Ancient Gear Duel
Ancient Gear Duel

Ancient Gear Duel – #LEDE-EN072

“Ancient Gear Golem”, and monsters that mention it, in your Monster Zone are unaffected by your opponent’s activated monster effects. If your opponent controls a monster: You can Fusion Summon 1 Fusion Monster that mentions “Ancient Gear Golem” from your Extra Deck, by banishing monsters from your field or GY as material, including “Ancient Gear Golem” you control, and if you do, it can make up to 3 attacks during each Battle Phase. You can only use this effect of “Ancient Gear Duel” once per turn.

Date Reviewed:  May 22nd, 2024

Rating: 3.17

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Ancient Gear Duel is the other Continuous Trap in the Ancient Gear archetype, and arguably the much better choice for Commander to place face-up.

Keeping your best monsters safe from easy outs is the name of the game, and Ancient Gears don’t really have a lot of protection. Ancient Gear Duel offers protection against activated monster effects for all Ancient Gear Golems you have and monsters that mention it protects your heavy hitting Golems as well as two of your big Fusion Monsters, Tanker, Commander, Frame, and Dark Golem because it is Ancient Gear Golem on the field. With Commander being able to place it face-up after being banished you fast-track the process of activating this.

Ancient Gear Duel really earns its keep despite being a Trap when it doubles as a Fusion card while your opponent controls a monster. Doesn’t matter if you control a monster, as long as they do, you can use the grave and field for a Fusion Summon involving Ancient Gear Golem as a material being used in the Fusion Summon. You have to have AGG on the field, but you get to banish from the field or grave AND you get three attacks each Battle Phase. Megaton Golem has 3300ATK, Ultimate Ancient Gear Golem has 4400ATK, Chaos Ancient Gear Golem has 4500ATK as well as Spell/Trap protection, all have piercing and Battle Phase/Damage Step protection from Spell/Trap (exception is Chaos for the Damage Step). Doubtful your opponent will be playing defense for you to lay waste to them, but sometimes you run into Superheavy Samurai in defense. The key is the fusion ability on the Continuous Trap as well as the protection finally from monster effects.

Ancient Gear Duel can be quite the offensive enabling card, but make no mistake, it shines with its protection. Ancient Gears, the big ones, had protection until the end of the Damage Step from Spell/Trap, but they needed this, especially with the lack of battle Spell/Trap cards played now. Great card for the deck and Commander to make easier to play.

Advanced- 3.5/5     Art- 3/5

Until Next Time,

Crunch$G Avatar

Midweek is a Continuous Trap to be useful with yesterday’s card: Ancient Gear Duel.

Ancient Gear Duel is a Continuous Trap that makes Ancient Gear Golem and other monsters that mention it in the Monster Zone unaffected by the opponent’s activated monster effects, offering them some fine protection so you can get the OTK through, especially considering most Ancient Gears turn off the opponent’s backrow when they battle already. The main effect can be triggered if the opponent controls a monster, which again should be likely when you go second to try to OTK, letting you Fusion Summon any monster that mentions Ancient Gear Golem from the Extra Deck by banishing the materials from your field or graveyard, including an Ancient Gear Golem, and said monster gets to make up to 3 attacks each Battle Phase. This basically lets you get to the 4400 ATK Ultimate Ancient Gear Golem with 3 attacks, which should finish the game with its piercing effect. You can also make attacks before using this effect, assuming your opponent still has a monster after you battle with your monsters first. Basically, if you use this effect, you’re likely finishing the game considering the Fusion targets. It’s a hard once per turn on the Fusion, so you can’t spam the field with 3 Ultimate Ancient Gear Golems and maybe some Megatons as well, but it gives your monsters protection while giving your boss monsters a higher damage output. It’s easily searchable, so you shouldn’t need 3, but playing it and activating it with Commander should be a lethal play.

Advanced Rating: 3/5

Art: 4/5 Lucky they can use Flare Neos on this artwork from the last Duel between Jaden and Crowler, considering they can’t use Air Neos anymore.

Mighty Vee

If you were wondering what on earth you were supposed to place with Ancient Gear Commander, here it is! Ancient Gear Duel is a new Continuous Trap for the Ancient Gear archetype. While it’s searchable with Ancient Gear Frame, Wyvern, and Dark Golem, you will almost never do this because it’s a Continuous Trap, and two of them lock you out of setting backrow anyway. Instead, you will be placing this card directly with Commander, circumventing those troublesome locks. Duel makes all of your Ancient Gear Golems, plus monsters that mention it, unaffected by your opponent’s activated monster effects. This gives Ancient Gear’s bosses some much-needed protection against removal from monsters, though unfortunately it won’t protect Chaos Ancient Gear Giant even if you could summon it, which leads us to Duel’s sole hard once per turn effect: if your opponent controls at least one monster, you can Fusion Summon any Fusion monster that mentions Ancient Gear Golem by banishing the materials from your field or Graveyard, with at least one of them being your own Ancient Gear Golem on your field. As a bonus, that Fusion monster can make three attacks during the Battle Phase, which is perfect for the best Fusion target– Ultimate Ancient Gear Golem, which depressingly lacks multi-attacking like its much stronger counterpart. Ancient Gear Duel does a great job of making Ultimate viable, but would it really hurt to let it summon Chaos Giant? Konami must be scared of Towers still…

+Best target for Ancient Gear Commander
+Easily enables OTKs with Ultimate Ancient Gear Golem
-Can’t summon or protect the monster that would benefit the most from its effects
-Has to be searched since Commander doesn’t place from deck

Advanced: 3.5/5
Art: 3.75/5 Flare Neos in for a world of pain, a la the anime

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