T.G. Halberd Cannon/Assault Mode
T.G. Halberd Cannon/Assault Mode

T.G. Halberd Cannon/Assault Mode
– #DANE-EN012

Cannot be Normal Summoned/Set. Must be Special Summoned with “Assault Mode Activate”. You can only use each of the following effects of “T.G. Halberd Cannon/Assault Mode” once per turn.
● When your opponent would Summon a monster (Quick Effect): You can negate the Summon, and if you do, banish that monster and all Special Summoned monsters your opponent controls.
● When this card on the field is destroyed: You can target 1 “T.G. Halberd Cannon” in your GY; Special Summon it, ignoring its Summoning conditions.


Date Reviewed: 
July 26, 2019

Rating: 3.82

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,

Finishing up the week we’ve got an T.G. Halberd Cannon/Assault Mode.

Have to use Assault Mode Activate, but you can also use Assault Reboot, which is the best way to bring this out, as T.G. Halberd Cannon is the toughest of the Assault Mode monsters to bring out, requiring more than just generic Synchro materials. The quick-effect on any kind of summon your opponent makes is a devastating board-wipe effect that forces your opponent to conserve their resources and play around your Assault Mode. You will be activating this effect during their turn, it’s a no-brainer. Negating the summon may net your opponent a monster in their grave, but they’ll lose all Special Summoned monsters on the field to being banished, avoiding any destruction or grave effects. The second effect doesn’t matter unless you are dedicated enough to summon Halberd Cannon, which I wouldn’t. If I were packing this monster, and with 4500/4500 stats I would, I would revolve around getting it out with Assault Reboot on my opponents turn. Wait until they set up a board with monsters, and if you know they’ll be going for one more, bring this out and dare them to do it.

Halberd Cannon/Assault Mode having a quick-effect is a great addition to the archetype and makes it worth playing, even if the best way to summon it is off a trap that isn’t AMA.

Art-4/5- I’m getting Dragonzord Battle Mode vibes

Until Next Time

Crunch$G Avatar

We end the week with the newest /Assault Mode and easily the hardest one to summon without Assault Reboot, T.G. Halberd Cannon/Assault Mode.

T.G. Halberd Cannon/Assault Mode is a Level 12 EARTH Machine with 4500 ATK and DEF. Stats are great just like Halberd Cannon’s 4000 is, and of course this can’t gain 2 Levels from Halberd Cannon since 12 is the natural max, I like EARTH and like Machine. You cannot Normal Summon or Set this and you must summon this using Assault Mode Activate on T.G. Halberd Cannon, which is really only feasible in a T.G. deck or any other deck that can summon Quasar-like monsters since Halberd Cannon needs a Synchro Tuner and 2 or more Synchro non-Tuners unlike how Stardust just needed any Tuner and non-Tuners to eventually summon his /Assault Mode. In return, this card has two once per turn effects. The first one being when your opponent would summon a monster (Quick Effect), you can negate the summon, banish that monster and all other Special Summoned monsters your opponent controls. Amazing boost from the original Halberd Cannon, still negates summons, gets rid of other cards, and it banishes instead of destroys. Great effect, though it takes a lot of effort. The other effect is the obvious you’d expect on /Assault Modes where it revives the original T.G. Halberd Cannon upon destruction, and while that sucks that this is a hard once per turn in theory, in reality I doubt you’ll see two of this in the same turn, more or less them getting destroyed. It’s a behemoth of a monster that again needs a good amount of effort and is really only feasible in T.G. decks or again decks that summon Quasar-esque monsters, but in the Assault Mode deck I guess its a fine one-of if you play Assault Reboot, cause I doubt /Assault Modes can get out the Synchro Materials for T.G. Halberd Cannon.

Advanced Rating: 3.25/5

Art: 4.25/5 Super Halberd Cannon, who already was a behemoth.

Dark Paladin's Avatar

Continuing our boss theme Friday, as if a Monster with 4000 attack needs an upgrade, but alas, here we are.  T.G. Halberd Cannon-Assault Mode.  Machine is great, Earth meh in this case, and 4500 attack and defense makes this guy a colossal behemoth of a figure.  Anyway, here are two effects, each which can be (gasps) used once per turn.  Nice to see you not limited to one effect per turn.

*A Quick Effect sees that when your opponent would Summon a Monster (any Summon and during any time) you can Negate said Summon AND remove all Special Summoned Monsters your opponent controls.  That’s one hell of a punishment just for trying to bring something out, and could be a massive Field clear.  Secondly, the destruction/revival is attached seeing the original Halberd Canon returns.  

*It’s when this is destroyed, no stipulation to how or by who, it doesn’t even say this card has to go to the Graveyard, so that’s a win too, definitely.  There’s a LOT of work involved in bringing out the non-Assault version, but to have this guy destroyed by anything after investing to bring him out would be really upsetting.  He’s not perfect, but he’s damn powerful, BUT HE NEEDS YOUR PROTECTION.

Rating:  4.5/5

Art:  5/5  I do like Halberd Cannon (non Assault) better.  But all the T.G. artwork is very nice.  

WarlockBlitz's Avatar

Boss monster Friday is a nice way to end a week with an archetype that could almost be playable. T.G. Halberd Cannon/Assault Mode is a Level 12 Earth Machine-type monster with 4500 Atk and 4500 Def. On paper, those stats are excellent, but it would take a lot of resources just bring out regular T.G.HC and then use Assault Mode Activate to bring this out. Instead, just use Assault Reboot on something easier and hope for the best. Either way you bring this out, when your opponent would Summon anything, you get to negate that summon and banish that monster and all Special Summoned monsters of your opponent’s. A free Quick Effect that does not target nor destroy is a perfect effect. This can be done once per turn during either player’s turn. The other once per turn effect requires T.G.HC/AM to be destroyed from the field. You get to Special Summon T.G.HC from the grave. However, since you’re probably not properly summoning or even using that monster, it is a useless effect. Regardless, banishing pretty much every monster once per turn is boss worthy and high score worthy. This is the main reason to deal with Assaults anymore. Happy Friday!

Score: 4/5     Art: 4/5

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