Spell
NormalTriple Tactics Talent
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If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.
Triple Tactics Talent — Power Evaluation
Final Score: 62 ± 7 · Confidence: Medium
- Intrinsic: 62.36 · Deck: 64.11 · Meta: provisional
- Primary role: Utility · Secondary: Removal, Recovery/Recursion
Why it scores here
Triple Tactics Talent scores as a reliable, generic reactive advantage card rather than a combo engine. Its text converts a single opponent monster-effect activation during your Main Phase into a clean +1 (draw 2), a temporary steal usable as material/removal, or a hand rip that shuffles a chosen card back into the Deck, which is why it is mained in 400 of 400 tracked decks across 148 archetypes. It earns nothing for stats (it is a Normal Spell with no ATK/DEF) and its combo evidence shows 2.2% starter role and 0% material role/payoff, so it is not scored as a starter or end-board piece. The costs are real: it is dead when the opponent never activates a monster effect in your Main Phase, it has a hard 1-per-turn activation clause, and it is Limited to 1 in the TCG so there is no redundancy.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | It is a Normal Spell drawn naturally with no tutor shown in the evidence, and it is only live after the opponent has activated a monster effect during your Main Phase, yet 400/400 tracked decks main it at ~1.1 copies (observed). |
| Combo & Conversion | 30 | Across 91 combo appearances it is tagged starter role only 2.2% and material role/payoff role/end-board 0%, so it does not build boards from a realistic start (observed). |
| Resource Economy | 72 | The Draw-2 mode is a straight +1 and the take-control mode removes a body while adding material, giving an above-even trade for one card (verified). |
| Effect & Interaction | 68 | It offers three flexible lines — draw 2, take control of an opponent's monster until the End Phase, or look at the opponent's hand and shuffle one card into the Deck — which is strong non-destruction removal/disruption despite not negating anything (verified). |
| Material Utility | 25 | As a Spell it can never be material itself, but the take-control mode turns one opponent monster into a usable material or tribute/removal for the turn (inferred). |
| Resilience & Flexibility | 62 | Three modes and a holdable Spell make it useful going first or second once the condition triggers, but the opponent-dependent trigger plus the 1-per-turn clause leaves it dead in spots (verified). |
| Deck-Building Efficiency | 78 | One slot, no lock, no garnet and fit across 148 archetypes is cheap, with the only real cost being that TCG legality caps it at a single copy (verified). |
Calculation
Weight profile: 0.7 Utility (default) + 0.3 Removal/Negation. Intrinsic ≈ 62.36, Deck ≈ 64.11, Meta = provisional. Modifiers: Banlist: Limited to 1 (TCG) (-3); Exceptional compactness / splashability (2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Turns the opponent's mandatory hand-trap interaction into card advantage or a stolen body
- Three independent modes make it flexible going first (draw/hand rip) and going second (steal/removal)
- Generic, lock-free, one-slot card that fits 148 distinct archetypes (400/400 tracked decks main it)
- Pairs naturally with the standard hand-trap suite (Ash Blossom 94.2%, Droll & Lock Bird 87.8%, Mulcharmy Fuwalos 80.5% co-decks)
Weaknesses
- Entirely conditional: dead if the opponent never activates a monster effect during your Main Phase
- Hard once-per-turn activation clause (only 1 'Triple Tactics Talent' per turn)
- Limited to 1 in the TCG, so no redundancy and no way to chain a second copy
- Not a starter, material, or end-board piece (0% material role/payoff role in combo evidence)
- Take-control mode only lasts until the End Phase, so the gain is lost if the monster is not converted
Counters / choke points
- Playing around the trigger by holding hand traps until the opponent's own turn
- Solemn Judgment (or other Spell/Trap negation) on activation
- Crossout Designator declaring 'Triple Tactics Talent'
- Anti-Spell Fragrance forces the card to be set before use, delaying the line
- Backrow/stun-style opponents that resolve few or no monster effects during your Main Phase
Best use
Generic reactive utility/anti-hand-trap tech alongside the standard hand-trap suite. Decks: Branded, Sky Striker, Fiendsmith, Mitsurugi, Bystial/Byssted, Maliss, Elfnote. Suggested copies: 1.
Evidence & gaps
- Verified: Text: if the opponent activated a monster effect during your Main Phase this turn, activate 1 of: draw 2; take control of 1 opponent monster until the End Phase; look at the opponent's hand and shuffle 1 card from it into the Deck; Text: hard once-per-turn activation clause ('You can only activate 1 "Triple Tactics Talent" per turn'); Banlist/legal copies: TCG legal copies = 1 (Limited to 1); legal in TCG, OCG and Master Duel
- Observed: 400/400 tracked decks run it in the Main Deck at an average of 1.1 copies (371 decks at exactly 1); 148 distinct archetypes include it, with top homes Branded (5.8%), Sky Striker (3.5%), Fiendsmith (3.2%) and Mitsurugi (3.2%); Top partners are hand traps: Ash Blossom 94.2%, Droll & Lock Bird 87.8%, Mulcharmy Fuwalos 80.5%, Called by the Grave 63.5%; Combo evidence: 91 appearances, 2.2% starter role, 0% searched-for role/material role/payoff role/end-board, 2.2% in end hand, average power index 87.5 when present; Usage statistics: 100% inclusion with typically 1 copy across 25 historical archetypes; Top-card ranking: rank 6 TCG, rank 10 OCG, rank 12 Master Duel; Six guides list it in 'Staple' / 'Handtrap & Staple' sections
- Inferred: The take-control mode converts an opponent's monster into material or a tribute-style removal before the End Phase ends the control; Its practical trigger rate scales with the opponent's hand-trap density, which is why it is slotted next to Ash/Droll/Mulcharmy rather than in a combo package; Because TCG legality is 1 copy, the deck pays a single slot for a card with no redundant copies
- Data gaps: legal copies only lists tcg: 1; no explicit OCG/Master Duel copy counts are provided Combo evidence records no structural role tags (combo role empty for examples) and 0% material role/payoff/starter, so combo centrality is inferred largely from absence of signal No searcher/tutor route for the card itself is documented in the evidence view count (29329) is popularity only and was excluded from scoring No dated metagame sample is supplied, so meta power is null/provisional






