Tri-Brigade Roar
Tri-Brigade Roar

Tri-Brigade Roar – #CYAC-EN053

If you control a Link Monster: Send 1 “Tri-Brigade” card from your Deck or Extra Deck to the GY, then target 1 Effect Monster on the field; apply the following effect based on the type of card sent to the GY.
● Monster: Change the targeted monster’s ATK to 0 until the end of this turn.
● Spell: Negate that monster’s effects until the end of this turn.
● Trap: Return that monster to the hand.
You can only activate 1 “Tri-Brigade Roar” per turn.

Date Reviewed:  July 19th, 2023

Rating: 3.17

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,

Tri-Brigade Roar is a versatile card for the archetype or anyone using a couple of Tri-Brigade cards in their deck.

Quick-Play that needs a Link Monster on the field (fairly easy), you can send any Tri-Brigade card from your Deck to the grave for an effect. Send a monster: drop a monster’s ATK to 0 for the turn, Spell: Negate a monster’s effect(s) for the turn, Trap: Pop that monster back to the hand. Tri-Brigade Oath and Tri-Brigade Rendezvous banish themselves in the grave for various effects, while Kitt and Nerval trigger when sent to the grave. With those two monsters you will plus off this card, while sending one of those Spell/Trap will set up the grave for a face-up Spell/Trap negation or destruction protection for a Linked Beast, Beast-Warrior, or Winged Beast monster(s).

If you are in a pinch, sending Oath to get rid of a monster would be best, however you can destroy any monster by sending Kitt or Nervall with this card to drop that monster’s ATK to 0. Oath is better to send if you want to avoid destruction/grave effect(s). Negation of a certain monster’s effect(s) for the turn is handy to draw out negation, though as a Quick-Play all of these effects can be responsive on your opponent’s turn and negating an effect can stop a turn if well-placed. You get more by sending Kitt or Nervall to the grave: Nervall getting you a Tri-Brigade monster search, Kitt getting you a Foolish Burial of a Tri-Brigade to fuel the Special Summoning of Link Monsters through Tri-Brigade monster effects.

Personally, sending Kitt or Nervall with Tri-Brigade Roar seems most flexible. It should always result in your monster mowing over the opponent’s monster and then you get your Tri-Brigade search or Foolish Burial, as well as another Tri-Brigade in the grave that you sent with Roar to fuel Special Summons of Link Monster(s). Great card in the archetype and even a little useful in decks that play a decent number of Tri-Brigade monsters.

Advanced-3.5/5     Art-4/5

Until Next Time

Crunch$G Avatar

We needed more good Tri-Brigade Spells and Traps, so we get a new Quick-Play Spell to help with the issue: Tri-Brigade Roar.

Roar is a Quick-Play Spell where if you control a Link Monster, you can send a Tri-Brigade card from your Deck or Extra Deck to the graveyard to target an Effect Monster on the field and apply an effect based on the card type sent:

Monster – Change the targeted monster’s ATK to 0 until the end of the turn.

Spell – Negate that monster’s effects until the end of the turn.

Trap – Return that monster to the hand.

So the effect to send a monster is the worst, but it triggers your graveyard effects like Nervall, Kitt, or any of the Link Monsters, so you at least got that going for you. Negating the effect is nice by sending other copies or Roar or maybe Rendezvous for protection alongside another name in the graveyard. The Trap effect looks like the best one, but the only Tri-Brigade Trap worth running is Tri-Brigade Revolt, and you really want to have that card in your hand rather than sending it from Deck to grave. If we had more Traps with graveyard effects in the archetype, that could be better. You can only activate 1 of these a turn. Roar does try to help the issue of summoning Bucephalus II from the last set if you really want to summon that. It puts more Spells and Traps in the grave potentially, or it’s versatile enough to send monsters to set up Tri-Brigade plays. Revolt is still the main Spell/Trap worth running, but if you want you can run this and maybe a Rendezvous for the 3 names needed for your Link-5.

Advanced Rating: 3/5

Art: 5/5 This is way cooler artwork than what Bucephalus himself got.

Mighty Vee

Following up on Swordsoul Punishment as the “final attack” of sorts for Albaz lore archetypes, Tri-Brigade Roar is a Quick-Play Spell for the Tri-Brigade archetype, and as a result can be searched by Tri-Brigade Bearbrumm the Rampant Rampager. Roar can only be activated once per turn and only while you control a Link monster, so it’ll likely be live if you search it from Bearbrumm. After sending a Tri-Brigade card from your deck or Extra Deck to the Graveyard and targeting a monster on the field, you can trigger one of three effects depending on the kind of card you sent (either making the monster’s attack 0 if you sent a monster, negating its effects if you sent a Spell, or returning it to the hand if you sent a Trap). Roar is a very interesting card, because much like Punishment, it’s an extender that also has utility as a boardbreaker (or, thanks to being a Quick-Play, disruptions as well). Roar can send Tri-Brigade monsters to the Graveyard as fuel for Tri-Brigade combos (particularly Tri-Brigade Arms – Bucephalus II for a double dip), or Tri-Brigade Oath for a backrow negation. Additionally, if you wanted to summon Bucephalus itself, Roar can easily provide two of the three backrow you need in the Graveyard. I think Roar’s most useful application is as an emergency extender if you get disrupted but manage to still have a Link monster on the field, whether it be Salamangreat Almiraj or Bearbrumm. As a Bearbrumm target, it’s still largely inferior to Tri-Brigade Revolt, which is easily still one of the strongest cards in the archetype, so running Roar in the first place will be up to taste.

Advanced: 3/5

Art: 4.5/5 Shuraig believes in the him that believes in himself! Just ask his giant drill lance.

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