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Ancient OTK


Zexaeon

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Alright, I've been tinkering with this thing for about a week now. I didn't want to post it until I thought it was "ready". Well, I played with it yesterday and today, and it's 6 for 6 matches, though it lost several of the duels in between.

 

The big problem that I can't get over is the occasional dead draw, and the fact that just one dead draw can suddenly just slow this thing down, as it gives my opponent a turn to mount a strike against me. The other problem is the difficulty to reach the deck's goal if I can't get my Future Fusion quickly enough.

 

[align=center]Monsters

 

3x Ancient Gear Soldier

3x Ancient Gear

3x The Earth - Hex-Sealed Fusion

2x Giant Rat

2x Ancient Gear Beast

3x Ancient Gear Golem

2x Cyber Dragon

3x Cyber Valley

 

Spells

 

1x Ancient Gear Castle

2x Ancient Gear Drill

2x Power Bond

1x Overload Fusion

1x Limiter Removal

1x Future Fusion

x2 Machine Duplication

x1 Foolish Burial

 

Traps

 

1x Mirror Force

2x Solemn Judgment

1x Torrential Tribute

2x Chain Material

3x Rock Bombardment

 

Fusion

 

3x Ultimate Ancient Gear Golem

1x Chimeratech Overdragon

2x Cyber Twin Dragon

 

 

The deck plays like so - Draw cards (Cyber Valley) until Future Fusion or Ancient Gear Drill make it to the hand (which will grab FF anyway). Meanwhile, keep myself safe by using Traps like Torrential, Mirror, and summoning Rats and Hex-Sealed Fusions with the rats - I want the H-SFs in the Graveyard, so I'll also be using Rock Bombardment.

 

When I'm ready, which usually is within a turn or two, I future fusion, sending 2 Gear Golems and another Ancient Gear to the grave, and keep FF protected with Solemns. Once FF summons my UAGG, I Chain Material (using H-SF as substitutes for AGG) to bring out another UAGG or two. Limiter Removal works to finish the duel (just the UAGG that CAN attack should be able to do it, since I AM attacking with other monsters while all this goes on), but if not, I get to summon my AGGs back when my UAGGs go bye bye.

 

Extras include Cyber Dragons (dahoy) and Overload, just in case the opportunity presents itself. Power Bond is also here, as AGG finds its way to my hand often enough to use it. I only run one castle, because while it can help, it isn't essential - I could ditch it at the first opportunity if it means smoothing this deck out. The same can be said of Spell Gear.

 

Cyber Twin is also in the fusion deck, because again, if the opportunity presents itself, it could be game-winning, and it isn't like having another monster in the fusion deck is hurting anything.

 

Anyway, please help. Like any OTK, I know I'll never be able to ELIMINATE dead draw from the equation, but I want to severely lessen it. I was thinking of Foolish Burial?[/align]

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take out 3 ancient gear knight, and put in ancient gear soldiers, they can be ratted out. loose factory and something else for a couple of inferno reckless summons and def find room for a foolish. idea is nab a soldier with rat, inferno reckless summon. foolish an AGG then drop Spell Gear on them. Limiter removal = game? also mebbe lose a rock bombardment for machine duplication for valleys?

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Edits made. I gave it a few simulated test runs in YVD, and a couple real life draw tests. Seems to flow much better now!

 

Gear Soldier is definitely easier to use than Gear Knight, Machine Duplication got my Ancient Gears and Cyber Valleys duplicated, foolish got rid of H-SF first turn, and I dropped another with RB - was all set up for Chain Material

 

Decided against IRS, as it would kinda deter focus from the deck's main idea. Spell Gear was never a priority, so I ditched it.

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The lack of Ancient Gear Cannon pains me somewhat.

 

Maximizing him alongside Machine Duplication would be recommended.

 

Trade In should be used only if you are planning to use more level 8 monsters other Golem. The bare number of monsters to make Trade In usable is at least 4, and even I think it is not enough(I start only to use it at 6).

 

Lvl 8 Machines that CAN be used include Demonic Motor Omega and The Big Saturn. Otherwise, if you are a Reasoning/Monster Gate fan there's always Jinzo-Lord, and the Metal monsters(Metalzoa, REBMD).

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The lack of Ancient Gear Cannon pains me somewhat.

 

Maximizing him alongside Machine Duplication would be recommended.

 

Trade In should be used only if you are planning to use more level 8 monsters other Golem. The bare number of monsters to make Trade In usable is at least 4, and even I think it is not enough(I start only to use it at 6).

 

Lvl 8 Machines that CAN be used include Demonic Motor Omega and The Big Saturn. Otherwise, if you are a Reasoning/Monster Gate fan there's always Jinzo-Lord, and the Metal monsters(Metalzoa, REBMD).

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The lack of Ancient Gear Cannon pains me somewhat.

 

Maximizing him alongside Machine Duplication would be recommended.

 

Trade In should be used only if you are planning to use more level 8 monsters other Golem. The bare number of monsters to make Trade In usable is at least 4, and even I think it is not enough(I start only to use it at 6).

 

Lvl 8 Machines that CAN be used include Demonic Motor Omega and The Big Saturn. Otherwise, if you are a Reasoning/Monster Gate fan there's always Jinzo-Lord, and the Metal monsters(Metalzoa, REBMD).

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