Flip all face-down Defense Position monsters on the
field face-up. Flip Effects are not activated at
this time. Inflict 500 points of Damage to your
opponent's Life Points for each Effect Monster on
Card Number - DB1-EN083
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Oct. 10, 2014
This card was never an issue in mainstream decks.No one would want to run more than 1, if any
But burn decks could benefit from this card.Sure, they probably have better options, but
it was smart of them to put it at a probationary 2
to make sure rogue burn doesn't get too annoying.
Back in the day, flip effect monsters were big, and
were the majority of powerful effect monsters.Now, they're rarely used.Yes, Shaddolls are Flip Effect, but you're
better off with a floodgate that negates their
effects for an extended period of time rather than a
one-time negation deal that won't have much of an
effect on the duel.
The burn is nice to have, and you might do a good
1000-2000 off of it.It's a good way to punish somone on abusing
Soul Charge, but Soul Charge is at 1 now so, ehh.But let's be real.Where the card advantage?Where's the crippling effect that destroys
the opponent?Where's the constructive effect that supports
your theme deck?You won't find that here.
Not horrible, but I'm not convinced to run a copy,
much less 2.
Power -- 2
Versatility -- 1
Dependability -- 2
Advantage -- 1
Speed -- 4
Traditional – 1
Advanced - 2
Burn Decks and Dustons get a boost! And Shaddoll’s
have to potentially face a card that can be used
quite effectively against them.
While I’m certain that fear mongering will now
abound, Ceasefire simply isn’t generally a card that
inflicts huge amounts of damage to an opponent.
Realistically 1500 tends to be an accepted maximum
amount of damage to do with this card when facing
someone who knows how to play against, and counter
This card will see some play in Burn, namely Chain
Burn but I’d not expect it to see play in much else.
Traditional: 1. Traps rarely see play here (unless
you are combo’ing with Makyura), otherwise unless
their name is Ring of Destruction, Imperial Order,
Crush Card Virus or Royal Oppression you aren’t
wasting your Main Deck space on Trap cards!
Advanced: 2. Useful really only in those Decks that
benefit from inflicting Burn damage, and could see
some play against Shaddoll’s, but apart from that
It’s not likely to see all that much play.
Hello Pojo Fans,
Ceasefire going from 1 to 2 makes things interesting
for players considering a side deck option. With
five turns in overtime before a draw if life points
are the same, Ceasefire is a formidable card. On top
of that, your opponent is taking 500 life point
damage per effect monster on the field. A quick 1000
damage can be the difference between winning and
losing in overtime.
Flipping all face-down monsters on the field into
face-up defense and not activating any flip effects
can completely wreck Shaddolls. This card will
prevent the flip effects of Shaddolls flipped from
activating, forcing the player to depend on them
being sent to the graveyard by card effect instead.
The damage can add up if you and your opponent are
in a stalemate and several monsters are on the
field. Use it offensively when swarming the field
for a lot of damage, then doing effect damage in
Main Phase 2. The only thing needed to activate
Ceasefire is at least 1 face-up effect monster on
the field, making it easy to activate.
Burn decks get another Ceasefire to hurt the
opponent with as the opponent races against time.
It's a side deck card if your side deck isn't packed
already. Burn decks play it without hesitation, as
it is both offensive and defensive at the same time.
The last time we reviewed Ceasefire was eight
years ago, in 2006. It was Limited for quite a long
time until its current new position on the
There really isn’t much to say about Ceasefire; it
pretty much has no business being on the F/L list at
all. The card is an ancient relic of the past that
is nowhere near as powerful as it once was (much
like several other Burn and Stall cards that were
Limited in the past and now roam freely at 3).
The only Deck that would feasibly run Ceasefire is
Chain Burn, and even then Just Desserts outclasses
it in almost every case. You can make an argument
that we shouldn’t be boosting the power of
degenerate Decks, but Chain Burn is one of the only
ones that actually involves interaction with the
opponent, so I have no qualms with it.
Outside of that scenario, Ceasefire would probably
only see use in Side Decks to win games that go to
time; this is admittedly a valid strategy that
manipulates tournament regulations, though I
personally don’t find it wise to plan for games
going over time.
This card could safely go to 3 and nothing would
happen. It’s honestly not very threatening.
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