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: December 27, 2023

Rating: 4.42

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average.  5 is great.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Triple Tactics Thrust was the final card I missed, despite looking at it, so that makes 5 miss 5 make, average.

Solid Side Deck card for many and some decks are able to tech it in the Main, TTT, is meant to get you to Triple Tactics Talent or any of your other Normal Spell/Trap cards you are running that you wanna fish out. You can only play this other TTT if your opponent activate a monster effect turn the turn, which signals helping you power through one or more Hand Traps. If your opponent controls a monster when you play Thrust, you can add the card you search to the hand instead of setting it. Doesn’t have any baring on a Normal Trap, but not being able to play the Normal Spell you search makes you hope your opponent has a monster so you can play the Spell you search.

This gets you to anything you need. Search Spells are almost always Normal Spell, while tech traps are usually Normal Trap Cards like Dimensional Barrier and Infinite Impermanence. Some decks run a lot of each like Labyrinth with their Normal Trap Cards, or Exodia with their Normal Spells. Any deck or archetype in the game can play this card, it’s all a matter if you want it taking up a slot(s) in your Main or Side Deck. Personally, I don’t have space for it in either, but others do, and with the amount of interaction that can happen from your opponent during your turn, it is a good card to have at your disposal because it will pay off.

Advanced- 4/5     Art- 2.5/5

Until Next Time,

Crunch$G Avatar

We enter the Top 3 with a new card with a similar activation to Triple Tactics Talent, and just as good, if not better. From Photon Hypernova, we have Triple Tactics Thrust.

Thrust is a Normal Spell where if your opponent activated a monster effect this turn, you can Set any Normal Spell/Trap directly from your Deck, or if your opponent controls a monster you can instead add the card from your hand. A very versatile option, and the activation condition is much more forgiving compared to Talents since the opponent doesn’t have to use the monster effect in the Main Phase for this. Some popular options are searching Herald of the Abyss to out an Expurrely Noir or another boss monster, getting to Dimensional Barrier to stop certain Decks, Evenly Matched to help get rid of several of the opponent’s cards, Infinite Impermanence if you really need a monster negation, Harpie’s Feather Duster/Lightning Storm for backrow removal, or monster removal in the case of Lightning Storm, or you can just search any consistency card you need. You could also search Triple Tactics Talent if that is live. Now, unless you are running a Trap Deck, you might not get the most value from this on the first turn since you can’t search for a Spell and use it, cause there is the restriction where you can’t use the card the turn it was Set if you went that route. Thrust has been a pretty strong card, whether the player chose to Main or Side it. A pretty versatile and reliable card.

Advanced Rating: 5/5

Art: 3.5/5 Not too interesting, but better than Talents in terms of art.

My #3: S:P Little Knight

Mighty Vee

Thrusting its way to number 3 in our countdown is the ever-controversial Triple Tactics Thrust from Photon Hypernova, a Normal Spell that can only be activated once per turn during the turn your opponent activated a monster effect. Upon activation, Thrust will let you set any Normal Spell or Trap directly from your deck except itself, preventing you from activating it that turn; however, if your opponent controls a monster, you can simply add it to your hand instead, circumventing the restriction. Many people were terrified by the prospect of a generic searcher for Normal Spells and Traps, to the point where people are demanding that thrust get banned ASAP. Indeed, Thrust is an extremely powerful card that rewards smart siding and meta calls; you can access a menagerie of one-off blowout cards like Dimensional Barrier or Triple Tactics Talent to completely turn the tide of the duel. Thrust also severely punishes using low-impact Hand Traps; did you blindly fire off Ash Blossom? Your opponent gets a free search! Apart from its price tag, Thrust’s main weakness is that it can be a potential liability against decks that don’t necessarily need monster effects (like Labrynth) and it can be slow going first unless your opponent is playing Hand Traps that summon, like Bystials or Rescue-ACE monsters (hence why Thrust actually didn’t see much play when it first came out due to the decline of Bystials as staples). I wouldn’t be too surprised to see Thrust banned (in the far future), but it’s not the end of the world if it’s here to stay since it’s a card everyone can use.

+Versatile way to cheese matchups or fetch necessary boardbreakers and combo starters
-Very dependent on meta call knowledge and side deck

Advanced: 4.25/5
Art: 3/5 Look, it’s the Triple Tactics!

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