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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Debunk
- #EXVC-EN076 Negate the activation of an Effect Monster's effect that activates in the hand or Graveyard, and remove it from play.
Card Ratings
Traditional: 2.42
Advanced:
4.05
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
June 19, 2014
Back to the main COTD
Page
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Dark
Paladin |
Debunk is a seemingly simple enough Trap that is
only deceptively simple. It's a Counter Trap,
something a good Yugioh player should make love to.
Negate the activation of an Effect Monster's Effect
that activates from the Hand or Graveyard, and
remove that Monster from play. Normally I'd fault a
card for not covering the whole ground. IE, yes it
can stop the Hand and Graveyard, but it doesn't do
squat for the Field. This is still a VERY good card.
Plenty of effects like to bite us in the ass from
the Hand and Graveyard alike. Just as many as we
like to use ourselves. The thing is, the Deck is
crowded, and this could be another good card we
might not get to see how good it is for a Format or
two...you know, until someone goes out and wins an
SJC or Regional and we find they had two of these in
their Deck or something.
Ratings:
Traditional: 3.75/5 This is partly due to
potential, but it's still very good, if not better,
here
Advanced: 4/5
Art: 3.5/5 Meh, I get what they're trying to
say/show here, but it still could be so much better.
|
Kingof
Lullaby |
Hello Pojo Fans,
Debunk has been pretty much a staple in Side
Decks for some time. Stopping the effect of a
monster from activating in the hand or grave is
huge, then to remove it from play is ever better.
Debunk can be activated during the Damage Step and
does not target, so monsters that cannot be targeted
aren't safe from this card either. The only downside
to this card is that if you cannot remove something
from the Graveyard due to a card effect like
Necrovalley or Imperial Iron Wall, then Debunk can't
be activated. Regardless of that, this card hits too
much in the game right now: Effect Veiler, Gorz, and
Maxx C to name a few, you should be side decking up
to two copies of this card.
Traditional-4/5
Advanced-4/5
Art-3/5- Shien's Footsoldier and Shien's Squire have
been debunked
Until Next Time
KingofLullaby
|
Baneful |
Debunk
Recently, I've added 3 of these to my Side Deck
because this is something I want to draw opening
hand against certain matchups. It deals with Bujins,
Mermails, Madolche, Dark World, Infernity, Sylvan,
Inzektor, and Chaos Dragon too. Those are basically
most of your biggest matchups you have to deal with.
Debunk card can negate hand-traps like D.D. Crow and
Maxx "C", as well as damage-step hand-traps like
Bujin Crane, Kalut and Honest. Necrovalley
(graveyard) and Imperial Iron Wall prevent this card
from activating, however.
Being a counter-trap, it's basically impossible to
negate unless the opponent has a Wiretap. This card
is really effective in handling "when this card is
destroyed [by battle] and sent to the graveyard"
kind of effects. In this particular meta, that
would mean Fire Hand and Ice Hand (shuts down the
engine and search), but there have been plenty of
cards throughout YGO history that this card can
wreck.
Basic Math
It's a 1-for-1 no matter how you slice it. I'd
consider it an "intelligent 1-for-1" because it can
shut down search engines as well as diminish your
opponent's graveyard power. Worst case scenario,
you aren't able to activate it because your opponent
doesn't use graveyard effects. So again, it's a
side deck card. Still, some decks are even maining
a copy because they know they're gonna need it most
of the time.
Verdict
It might be a little too situational for the main
deck, but I think this is a card that many side
decks should consider running 2 or 3 copies of. It
is a pricy card ($20 a piece now), but if you can
get it, definitely get it!
Ratings
Traditional - 2.75 (Even though traps aren't
normally good in Traditional, this may be an
exception because it handles hand and graveyard
effects.)
Advanced - 4.25 (Timeless card, but right now its at
its prime)
Mechanic Design - 4 (By including hand and graveyard
together, its focused without being too limited.
Very balanced, yet manageable.)
Art - 4 (I like this comical art style. Really
unique, but funny in a twisted way.)
Another note. I've been playtesting Sylvans a bit.
Sagequoia is a great card, but I have to make a
correction. Sagequoia doesn't beat out Hermittree.
In fact, they go best together. Sagequoia has a
better excavation effect, but Hermitree can +1 on
the field.
|
Terrorking |
"Shark is a cool character! Shark plays sharks! I
love sharks! Shark dragons! Sharks, sharks, sharks!
Rio! Sharks!" Nobody watched Yu-Gi-Oh ZeXal, amirite?
