Yu Yu Hakusho
Pojo's Yu-Gi-Oh Card of the Day
Ancient Gear Drill
You can only activate this card by discarding 1 card
from your hand while a monster that includes
"Ancient Gear" in its card name is face-up on your
side of the field. Select 1 Spell Card from your
Deck and Set it on your side of the field. You
cannot use that Spell Card this turn.
Type - Spell Card
Card Number - SOI-EN040
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 04.20.06
Ancient Gear Drill
This card would have been so great without the
discard. It could pretty much let you pick the card
you needed to wreck your opponent as long as they
weren't in a position to kill it before then. The
problem becomes that an Ancient Gear deck isn't
going to get anyone topdecking anytime soon, and a
deck with Ancient Gear splashed in it wouldn't have
the consistency it needed.
However, it DOES work with that Diamond-guy monster
in Enemy of Justice, without having to discard. The
bad part is then you'd have to wait through TWO of
your turns (one for Diamondguy's effect and one for
Gear Drill's condition). At which point you were
just as well-off with Different Dimension Capsule.
Today we're looking at Ancient Gear Drill, another
card obviously ONLY suited for Gear decks.
Ancient Gear Drill
Effect: You can only activate this card by
discarding 1 card from your hand while a monster
that includes "Ancient Gear" in its card name is
face-up on your side of the field. Select 1 Magic
Card from your Deck and Set it on your side of the
field. You cannot use that Magic Card this turn
So, by playing this card, you give up this card, and
one card from your hand (making this a -1) just to
get any Magic card from your deck.
Don't get me wrong, the effect (minus the cost) is
Especially if you're getting a Magic card that will
win you the duel or get you much closer. However, if
the card being a -1 weren't enough, you don't even
get to activate this card the turn you get it.
Also, keep in mind that you're setting the card, so
you must have an open m/t slot, or you can't even
use this card. I'm sorry to be so negative this
week, but these cards are just =/- at best, so my
1.5/5 even where it belongs, as the cost and wait
outweight the reweard
You stay classy, Planet Earth :)
Ancient Gear Drill:
Oh this is sooooooo tempting!
Spell Card tutoring is just a wonderful idea.
Getting Graceful Charity handed to you on a silver
platter is fantastic. Sadly, when Yu-Gi-Oh was
invented it seems it was decided that it would be a
game without costs, where topdecks could turn the
tide of the game, and where tutors would be rare and
awkward to use.
Now, the Ancient Gears aren't that bad in the scheme
of things, but the tributes can't be revived from
the Grave if you chuck them to use this. Also, you
can't use that Spell Card this turn. Hence, there
1) Use Giant Trunade. Then, you can activate the
Spell immediately. A nice option for Stein decks
searching for Limiter.
2) Get a Quick-Play, which you can use in your
opponent's turn. Your opponent will just know what
Overall, I like this card and will find some way to
use it in a puzzle, but it's too situational to use
in real life.
Traditional: 1/5 (Look, HFD!)
Share and enjoy,
Ancient gear Drill :
Spell recursion with a situational new twist.
The ancient gears have received a variety of
‘support’ (he says using the term loosely) of late,
and unfortunately, this is the better of the
commons. If you ever beneficially pulled this off,
good on you, be I doubt it would ever be that
useful, still pulling it off is quite good as
essentially your trading a card from your hand for a
Scapegoat or Book of moon for next turn, of course
you have to be in possession of any ancient gear at
the time, but I suppose in an ancient gear deck that
isn’t so hard.
Traditional : 2.5/5
Advanced : 3.5/5
Art ; 4/5
MPS ; 3.5/5
Ancient Gear Drill
I am kinda half hearted in this card. It allows you
to get any spell card from your deck;
But it has a two card cost, which replaces itself
with the searched card, thus a minus one, and then
you have to wait a turn to use it. So if you search
out a quick-play magic card it could save you in a
tight spot (limiter removal). Other than that I do
not know what you'd risk setting on the field.
