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Pojo's Yu-Gi-Oh Card of the Day

Ultimate Ancient Gear Golem

Level 10
ATK/4400 DEF/3400
"Ancient Gear Golem" + 2 "Ancient Gear" monsters
This monster cannot be Special Summoned except by Fusion Summon. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks, your opponent cannot activate Spell or Trap Cards until the end of the Damage Step. If this card is destroyed, you can Special Summon 1 "Ancient Gear Golem" from your Graveyard, ignoring the Summoning conditions.

Card Ratings
Traditional: 1.25
Advanced: 2.75 

Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.

Date Reviewed - 06.11.08


Dark Paladin



Ultimate Ancient Gear Golem is one hell of a Fusion monster, let's just start with that.  You have a Level 10 Fusion monster that is Level 10 of the Earth Attribute with 4400 atk, (3400 def) trample, and an ability to stop your opponent from activating Magic or Trap cards until the end of the Damage Step. 


Damn.  All of that IS pretty impressive.  However, there ARE some downsides.  First, this Format is incredibly fast, and Fusions are not.

 Aside from some weird Future Fusion and semi-rare Gladiator Beast (ignoring E-Hero, D-Hero, Evil Hero, as that is it's own).


Worse yet, this is a Fusion of one specific Ancient Gear monster, being Ancient Gear Golem, and then two more Ancient Gear monsters of your choice.  As a general rule of thumb, Fusion mosnters aren't worth playing if they require more than two monsters to fuse.


Finally, I'm aware that when this card is destroyed you can Special Summon an Ancient Gear Golem from your Graveyard, ignoring the summoning conditions.  Again, that IS good, but odds are, you probably removed your Fusion monsters from play.


Good card -----> Terrible format -----> One hell of a headache!




Traditional:     1/5


Advanced:  2.75/5  Don't like it, too bad :)


Art:  5/5  It looks like a giant mechanical centaur!

General Zorpa Ultimate Ancient Gear Golem
This is one of the new fusion cards from LODT, and is easily the worst. 4400 ATK is nice, and so is the ability to get an Ancient Gear Golem from the grave when this guy bites the dust. Basically what you get for your 4 card investment (The Ancient Gear Golem, 2 Ancient Gear Monsters and Polymerization) is an Ancient Gear Golem with 1400 more ATK points. Rather than randomly sticking polymerization into an Ancient Gear deck, I would simply add Mage Power or United We Stand. It is far more economical and can actually get your Smaller Golem's ATK higher than it's ultimate fusion.

One step at a time.

4400 attack/3300 defense: A nightmare on the field. With enough power to take out half your opponent's life points, this is not a monster you want to successfully attack anything.

Fusion Cost: Ancient Gear Golem and two additional Ancient Gear monsters? Thats... pretty expensive, actually. This monster takes a lot of commitment to bring to the table, and the fact that it can ONLY be summoned by a fusion summon means you only get one try at it. Make it count.

Effect: The Ancient Gear Motto: Once we get moving, we don't stop! With its immunity to effects during its attack and its ability to pierce defense position monsters, it may actually have enough innate protection to swing - once. Its final effect, however, gives it some added power; destruction nets you another 3000 attacker that can pierce and attack without fear. Not too shabby, really.

Earth/Machine: Not much to gain from the Earch side of it, but Machine grants it a very dangerous support: Limiter Removal. Any time a monster can end the game in one attack, its something to pay attention to.

Now then, here we have the final word on Ancient Gear monsters. Its collossal 4400 attack power means losing isn't an option, and its ability to lock out spells and traps means that there isn't much in the way of outside threats you need to worry about once he gets moving. I've always felt that the Ancient Gear ability was one that held a lot of power, but the rest of the monster tended to... suck.  Their inability to the special summoned, for instance, slowed down the decktype quite a bit. In addition, the stats on many of the Ancient Gear monsters really killed their playability (Ancient Gear Engineer, you were so close to being awesome).

What does that have to do with the Fusion? Simple. This beast relies on its smaller AG brothers to get him to the field, and most of them don't cut it. What that means, of course, is that his own playability is limited by the weaknesses of the deck design. Such a shame.

Seriously, though, how many answers can you think of for this guy once he's on the field? Honest is all I came up with off the top of my head, and thats only going to work for a couple of decks. Wait, scratch that. Enemy Controller to give yourself a turn and hope for the best. That'll do it!

A pain to field, a win when he arrives.

Traditional: 1/5 (forget it; too slow)
Advanced: 3/5 (crushes everything, can be fusion summoned from the hand faster than your open can drop a JD)


Ultimate Ancient Gear Golem

This monster is HUGE, 4400 attack points and the ability to nullify spells and traps while attacking. It has the potential to be great, however UDE/Konami need to release a spell care like Overload Fusion for earth monsters. Also being a machine opens so many doors for this card, it allows it to be potentially broken. It also has run through damage which can be helpful in certain situations.

Traditional: 2/5
Advanced: 3/5

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