Triple Tactics Talent – #ROTD-EN062
Date Reviewed: December 29, 2020
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Hello Pojo Fans,
Triple Tactics Talent is #4 in the countdown and a throwback to OG Yu-Gi-Oh cards.
The hand trap punisher, that is what this card is. Your opponent activates a monster effect in either Main Phase, you get to pick one of Triple’s effects. Depending on the situation it is debatable which effect is best. While a lot of players will choose to get the info of your opponents hand and cycle a card back to the deck, it is hard to turn down a draw two. You can’t really go wrong with the effect you choose, as you’d likely take your opponents monster in an attempt to put pressure on or end the game outright vs draw two or cycle a card back from their hand to the deck. Aside from hand traps monsters like Apollousa and Dragoon are the most likely that this card will benefit against (where you’d likely also steal them).
You can go wrong with this card. It is a solid Side Deck card and many decks are able to use a playset in their Main Deck. Almost a perfect card, but since you need your opponent to interact with you, it can’t be perfect.
Until Next Time
Looking at a card that has the effects of 3 banned cards and somewhat easy to use, it’s easy to justify a card like this being number 4. From Rise of the Duelist we have Triple Tactics Talent.
TTT is a Normal Spell that can only be activated if the opponent uses a Monster Effect in the Main Phase, something easy to trigger with a hand trap or negate, using this to punish the opponent. From there you get the option of a draw 2, stealing an opponent’s Monster from the turn, or looking at the opponent’s hand and shuffling a card of your choice from it into Deck. So for the opponent using a simple Monster Effect, you can have a Pot of Greed, Change of Heart, or The Forceful Sentry. Any of the effects you use can be insane. The draw 2 can get more combo pieces, the stealing of an opponent’s Monster should give you free material for a summon or cost so it returning to the opponent shouldn’t matter, and putting a card from the opponent’s hand into the Deck gets rid of another hand trap so you can make your plays. This is the perfect alternative for now considering Called by the Grave is limited and we have no signs of Crossout Desiginator coming to the TCG yet. It’s the go-to hand trap counter that’s unlimited, so it’s a good staple option.
Advanced Rating: 4.5/5
Art: 3/5 I like the coloring, but it isn’t real interesting art.
My #4: Divine Arsenal AA-ZEUS – Sky Thunder
We did this all of 3 months ago (the end of year countdown does that to us sometimes) but for whatever reason apparently I missed that day.
#4: Triple Tactics Talent
Position on my List: N/A
My #4: Machina Citadel
Triple Tactics Talent, which coincidentally (or not) has a triple worded name all starting with T, is a Normal Magic card. All you need to choose one of these effects is for your opponent to have activated a Monster Effect during your Main Phase. Simple enough, no?
You can Draw 2 cards. Making this a +1 initially that can very likely turn into more, given his is happening on your turn.
An until end of turn Snatch Steal, granting you control of an opponent’s Monster, until the End Phase. To attack with, Tribute, make your Extra Deck play on…one way or another, you’re getting rid of this Monster.
Look at your opponent’s Hand and choose one card to shuffle back into their Deck. Sounds a lot like The Forceful Sentry, and while good, this is probably best either very early in the game (to hopefully rid of a needed resource) or very late in the game when Hand size is much likely to be smaller.
But each need here should fit about any potential situation you’re in and be able to help you immensely.
Art: Is this Lucky Iron Axe? Reforged perhaps? It’s fairly bland, whatever it is, and it’s definitely a ‘the name and art don’t match’ to me pics. 3/5
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