Usable and cool but double-spell is better in my
Ancient Gear Drill
is an intriguing card. It’s something rare for
Yu-Gi-Oh… a Spell Tutor that can get any Spell,
as opposed to only certain ones. There are
several costs/restrictions though. Ancient
Gear Drill requires a discard from hand.
That’s not too bad: lose one card you probably
can spare (and maybe combo with) to get a Spell
from your deck. Next restriction: you cannot
activate it from the field this turn, nor can
you use it (from the field) to pay for costs.
Fortunately, there is a loop hole: said
restrictions go away if, for example, you use
Giant Trunade to send it to your hand. Now,
keeping this (and Giant Trunade) from
becoming a common sight in decks is the
requirement that you also have a Monster with
Ancient Gear in its name in play. Now, you
can still work this into your deck if you wish:
there are many low Level Ancient Gear
Monsters. Ancient Gear Golem and
Ancient Gear Beast aren’t contenders since
they can only be Normal Summoned and require
Tribute. Ancient Gear has little purpose
even in an Ancient Gear deck (it’s not
good for swarming, and there are better ways to
get Tribute Fodder), so it too is out. That
still leaves Ancient Gear Cannon and
Ancient Gear Soldier. Cannon is
rather nice: it’s a small Monster you can choose
to Tribute for 500 burn damage… and prevent
Traps from being activated for the rest of the
turn. Soldier is nice as well: it may be
only 1300 ATK and DEF, but when it attacks, it
prevents Spells and Traps from being activated
until the end of the Damage Step. Both can
prevent nasty surprises, and either could be
added freely to most decks to sneak in an
Ancient Gear Drill.
However, I am not advocating that. At least not
for decks in general, because you’d have to run
at least two of each card to get any kind of
consistency, and that’s six deck slots. More
over, to really be consistent, you’d want three
of each, and possible running the second of my
two recommended Monsters. Now, for an Earth
themed deck, or more accurately, one using
Giant Rat already… try it.
Giant Rat turns
either Ancient Gear Monster into a free
summon. Even if you can’t pull off the
combo, they are good in their own right when
Special Summoned in
such a manner. One or two copies of Ancient
Gear Drill and Giant Trunade are
quite reasonable in a deck: Ancient Gear
Drill being the only real deadweight if no
Ancient Gear Monster is ready or your
hand consists of just that Spell. When the
combo does go off, get whatever Spell you need.
Of course, with the current Spell selection,
that may not be as great a deal: possibly four
cards of effort to get that Spell into hand this
turn. Of course, if you could have used
Giant Trunade and/or the Ancient Gear
Monster anyway, and/or the Monster was
Summoned via Giant
Rat, then it becomes a two for one the wrong
direction: two from hand for one from the deck.
It’s still good just to get that Nobleman of
Crossout or Smashing Ground if that’s
all you need to win. You could go for
Graceful Charity or Pot of Avarice,
but that can get really expensive given what it
took to get them to you already. Card
Destruction, if combined with Ancient
Gear Drill (they can’t chain anything to
Giant Trunade) could be a fun pull and help
you truly gain some card (and field) advantage.
So to summarize, you at least Ancient Gear
Drill in any Ancient Gear deck, and
any deck that already runs Giant Rat
shouldn’t have too much trouble getting use of
the other needed components and setting up the
combo, save for actual deck space. Though I
don’t think it will often be worth it, it
will some of the
time. Lastly, Cyberstein OTK should
consider it as well, since the bits work well
with what it has or are already in the
deck, and getting
that Last Will or Limiter Removal
can mean a win.
1/5 – Too much effort, even though there are
much better Spells to choose from in your deck.
2/5 – This is a general score. You can work the
combo into almost any deck, and benefit some
from it. In a deck already using Giant Rat
(and decent Spells) it’s add a point to a
point-and-a-half, and add two points for an
actual Ancient Gear deck.
3.5/5 – Its actually quite nice here, since
there are some Ancient Gear Monsters and
decent Spells in SOI. The main thing hurting it
is you aren’t apt to get multiples, so it’s
going to be sort of a lucky break when it goes