Triple Tactics Thrust
Triple Tactics Thrust

Triple Tactics Thrust – #PHHY-EN069

If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except “Triple Tactics Thrust”, or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 “Triple Tactics Thrust” per turn.

Date Reviewed:  March 22nd, 2023

Rating: 4.25

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
Lullaby

Hello Pojo Fans,

Triple Tactics Thrust is a Side Deck card meant to get you to that Normal Spell/Trap out for what is troubling you in your current game state.

Opponent activates a monster effect, you get to set a Normal Spell/Trap from the Deck or add it to your hand if your opponent happens to have a monster. Sadly it is not a Quick-Play, which would have given it more flexibility to be activated during either turn. Instead, you are depending on your opponent already having a monster or activating a hand trap on you. You cant activate the card you set that turn either. This card is meant to be something to help you recover what you lost. Side Deck cards like Evenly Matched and Triple Tactical Talents and yesterday’s card Weighbridge can be searched, along with a ton of other cards. I’d personally eat up a negation then activate this card and get myself a Raigeki to clear out the field.

Keeping Triple Tactics Thrust a Normal Spell does balance it so you can only activate it during your turn, but I felt the unable to activate the card you set (if you set) was balance enough. If not negated, TTT will get you a card to help balance out what happened with your opponent activating a monster effect, and it likely will force them to play around whatever your searched. The more powerful cards like Lightning Storm and Evenly Matched do the most damage with this card, along with specific cards against a strategy you are playing against. In so many words, TTT is your Side Deck searcher.

Advanced-4/5

Art-3/5- Seeing Samurai stuff reminds me that Gateway is still Limited in the TCG…sad.


Crunch$G Avatar
Crunch$G

Midweek brings us to probably the best card of Photon Hypernova, being a pretty powerful card to search your other power cards: Triple Tactics Thrust.

TTT 2 is a Normal Spell that can only be activated if your opponent has already activated a monster effect this turn, letting you Set any Normal Spell/Trap directly from your Deck, but it cannot be activated that turn. However, if your opponent already controls a monster, you can add that card to your hand instead. It’s a good card with pretty versatile options. Use it turn 1 after gettitng hand-trapped to get to something like Dimensional Barrier to stop the opponent’s plays on their turn, or on turn 2 when the opponent already established a board to get to cards to help break said board like Lightning Storm or Dark Ruler No More, or you can instead search for consistency cards for your strategy to get your plays started with greater ease. It’s less restrictive than Triple Tactics Talent since the monster effect doesn’t need to be in the Main Phase, but Talent can be more versatile than Thrust with all the options it gives you for classic banned card effects (though Change of Heart is legal again). Thrust can also search for Talents if you’re able to use that as well. Thrust is a great card that has an endless amount of options to get you for whatever you might need. An overall great card with many different options to make use of it.

Advanced Rating: 4.5/5

Art: 4/5 Nice to see more of the samurai and the steed in this artwork.


Mighty Vee
Mighty
Vee

Triple Tactics Taski- I mean Thrust is today’s card, a sort of side grade to the beloved Triple Tactics Talent. Thrust saw a lot of hype on reveal, and for good reason. Much like Talents, Thrust is a Normal Spell that can only be activated if your opponent had activated a monster effect that turn, and you can only activate one per turn as well. Thrust will let you set any Spell or Trap (except itself) to your field, preventing you from activating it that turn, but if your opponent controls a monster, you can add the card to your hand instead, letting you use it freely (or simply set it for next turn if you’re searching a Trap). This card is an obvious response to the wildly popular Bystials, which Special Summon themselves as part of their hand Trap effects, easily fulfilling the bonus effect of Thrust. This’ll let you grab any power Trap or boardbreaker you need to wipe out your opponent, or simply grab an extender if your deck plays Spell extenders. Thrust was set up to take the meta by storm, but with the fall in Bystial usage, the card’s been sitting on the backburner, since turn zero hand Traps that Special Summon themselves aren’t particularly common. Still, it’s a staple to consider for the future, and will likely weave in and out of relevance as the meta evolves.

Advanced: 4.25/5

Art: 3/5 Look, it’s the Triple Tactics!


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