#Yugioh Discussion – Superheavy Samurai and Ancient Gears

So this has been discussed before but it is a conversation I enjoy.  With all but confirmed headshots to many of the big meta and even some of the rogues, one can’t help but wonder if the new landscape – presumably a slower, less do-or-die OTK, anti-massive turn one uber-board style of could encourage potent (even if less potent than the current state) builds that simply can’t keep up with where the game is right now, may start creeping back in.

I’ve mentioned Superheavy Samurais before and I can’t help but think with their aggro-defensive style (which is pretty unparalleled in Yu-Gi-Oh) could be very effective in the new game.  A zero reliance on spells and traps means the restructuring of the Spell/Trap/Pendulum zones really don’t matter.  And they’re not necessarily a turbo deck by any means. The SH Samurais’ ability to grind out a game in the main deck is impressive.  After Full-Power Domain-Monarchs was hit, SH Samurais found a pretty decent match up with them.  Typically one SH Synchro will do the job – so while Linking (in my opinion) probably won’t be any more difficult for them than anyone else – Superheavies don’t “need” that big wombo-combo play to get things going.  They can just Flutist into a Big Benkei, Trumpeter into Susano-o. General Coral (did anyone else hear Rick Grimes, just now?) plus Gauntlet is still a brutal OTK.

The new Ancient Gear Reactor Dragon is a monster and another main deck OTK with no need of the Extra Deck or its specialized zones.  Ancient Gear can get all three Reactor Dragons in one play and with Limiter Removal it’s devastating. 

To do this you’ll need at least 1 Reactor Dragon and Geartown, Catapult, and Fortress in hand.  This can be tricky for turn two, as that’s a very specific first hand to draw into (but not impossible). It’s an amazing KO to follow-up an unblocked Dark Hole (as Ancient Gear Catapult requires you to control no monsters).

Having Geartown in play alongside Ancient Gear Fortress, use Ancient Gear Catapult to destroy either Geartown or Fortress. Catapult will summon a Reactor Dragon from the deck and Geartown will summon another from the deck – or – Fortress summons the one in your hand. Enter the battle phase: Reactor Dragon’s effect triggers when you destroy a monster, which is destroy a spell/trap. Use that to pop the remaining spell/trap you missed and it will drop that last Reactor Dragon you’ve been waiting for.

Others like Ultra Athletes, Harpies, Bujins, and Dark Worlds are all examples of decks that can put in the work without needing the Extra Deck or Pendulum Summons.

There are lots of decks that could emerge during this interesting time before arguably one of the biggest core changes the game has ever seen.

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9 thoughts on “#Yugioh Discussion – Superheavy Samurai and Ancient Gears

  1. However, with Ancinet gears, the Extra deck can be the most important, if you run the fusion dependent variant. It’s soooo powerful. OTK’s from every direction.
    I mean it’s fast too. I gotten into Ultimate Ancient Gear Golem turn one and also Chaos Ancient Gear Giant turn one. Best of all I got into Cyber Dragon Infinity turn one with this build. Watch out Ancient Gears to make a return!

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    1. You’re very right and with the new support and that broken new poly that they’ve picked up they’re looking scarier than ever. The 3x Reactor Dragon OTK was my fav build when I was playing it a lot and I should probably take another look at them with the new cards.

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      1. I would suggest that, yes. Very playable these days. I been taking out Blue eyes decks and invoked and others too meta decks.
        Here is my current list:
        Monsters – 20
        3 – Ancient Gear Hunting Hound
        3 – Ancient Gear Wyvern
        3 – Ancient Gear Box
        3 – Ancient Gear Gadget
        2 – Ancient Gear Golem
        2 – Ancient Gear Reactor Dragon
        2 – Ancient Gear Engineer
        1 – Ancient Gear Hydra
        1 – Gearspring Spirit
        Spells – 16
        3 – Geartown
        3 – Ancient Gear Catapult
        2 – Ancient Gear Fortress
        2 – Terraforming
        2 – Power Bond
        1 – Raigeki
        1 – Overload Fusion (for late game use, which this deck usually never faces late game situations)
        1 – Machine Duplication (For Box and or Gadget, to get Vylon Disigma out)
        Traps – 4
        2 – Quaking Mirror Force
        2 – Solemn Strike
        Extra Deck
        3 – Ancient Gear Howitzer
        2 – Ultimate Ancient Gear Golem
        2 – Chaos Ancient Gear Giant
        1 – Heavy Armored Train Ironwolf
        1 – #101 Silent Honor Ark
        1 – Vylon Disigma
        1 – Cyber Dragon Nova
        1 – Cyber Dragon Infinity
        I have used the Geartown/Catapult combo to get both Engineers out which goes into Nova and then Infinity on turn one.
        Just put it there thoughts. Check it out and let me know what you think!

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      2. Sounds Awesome!! That would be an honor.
        Yeah if you have YgoPro 1 or 2 try it out.
        It is subject to change, as it is my newest deck, but this build has been doing the best. It can take a little bit to get the combos down and memorized.

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  2. An important combo to always be aware of is the possibility of doing Geartown and Catapult to go into the 2 Engineers which goes into Cyber Dragon Nova and Then Cyber Dragon Infinity.
    That is not usually the go to move at all. Because that combo most times can take you right into Chaos Giant or Golem if you want. But this is just a situational thing to know.

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      1. Awesome. By now a lot of changes have been made. I have put a whole lot of thought into this and it is now much more efficient, practical, and well rounded. Here is the new list:
        Monsters – 19
        3 AG Wyvern
        3 AG Hunting Hound
        3 AG Reactor Dragon
        3 Effect Veiler
        2 AG Golem
        2 AG Box
        2 AG Gadget
        1 AG Hydra
        Spells – 20
        3 Geartown
        3 AG Catapult
        3 Power Bond
        2 Terraforming
        2 Foolish Burial Goods
        2 AG Fortress
        1 Limiter Removal
        1 AG Fusion
        1 Dark Hole
        1 Tribute Burial
        1 Upstart Goblin
        Traps – 1
        1 Quaking Mirror Force

        Extra Deck – 6
        2 AG Howitzer
        2 Chaos Ancient Gear Giant
        1 Ultimate Ancient Gear Golem
        1 Megaton Ancient Gear Golem

        I like this build so much more and it has been winning so much more.

        Quick comment on adding Tribute burial: If I have it on turn 2 Or 3 it could really help me from bricking with a high level monster in my hand, or if they prevent all special summoning
        Thanks!

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