Geargiagear was moved from 3 to 1 on the ban list.
I thought it was going to be Geargiaarmor, but that
would be a bit sadistic toward Geargia players.
Talk about power creep. A couple years ago, I
thought Gottom's Emergency Call was a chainable Call
of the Haunted for 2 (not just 1) monsters. Now,
you can pull them right from the deck. You get 2
Geargianos and then you turn them into Accelerators
Geargia are a deck that has been able to top due to
spamming insane amounts of searching monsters that
constantly plus one. Then, they XYZ into other
Having three of these was a nightmare as it allows
them to speed up their engine like crazy. Now, at
1, it's still a helpful early-game option, but
there's no certainty that they will get this card
early game. The fact that its less dependable only
hurts the point of using it a little bit because
it's still a great +1 card for the theme.
While this card is chainable, there is a weakness to
it. If you're able to pop this card without -1ing
it (in my matchup against Geargias, I was using a
Harpie-Stun deck), you will force them to activate
it and they'll summon 2 monsters that you can just
crush in battle.
IMO, Geargias are still going to be competitive
(though probably not at a firm #1 anymore). This
limitation did sting them a bit, but they have
plenty of other ways to make cheap +1's.
All Geargia decks need to use 1 copy of this card.
Traditional - 1.5
Advanced - 4
Geargiagear is a simple enough
trap card to understand, and its easy to see why it
warranted a limit to 1 in the TCG. For one resource,
you can special summon two Geargiano monsters from
your deck. This will allow you to thin your deck of
two resources, while making one resource turn in to
two. Once they are on the field, with the increased
level effect, you can overlay into Gear Gigant X,
which will grant you a formidable 2300 attack
monster with the effect to add back a level 4 or
lower machine type monster from your deck or your
graveyard to your hand. Gear Gigant X can do this
twice if left uninterrupted, and then when it leaves
the field you add back yet another resource to your
The consistency to get any monster you need from
your deck which you haven't played yet, or from your
graveyard which you have already played but had been
destroyed or interrupted is almost unparalleled in
any other deck this format. Geargia's work within
the framework of having each monster be able to
search out the other gear monsters either to the
hand or to the field. One important note is that all
of the monsters within the Geargia engine have
potential to + in resource advantage. Combine this
in a format with heavy backrow of other traps for
protection to ensure plays go through smoothly, and
the deck just works faster than almost any other
archetype available, but with the added benefit of
Geargiagear is a key card in the strategy, and
allows the Geargia engine to excel faster than a
majority of all other archetypes. Limiting this card
to 1 slows the deck down, but they are still
extremely powerful this format despite the set back,
when compensating with other cards such as fire and
ice hand, which increase the ability of the deck to
grind and still + at rapid speeds.
Mechanic Design-1.5/5 (What were they thinking with
this one? The archetype is already extremely
consistent and fast compared to other archetypes,
and then a card that allows deck thinning and
multiple instant +'s from the deck. Overpowered and
Hello Pojo Fans,
Geargias rose to become a top-tier deck recently,
so naturally it was time to lessen their advantage.
Searching from the deck is good, and searching two
monsters and bringing them to the field at once is
great. There may be only two “Geargiano” monsters in
the TCG to target with this card, but you still can
create some havoc with just those choices though.
Geargiano can Special Summon a level 4 Machine from
your graveyard (effect negated), or use both
monsters and go into a Rank 4, likely Gear Gigant X.
This card syncs well with Karakuri monsters and the
Special Summoning capabilities the Geargia monsters
have. This was a move to slow down Geargias, even if
you could only activate one of these per turn. Alone
the card can result in a Rank 4, combined with other
cards and things can get out of hand.
Until Next Time
Oh good golly gee, you mean summoning 2 monsters
from your deck for an instant Xyz summon without
drawback is powerful enough to be on the list? Who
would'a thunk it? No, really, who could've imagined?
Not Konami, that's who!
I find it funny just how many cards from Lord of
the Tachyon Galaxy is on the list. It's essentially
the ZeXal era's PTDN, except on a far greater scale.
Anyway, Geargiagear. What it does is give you a Gear
Gigant X for no cost whatsoever, which then can add
your Geargianos or other assorted Geargia monsters
to your hand. This is assuming you choose to make
Gigant X, of course, and not the other 240+ Xyz
monsters in the game. It being a trap means you can
also bait with it, bluff and trade it in when
targeted (not that anyone bothers destroying backrow
anymore since Artifacts became a thing).
It's a good card, backed by a good deck. Also, I
shan't be reviewing any other cards this week.
They're all good cards that speak for themselves.
Geargiagear is now at 1 on the current f/l list
coming down from 3. Obviously the card was really
good as it went from binder fodder to a staple in
the deck, though it made people run the geargiano's
which was certainly an interesting call. Don't get
me wrong, plenty of good cards have seen play
despite limitations, Rescue Rabbit still finds
itself in Evilswarm decks and occasionally you'll
see some kind of Dino Rabbit variant. Reinforcement
of the Army was used in EVERY Warrior deck even at
1, even when said warrior decks had their own
version of RotA(E-Call, Shien Smoke Signal). Geargia
obviously have more support coming out with their
structure deck and the possible Shonen Jump Alpha
release of Geargiauger, that there will be plenty of
ways to still play the deck despite the lack of
Geargiagear. The question is, til then does it
return to the binder or do you simply cut back on
your geargiano count since you dont want to draw out
your geargianos before you draw your gear.
Advanced 3/5 - It definitely loses a step but on the
merits of the card alone I cannot drop it much
further in points. It still is a gamebreaker and
with upcoming support, Geargia can potentially still
make an impact.
Hey guys, today we are talking about Geargiagear.
Because its banlist week I'm going to look at the
card in a different manner. Instead of looking at
the cards power level itself, im going to look at
how it affects the Geargia deck. With Geargiagear at
1, it may very well be that we should drop the card
completely, because it comes with luggage. There is
another version of Geargia that is is still very
powerful and viable. I'm talking about Machina
Geargia. The Gear Gigant X + Ancient Gear Box
interaction is very powerful, because its a +2
everytime it makes your Machina Fortress drops
I'm going to be experimenting with the deck this
coming format, as i think it is still very, very
powerful. I think Geargiagear going to 1 is good for
YGO because it takes away yet another auto-win
option. When you open Armor + Set 5 with one of them
being Geargiagear, there isn't a whole lot your
opponent can do to stop you winning next turn. But
with it at 1, the chances of drawing multiple Level
3 names before your draw Geargiagear is increasingly
high. You never really want those cards in your hand
unless you search them.
Traditional: 3 - There is enough draw power in
traditional to hit this early BUT traditional games
rarely last 3 turns. FTK's are so prominent there.
When Auger is legal FTK's are viable but now the
only thing the deck has going for it there is Shock
Master + heaps of traps.
Advanced: 3 - Its definitely playable due to the
cards insanely high power level, its just not as
good as it used to be.
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