I expect this one to be lost on most of you, because
nobody watched ZeXal.
Hello crisscrossers, and greetings from another
Terrorking review. Today we tackle a side deck card,
Debunk. In the days of yore it was primarily used to
deal with Dark Worlds, but given the current
Hand/Artifact double teaming that is going on in
modern Yu-Gi-Oh, nobody can blame you for using this
thing. Some upcoming themes can also be slowed down
by a well-timed Debunk, so hold your copies close to
your heart, and never let anyone pry them from you.
Can this be main deck'd? Probably. Lots of cards
activate in the Graveyard, but wouldn't you rather
be maining something that hits more things? This is
a solid card to be side decked though. Maybe in 3s,
even.
Advanced: It really depends on the particular
metagame. In this one, I'd say this is a solid 3.5/5
Traditional: 1/5 |
Snype
YouTube |
Today’s Card of the Day is Debunk quite possibly
the most expensive super rare in the game at the
moment. Debunk is essentially a counter trap version
of both Soul Drain and Mind Drain. Considering the
number of cards that activate in the graveyard it
should be pretty obvious why this card is useful.
What does Debunk negate?
Against HAT it can negate the Hands which
activate in the grave. It can also negate Artifacts
that are destroyed in the Spell and Trap Zone as
they will also activate in grave.
Against Bujin it can negate all the cards that
activate in grave (Turtle/Hare/Quilin) as well as
cards that activate in hand (Honest/Crane).
Against Madolche it negates their effects to
shuffle back into the deck, which in turn gets
around Chateau and Ticket.
Against Dragon Rulers it stops all Dragon Ruler
effects accept the effects that activate when they
are banished, thus no special summons. Plus, it
doesn’t hurt that Debunk will banish them either to
prevent them from being summoned later.
Against Geargia it can stop Gear Gigant X and
Accelerator’s effects that replace themselves when
they are sent to the graveyard. Though honestly that
is probably not enough reason to side these in over
say Black Horn of Heaven.
It could also theoretically work against Shadolls
and Sylvans, though the chain links may prevent you
from negating the card that you want to negate if
multiple cards are activated at the same time. Thus,
Different Dimension Ground is probably the better
option against these decks if you can’t facilitate
Macro Cosmos, Dimensional Fissure, and Soul Drain.
Plus, it also stops common hand traps which can
be found in nearly all decks like Effect Veiler,
Maxx “C”, and D.D. Crow.
It can even be especially helpful against various
rogue match ups which often use cards that activate
in the graveyard such as Fire Kings or Mermail.
Or against alternate win condition decks which
often use cards like Swift Scarecrow and Battle
Fader to avoid battle.
Overall, Debunk is just a very solid card. It is
considered by many to be a side deck staple and
honestly at the moment that just might be the case.
Traditional: 1/5 (no real use for this here)
Advanced: 4/5
|
That
Guy
With
The
Hat |
Debunk
_________
One of the best counter traps of the current format,
Debunk can be activated whenever a monsters effect
activates in the hand or the graveyard. Being a
spell speed 3 counter trap, the only card seeing
regular play right now that can directly stop it, is
Wiretap. It cannot be trap stunned on the chain
which is the bane for most reactive traps. Now what
can Debunk do? You're about to summon a monster with
a game winning effect, the opponent has that nasty
effect veiler to discard and stop said effect, well
Debunk says nope to that veiler. How about your
opponent decides to activate the summoning effect of
an Abyssmegalo/teus or even a dragon ruler out of
the hand, Debunk robs them of that effect, even
worse if it is the ruler as they wouldn't be able to
search due to their "use effect" clause. Other
effects it can hit include: Artifacts summoning
themselves, Atlanteans/Hilde/Gunde should they be
discarded by something like a Turge/Pike, Honest/Kalut/Crane,
It can even get things like Gear Gigant X so long as
it's destroyed and sent to the graveyard vs
bottomlessed/compulsoried, or Geargiaccelerator and
even takes out the popular Hand monsters.
Advanced - 4.5/5 - Nearly a perfect card, a wide
variety of stuff that is played that can be hit by
this and cost an opponent dearly. However still not
quite a main deck card, if it were, I'd go the full
monty on it.
Traditional - 2/5 Nothing of note in traditional
however would be affected by this. The best you'd
have is to counter the effect veiler or even maxx c
perhaps but that's assuming for whatever reason you
don't go off on turn 1 and if they have the veiler
turn 1, then debunk would be useless.
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