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Ancient Gear Hunting Dog Series (potential release versions) (written)


The Highlander

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Considering the new ancient gear cards from the structure deck I wanted to share my thoughts on the potentially way the hound dog series would be released, especially considering they are (in my opinion) imperative for A.G. being a somehwhat decent and interesting archtype, especially considering they are one of the first archtypes shown in the anime gx, which itself made fusions the main focus of certain archtypes and crowler later getting ultimate ancient gear golem and arc v showing them as a fusion centric archtype (especially for the hound dog series), so without further explanations for this threat I will now show the way those cards would/should be released, to stay true to their intention and them being decent support.

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Ancient Gear Hunting Hound Earth

Level 3

Machine/Effect

(1) If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step.

(2) If your opponent controls a monster: You can inflict 600 damage to your opponent.

(3) You can Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Materials, including this card.

You can only activate the (2) effect of "Ancient Gear Hunting Dog" once per turn.

 

1000/1000

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The (2) effect is not necessary, however I figured staying true to the anime version would not really cost anything in the case of this effect, so there would be no point not adding it.

The (3) effect might not need a OPT clause, however I added it for now, as I figured they might add it for whatever reason, though I do not directly see the problem with it.

Removed the OPT clause on the (3) effect.

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Double Ancient Gear Hunting Hound Earth

Level 5

Machine/Fusion/Effect

"Ancient Gear Hunting Dog" + 1 "Ancient Gear" monster

(1) Once per turn, during either player's turn, if a monster(s) is Normal or Special Summoned to your opponent's side of the field: You can place 1 Gear Counter on that monster(s) (max. 1). At the start of the Damage Step, if a monster with a Gear Counter battles: You can destroy that monster.

(2) The effect(s) of monsters with Gear counters is/are negated.

(3) If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step.

(4) If this card is used as a Fusion Material for the Fusion Summon of an "Ancient Gear" monster, you can treat it as 2 monsters.

 

1400/1000

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The (1) and (2) effect are copies of the anime versions and the (3) effect is the (propably) most adequate solution to the fact the hunting dog series can use the fusions as stepping stones for bigger/more advanced versions.

Added a negation effect to make it less of a sitting duck.

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Triple Ancient Gear Hunting Dog Earth

Level 7

Machine/Fusion/Effect

"Ancient Gear Hunting Hound" + 2 "Ancient Gear" monsters

(1) This card can make up to 3 attacks on monsters during each Battle Phase.

(2) When this card attacks, it gains ATK equal to half the ATK of the attack target, during damage calculation only.

(3) 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.

(4) If this card is used as a Fusion Material for the Fusion Summon of an "Ancient Gear" monster, you can treat it as 3 monsters.

 

1800/1000

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Considering this monsters focus on battles I came to the assumption that adding a full armades clause, while also adding a cyber oger 2 clause would be the most fitting way to make this monster worth the investment, while not changing its theme of dealing with the field, which is why I did not remove the restriction of battling monsters for multiple attacks.

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Ultimate Ancient Gear Hunting Dog Earth

Level 9

Machine/Fusion/Effect

"Ancient Gear Hunting Hound" + 3 "Ancient Gear" monsters

Must first be Fusion Summoned with the above Materials.

(1) When Fusion Summoned, your opponent's Lp is halved

(2) This card can make up to 3 attacks during each Battle Phase.

(3) 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.

(4) If this card is used as a Fusion Material for the Fusion Summon of an "Ancient Gear" monster, you can treat it as 4 monsters.

 

2800/1000

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Considering the number of materials I came to the conclusion that the full armades clause would be justified, there is not much to say about the rest, 4 materials does justify this cards power.

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Ancient Gear Chaos Giant Earth

Level 10

Machine/Fusion/Effect

"Ancient Gear Hunting Hound" + 9 "Ancient Gear" monsters

This card cannot be Special Summoned, except by Fusion Summon with the above Materials.

(1) Cannot be targeted by, and is unaffected by other cards' effects.

(2) This card can attack all monsters your opponent controls, once each.

(3) If this card attacks, until the end of the Damage Step negate the effects of all face-up monsters your opponent controls.

 

4500/3000

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I must admit I was unsure on adding a vennominaga/ultimate falcon protection clause on this card, however considering this card requires 10 Fusion Materials the protection is well deserved and Utopia the Lightning still exists and considering this card requires much setup there should be no simple solution like using castel or ignister on it.

Also at first I considered putting a full armades clause on its third effect, however there really is no point and unlike the other Ancient Gear monsters hand traps should work on it, just like in the anime.

 

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Ancient Gear Scrap Fusion Spell (Normal)

Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your side of the field or your Graveyard.

You can only activate 1 "Ancient Gear Scrap Fusion" per turn.

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Straight up a Miracle Fusion clone and in this case justified, considering that is basicly what the card in the anime is, not to mention the anime version holds a similar text to cards that are turned into miracle fusion clones.

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Ancient Gear Double Imitate Spell (Normal)

Target up to 2 Level 4 or lower "Ancient Gear" monsters in either player's Graveyard; Special Summon them to your field.

You can only activate 1 "Ancient Gear Double Imitate" per turn.

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Added this card, because the archtype definitely needs more power in the form of revival, also added a "Level 4 or lower" restriction on the targets, so one cannot simply revive 2 level 8 Ancient gear monsters and use them to summon a rank 8 xyz etc.

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