T.G. All Clear
T.G. All Clear

T.G. All Clear – #AGOV-EN050

All “T.G.” monsters on the field become Machine monsters. During your Main Phase, you can Normal Summon 1 “T.G.” monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) During your Main Phase: You can destroy 1 “T.G.” monster in your hand or field, and if you do, add 1 “T.G.” monster with a different name from your Deck or GY to your hand. You can only use this effect of “T.G. All Clear” once per turn.

Date Reviewed:  November 22nd, 2023

Rating: xx

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,

T.G. All Clear is a facilitator and recovery Field Spell.

Making all T.G.’s Machine-Type monsters helps to bring out all the effects of the new support cards for the archetype: T.G. Close, T.G. Limiter Removal, and T.G. Rocket Salamander. Each of these cards does a great job on its own, but needs a Machine-Type monster to facilitate their second effect and that’s where All Clear comes in.

Extra Normal Summon of a T.G. monster helps with Synchro Summoning and climbing Levels, as well as covers you in case of negation/destruction of your first Normal Summon. Trading a T.G. monster in your hand or on the field to search a different T.G. monster or recycle a graveyard T.G. monster to your hand is a lot like the previous effect: it helps recover from an opponent’s counter. Rocket Salamander got negated and destroyed? Trade any T.G. monster in your hand to get it back and then summon it again with All Clear.

Being able to Normal Summon twice is great for Synchro-based decks. Being able to trade an archetype monster for another from the Deck or grave is great. The only bad thing I can see about this card is that none of the T.G. monsters that have destruction effects have those effects activate while destroyed in the hand. Having to be on the field is a downside, but that’s another reason to have the Double Summon ability of this Field Spell.

Advanced-4/5     Art-2/5

Until Next Time

Crunch$G Avatar

Midweek brings us a T.G. Spell for the archetype and one that helps get the Deck going even faster: T.G. All Clear.

All Clear is a Continuous Spell that makes all your T.G. monsters become Machines, just like the anime. Machine as a type as benefits, just be careful if the opponent plays Cyber Dragons.  During your Main Phase, you can Normal Summon a T.G. monster in addition to your Normal Summon or Set, but you can only gain this effect once per turn. Good for getting more bodies on board to extend your plays into the big Synchro combos you got. Finally, during your Main Phase, you can destroy a T.G. monster you control or in your hand to add a T.G. monster with a different name from your graveyard to your hand, helping you get to the T.G.s you need while getting graveyard setup for your other cards. Hard once per turn, or course. All Clear is a nice boost to T.G. to help get the Deck going down their combo lines. Not many real downsides to this for T.G., so having it to search or hard draw is good.

Advanced Rating: 3.75/5

Art: 3/5 ALL CLEAR!

Mighty Vee

5Ds’s Clear Mind finally manifests as the Continuous Spell, T.G. All Clear, searchable with our trusty T.G. Mighty Striker. While it’s on the field, all of your T.G. monsters become Machine type; this makes all of them live targets for T.G. Close (though realistically you’ll be ending on at least one Machine anyway), but more importantly, it turns T.G. Rocket Salamander into a Machine monster, instantly making its revive effect live without needing to summon T.G. Trident Launcher or one of the bosses. This effect is very important for combos since you’ll be relying on Salamander’s revival quite a bit. All Clear’s second effect, which can only be gained once per turn, grants an additional T.G. Normal Summon during your Main Phase. It’s obviously great for extending, but its main purpose is to immediately summon the monster you grab from the last effect, a hard once per turn effect to destroy a T.G. monster in your hand or field to search any T.G. monster with a different name. It sounds counterproductive, but your bread and butter combo is searching All Clear with Mighty Striker, destroying Mighty Striker, and searching Rocket Salamander to immediately summon it. T.G. Over Dragner will revive the monster you destroy anyway, and blowing up Mighty Striker lets you take advantage of its foolish effect to access T.G. Close. There’s not a single wasted effect on All Clear, which is great, as it sets the gold standard for combo piece support. There’s almost nothing to complain about with All Clear, though in my personal testing, it does sting when you open multiple copies and no T.G. monsters to destroy, but those shouldn’t happen enough to discourage you from running three copies.

+Excellent combo piece and extender with a variety of useful effects
-Can brick in very rare scenarios

Advanced: 4/5

Art: 3/5 The reference is great, but visually it’s just a bit lacking.


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