Geargia is a Control Deck that focuses on swarming the field with various Level 4 EARTH Machine-Type monsters and then slowly depleting the opponent’s resources via their effects. No new card has been added to this archetype since its introduction in Valiant Souls, but this is still an incredibly powerful deck that can get you to King of Games.
At the cost of 2000 Life Points, Ties of the Brethren allows you to quickly swarm the field. You can run Destiny Draw or Fusion Reserves - Roids to get more value from Ties of the Brethren, but we would generally advise using Balance for consistency.
Thanks to Balance, you will always have a Monster Card in your starting hand and over a 50% chance of also having this Spell Card, which is all you need to get started.
Geargiarsenal gains 200 ATK for each “Geargia” monster you control, so, even though its original ATK is pretty low, after activating Ties of Brethren it will reach 2100 ATK, which is just enough to get over Koa'ki Meiru Urnight.
You can Tribute Geargiarsenal to Special Summon any other “Geargia” monster from your Deck in Defense Position. This is an Ignition Effect, which means you will only be able to activate during your Main Phase.
Geargiattacker and Geargianchor provide monster and backrow removal respectively: they are both very important as they allow you to keep control of the field without wasting any resources. On their own these two cards can’t really do anything: you need to control multiple “Geargia” monster in order to take advantage of their effects, which is exactly why this deck functions so well with Ties of the Brethren.
Since Geargiattacker and Geargianchor’s effects trigger upon being flipped face-up, a common card that you see in “Geargia” decks is The Spell Absorbing Life: the added Life Points can give you a chance to activate a second Ties of the Brethren during the same Duel in case of a board wipe (Drowning Mirror Force), but it can also make Geargiattacker’s effect miss the timing if you chain it in response to another card effect.
Since The The Spell Absorbing Life loses a lot of value if you do not start with Ties of the Brethren, we opted for Floodgate Trap Hole and Wall of Disruption (generic protection) in the Example Deck.
Balance Your starting hand will reflect the card balance of your deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Although there are definitely a few other options, some of which we’ve already mentioned, Balance is arguably the best Skill to run with this deck: the increased chance of drawing Ties of the Brethren and/or Pulse Mines without having to sacrifice your first Draw Phase (Restart) makes this deck a lot more consistent.
Without Pulse Mines, a Koa'ki Meiru deck can OTK you on Turn 2 after activating Hey, Trunade!. Koa'ki Meiru Ice can nearly wipe away all of your monsters since they have been Summoned with Ties of the Brethren and Koa'ki Meiru Sandman can negate your Pulse Mines if you do not activate right away in response to Koa'ki Meiru Urnight being Summoned.
The latter, it's meant to be sounding similar to "Gear Gear". In fact, that's the Japanese name for the archetype.
The deck isn't bad, It's pretty much a loss to koaki unless you open ties on a turn 1 / they brick. Either way it is an uphill battle. Treach destroys this deck more than any other but I have won through that a couple times. If you are smart you can pull off a 75% winrate against ladder plebs. Just don't be disheartened by the losses, believe in the deck! I got kog with it in 40 or so wins. This was my final decklist...
I don't think anyone would take a 3-card Extra Deck seriously. If you were actually using it, you'd have 5.
Incidentally, there is really no excuse for ANYONE not have 5 cards in their Extra Deck now that Synchros exist. It's not hard to bluff that you could potentially be running a Tuner, making cards like Armades and Stardust potential threats even if you yourself know you can't Summon them.