Ancient Gears is a turn 2 deck with the ability to continuously punch the enemy in the mouth, and still be able to fight to death on turn 1.

Ancient Gears Guide
CORE
These Ancient Gears will lock you out of Set cards, but I won't mention it. There's no next turn, so why bother setting cards?
Searcher, search for Ancient Gear spells/traps
Super protection, protects Ancient Gear monsters from target, and is destroyed by effects
Brick
Mainly to shoot face-up cards and jump straight to Ancient Gear from the deck, ignoring the summoning conditions (you shoot Geartown or the monster-pulling cards, when destroyed, it will add 1 more body).
Peel it up and it's brick, search it up and it's strong, the ability to use traps directly from this card is a great support for OTK.
Super OTK card
also a search but must discard - something that competes for resources with Droplet (any card is fine, it doesn't matter if it's Ancient Gear or not)
If the trap is broken, you can use this card to punch many times. In return, if this card is accidentally left the field by opp, you can jump straight to the 4400 ATK, punch through the defense aka Ultimate Ancient Gear Golem from the Extra Deck, ignoring the summoning conditions.
Staple
ApolloUSA : can be used on turn 1 to weaken and block the opponent then OTK
Droplet is an extremely strong card because this deck can combo with one card, as well as add tons of resources, you can send all those resources to negate enemy monsters and split ATK in half for easier OTK.
Jump 2 monsters from Deck if opp has more monsters than you (1 monster LEvel 4 or lower, the remaining monster Level 5 or higher than EARTH Machine) but the effect is blocked and you only attack with Machine monsters
Combo
























































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