck or Graveyard.
This is the ideal situation, but you can also destroy Geartown yourself. You can’t use Storm to so 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.
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.
Since Geartown can Special Summon Ancient Gear Reactor Dragon even from the Graveyard, you might want to make good use out of the ones you end up drawing. Use Shredder’s effect to get rid of problematic monsters on your opponent’s side of the field, taking advantage of the fact that Reactor Dragon is Level 9.
I decided to go for Canadia for both the Restart and the Balance version, but you could easily switch it for Pulse Mines, which would actually work better against Koa'ki Meiru in case of a Hey, Trunade!.
Canadia can disrupt the opponent’s plays, prevent Vampire Grace and Koa'ki Meiru Urnight from activating their effects by flipping them face-down and it can even be Special Summoned from the Graveyard for additional protection or Tribute Material.
Beatdown! This turn, the Atk of all Level 5 or higher face-up monsters on your field increases by the number of monsters of Level 5 or higher on your field times 300.
Even Ancient Gear Reactor Dragon will struggle dealing with Koa'ki Meiru Maximus and Cosmo Brain and trading with these monsters will not always be the best option. Beatdown! will allow your monsters to get over pretty much anything aside from Silent Magician LV8.
Restart Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart provides more consistency at the cost of potentially having to sacrifice your first Draw Phase.
It’s true that, when the deck goes off, it’s extremely powerful, but there are a few instances in which it generates completely unplayable hands.
Your opponent is free to activate cards like Offerings to the Doomed, Treacherous Trap Hole and Paleozoic Canadia before Ancient Gear Reactor Dragon declares an attack. Ancient Gear Fortress can protect your monsters from these cards during the turn they are Summoned, but it’s just temporary and you’re not always going to have one face-up on the field.
Making Geartown miss the timing is actually quite easy: if just to make an example, your opponent chains Twister to its activation, you will not be able to Summon Reactor Dragon.
I play a fur hire deck and have a decent win rate against this deck
this deck is the most cancerous deck in ladder, turn 1 easy summon reactor plus you can't target em with card effects if they use fortress then OTK us godamnit it's broken as hell man, they would have nerf this garbage out of meta.
Yeah, if you buy all three decks and just throw that together you'll be in a lot of trouble.
You got to throw in some outs. In fact a lot of people just use the old Geargia decks over it now I've noticed, which geartown and fortress only help.
I thought I would start a king of game climb late in the season to avoid this deck. But almost every duel I have is still against AG players who almost always open with absolutely perfect starting hands with double cyclone and everything to get the dragon right away. It doesn't matter what I do. I banish the field spells and they just always get another two each turn. I floodgate or destroy a dragon and start to make a comeback and they have a perfect backrow. And I always go second when going first would have helped more. How on earth are they all not king of games yet!?
It just gets worse and worse! Faced what should have been a brickfest 24 card deck and they STILL pull two fortress and a geartown on their first two turns and then just when I think I have outlasted it and am clear for the kill, Yami Yugi pulls ANOTHER fortress with his heart of the cards bull shit skill. Go. To. King. Of. Games. Already. What is stopping you!? (I'm really sorry, I need to rant.)