Jump to content

Ancient Gear Deck!!!(+Rep 4 U if u ask for 1!!!)


Recommended Posts

Monsters:20

AG Gadgetron Dragon x3

AG Knight x3

AG Beast x2

AG Engineer x2

Giant Rat x2

Kuraz the Light Monarch x2

psychic commander x2

jutte fighter x2

Spirit Reaper

Sangan

 

Spells:15

AG Castle x2

Geartown x3

Teraforming

AG Workshop x2

Trade- in

Book of Moon x2

Monster Reborn

MST

Brain Control

Havy Storm

 

Traps:5

Botomless Trap Hole x2

TT

Magical Hats x2

 

Extra:

Genertic

 

on Budget

Link to comment
Share on other sites

trade at 3 for only 6 guys?

drop 1 for heavy

drop 1 for limiter removal

 

drop 2 magical hats for

2 roar

 

just....no.

 

-1 Psychic Commander

-1 AGG

+1 Limiter Removal

+1 Heavy Storm.

 

If you are trying to just build generic AG this is pretty good but Ags are more stable as a Geartown deck, which this is not. I can make you a Geartown deck if you want.

Link to comment
Share on other sites

trade at 3 for only 6 guys?

drop 1 for heavy

drop 1 for limiter removal

 

drop 2 magical hats for

2 roar

 

just....no.

 

-1 Psychic Commander

-1 AGG

+1 Limiter Removal

+1 Heavy Storm.

 

If you are trying to just build generic AG this is pretty good but Ags are more stable as a Geartown deck' date=' which this is not. I can make you a Geartown deck if you want.

[/quote']

there are 2 many trade in's but elmo is right about dropping a golemn...still lose the hats for roars unless you want random m/ts in the grave for no reason but to keep them in you sight so that angry man eating watermelons dont take them from your deck when you are not looking

Link to comment
Share on other sites

trade at 3 for only 6 guys?

drop 1 for heavy

drop 1 for limiter removal

 

drop 2 magical hats for

2 roar

 

just....no.

 

-1 Psychic Commander

-1 AGG

+1 Limiter Removal

+1 Heavy Storm.

 

If you are trying to just build generic AG this is pretty good but Ags are more stable as a Geartown deck' date=' which this is not. I can make you a Geartown deck if you want.

[/quote']

there are 2 many trade in's but elmo is right about dropping a golemn...still lose the hats for roars unless you want random m/ts in the grave for no reason but to keep them in you sight so that angry man eating watermelons dont take them from your deck when you are not looking

 

originally Id say you fail but I am in to bad a mood to do so. Magical Hats allows him to select geartown as one of the hats. When Geartown is destroyed, through battle or through Hats, he gets out an AGGD

Link to comment
Share on other sites

even if that was the case, when they attack you have to flip it to reveal whether it was a monster or not.

 

3-6 is fine for tradein.

not good, but not terribad.

maybe 2-6 would be better, given the nature of some of those lvl 8's, being special summonable from the deck.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...