Difference between revisions of "Forum:Speeding Up The Ancient Gears"

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*Oh! and could change [[Karma Cut]] for [[Phoenix Wing Wind Blast]] as... it's more annoying :3~-[[Special:Contributions/213.123.215.233|213.123.215.233]] 09:52, February 4, 2010 (UTC)
 
*Oh! and could change [[Karma Cut]] for [[Phoenix Wing Wind Blast]] as... it's more annoying :3~-[[Special:Contributions/213.123.215.233|213.123.215.233]] 09:52, February 4, 2010 (UTC)
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I go against this deck quite often (i use the pesky six sams)
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What i would recommend is remove all synchro's, keep this a fusion based deck, run 2 [[Solidarity]] and keep machines only.
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In terms of monsters [[Dekoichi the Battlechanted Locomotive]] should be used x2 maybe 2/3 [[Cyber Valley]]
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[[User:Doz Bate|Doz Bate]] 11:38, February 4, 2010 (UTC)

Revision as of 11:38, 4 February 2010

Ancient Gears

I have been working at an Ancient Gear deck for quite some time, and it is powerful and reasonably reliable, however i cant keep up with fast decks, such as six sams or blackwing, especially Blackwing ArmourMaster as he cant be destroyed in battle, or take battle damage. This formula contains cards to be released in Absolute Powerforce. Any suggestions for speed and draw power would be great, thanks!! STABTASTIC 22:58, February 3, 2010 (UTC)

I suggest multiple copies of Machina Frontline. Turning destroyed monsters into another monster, and thinning the deck to boot. Runer5h 23:21, February 3, 2010 (UTC)Runer5h

I would add Giant Rat as well, if you want speed.--Akiza Izayoi 23:39, February 3, 2010 (UTC)

My suggestions? I think 45 cards is too much. 40-42 to get key cards. Even if the deck has draw power or thinning power,you shouldn't go over 45,unless for a good reason (LS for example)

Now onto the deck...

  • Karma Cut More side-deck material. So take that out of main and onto the side
  • Giant Rat Run at least 2 of these. Search for your Gears.
  • Terraforming depends on how badly you need that field spell

That's all I can think of for now...hope this helps.

monsters

spells

traps

Hope this helps you.--Helix-king 05:55, February 4, 2010 (UTC)

Thanks for the suggestions! I have tried Giant Rat before, but all that can really summon is Engineer, which kind of sucks cos then Engineer just gets beaten in the same battle phase. Cyber Valley ends up being a waste of a summon most of the time, my mates simply Lightning Vortex it or Brain Control it to annoy me, but i do have one in the side deck. Oilman is in there for the draw power, but also it offers protection to my monsters because it is a union; if i use limiter removal on Golem, in the end phase he wont be destroyed, and he will keep the wopping 6000 atk points. Terraforming isnt a nessecity for me, but it is in the side deck. Karma cut allows me to get past stardust (remove from play not destruction) and also Blackwing Armourmaster. It also removes from play any monsters in the opponents grave that have the same name as the target on the field, useful in getting rid of pesky six sams such as Zanji and the Grandmaster, and blackwings like Bora, Kalut and Sirocco. I will most likely shift United We Stand to side deck, but it powers up Engineer and Beast, however i do have a Solidarity in there. Beast gets past cards such as D.D Warrior Lady and nulify opponents flip effect monsters. Brain Control is used to kiddnap and tribute cards such as Armourmaster and Stardust Dragon. I will more than likely remove Soldier, but it is simply there for fusion material. The two tuners (Nitro and Turbo) are machine, working well with Solidarity, able to be used with Overload Fusion, and make for a range of synchros, e.g Black Rose the field, destroy Geartown and summon Gadjiltron Dragon.

  • Limiter Removal is only till the end phase and i suggest the cyber valley so you can tribute it and something else during your turn to draw, don't leave it all alone to get hit by lightning, that makes for a sad valley :(
  • Granted Solidarity and United We Stand are cool cards, but if your looking to speed up your deck, take em' out.

A Power Bonded Ultimate Ancient Gear Golem and limiter removal are all you should need. don't sweat the little battle's, go for one big punch to the throat.--Helix-king 08:51, February 4, 2010 (UTC)

  • Actually, Limiter Removal lasts till the monster s leave the field, which is usually the endphase, but if it' survives, it keeps the attack, as for tips.. Run Geartown. & Terraforming, and as many ways to destroy it as posible (ie: black rose dragon, though that kills solidarity) as it lets yo get beast out with no tribute, and dragon out with no effort, & Might i suggest Mindfield Driller? machine, decent attack, brings back the town, and if you set town on town, the first one gets effect, summoning a dragon. For Draw power, as you have 6 lvl 8 monsters, could run 2 Trade-In & toss dragons, or golems which can be retrived by Ancient Gear Workshop, just some ideas~-213.123.215.233 09:37, February 4, 2010 (UTC)

I go against this deck quite often (i use the pesky six sams) What i would recommend is remove all synchro's, keep this a fusion based deck, run 2 Solidarity and keep machines only. In terms of monsters Dekoichi the Battlechanted Locomotive should be used x2 maybe 2/3 Cyber Valley

Doz Bate 11:38, February 4, 2010 (UTC)