ways to counter Geartown/reactor dragon combo:
-Cosmic/galaxy cyclones:
cosmmic is the safest as galaxy cyclone may hit a fortress but if you hit a double cyclone with galaxy, your opponent's geartown will miss timing if he/she chain double cyclone to destroy the card and next turn you can destroy ancient gear castle, these cards are also great against buster blader, heros and karakuri but not so much against koa'ki.
-dust tornado:
chain it to the initial activation of geartown or use its second effect to set a card from hand and Geartown will miss timing.
-Spellbooks+ Silent swordsman:
to avoid early activation of double cyclone or any other backrow remover set the first monster rather than summoning it, unless your opponent is setting his toggle to on he/she will not respond to your set.
-If you are running backrows better use chainable backrows+ floodgates.
-cards like magic defector, acid rain and system shutdown are only good against certain decks, great cards in tournaments.
-sometimes it's better not to set a trap/spell especially if you go 2nd and you only have 1 trap/spell, double cyclone is a thread here.
-Spells and traps can't be chained to reactor Dragon's Destruction effect.
-AG players usually don't run strong backrows (except TTH) so it's usually safe to swing.
-As a koa'ki player:
summon wall instead of sandman, use maximus to destroy the castle or any monster, if you don't feel a delay expect a facedown fortress(most likely), WOD or drowning.
-always try to figure out how to make geartown miss timing, fortess doesn't miss timing!
you are welcome.
I also forget to mention some players use unending nightmare, the card is actually more problematic than double cyclone, especially in the mirror match.
playing around Unending nightmare is not that easy
Also, if AG special summoned monsters are flipped face down with Canadian, flood g, ... they can be targeted easily with effects like Koaki' Ice. They will not be protected by Fortress.
Beside, as I love of AG deck, I think I will try to get copies just for fun.
if reactor Dragon attack you can't activate yaksha's effect, if your opponent chain double cyclone to terror incarnate's end phase destruction effect, ultimate nightmare will die
unending nightmare can destroy the island immediately, also if unending nightmare is chained to terror incarnate's effect, ultimate nightmare will die.
reactor Dragon can safley swing into any yubel form to destroy island
chaining unending nightmare/double cyclone without TTH or any other monster destruction cards to terror incarnate's effect will allow ultimate nightmare to be safely summoned.
Man !
4 duels in a row against AG xD
Ok, so I got 3 wins by using Cosmic to remove fortress. Otherwise, use maximus to destroy their spell and then play Ice to get rid of reactor.
With some lucky starting hand of course.
Yeah, Fortress is more annoying than Geartown because it can't miss timing. It cannot special summon from the deck but Wyvern can add Reactor Dragon from the deck to the hand
I don't like those kind of decks that depends solely on a single card like buster blader and AG, especially when that one card is so oppressive and degenerative= reactor dragon and Dragon destroyer, masked heros can win without mask change, vampires without grace,...etc
buster/AGs always need the dragon destroyer/ Reactor Dragon to win and these cards need specific counters.
although the advantage of going 2nd to first is becoming more and more relevant by time but still it's a part of the game mechanics and it's decided by the coin flip.
why releasing coin flip dependent decks in the first place?.