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Pojo's Yu-Gi-Oh Card of the Day
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Ceasefire
Ultra Rare
Flip
all face-down Monster Cards on the field face-up
(Flip Effects are not activated). Inflict 500 points
of Direct Damage to your opponent's Life Points for
each Effect Monster Card on the field.
Type
- Normal Trap
Card Number
- PSV-030
Ratings
are based on a 1 to 5 scale
1 being
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 10.01.04 |
Tranorix |
Ceasefire
Ceasefire is one of my all-time favorite cards. It's
tremendously underrated, despite the fact that is IS
restricted, for reasons people always seem to miss.
First of all, it’s chainable. If your opponent tries
to nuke it with MST or Heavy Storm, you can activate
it and do a nice amount of damage.
You can activate Ceasefire as long as there is
either a face-down monster or a face-up effect
monster on the field. Field full of effect monsters?
5000 damage. Granted, that doesn't happen very
often; but after a Cyber Jar flip it isn't uncommon
to do 2500-3000 damage all with Ceasefire. That's
very likely to end games, and it has done so for me
much more than once.
The Flip Effect negation is really just a nice
bonus. If your opponent sets something you really
don't want to risk attacking, just activate
Ceasefire. His Fiber Jar, Cyber Jar, or Magician of
Faith is now utterly worthless AND he's just taken
some damage. You can also use it as a preventative
measure, to keep your opponent from using your Flip
Effects. Did he Change of Heart that face-down Night
Assailant and you really don't want him to use it?
Ceasefire. Now he gets nothing...just damage.
Ceasefire is, as I said before, tremendously
underrated. I consider it an absolute staple for any
Burn deck, and I also feel it can fit well into just
about any deck out there that wins due to LP
reduction. If you've never played Ceasefire...do.
Traditional – CCCC: 4.5/5
Advanced – Any Burner: 5/5 |
ExMinion OfDarkness |
Friday:
Ceasefire
The one Burn card no one really remembers
anymore...but should.
Ceasefire is definitely deserving of its restriction
to 1 per deck. In early to mid game, it negates
flips -- later on, it can usually do upwards of
2,000 damage. Many players ran this instead of a
Nobleman if their deck had a tilt towards doing
effect damage.
This card has a lot going for it -- it's chainable,
it can be activated without a face-down on the field
if there's an effect monster, just to do the damage,
and it stops that pesky Fiber Jar.
This card really doesn't have much of a place in a
non-Burn deck, as most of the damage is done through
attacking and getting rid of face-down monsters and
their effects is done through Magics (mainly the
Nobleman mentioned earlier). However, this is one of
the first things that should go into a burner --
quick damage to put an opponent on the defensive, or
the last bit needed to end the game, just no reason
not to.
*Interesting fact: If a Scientist deck can't get its
combo off to win, and it summons 3 Dark Flare
Knights, having the 3 Dark Flares, the Scientist,
and the Catapult on the field will make Ceasefire do
at least 2500, giving the Scientist player some
leeway in taking damage before getting off the
combo.
Traditional Format: 1.5/5 non-burn, 3.5/5 burn
Advanced Format: 1/5 non-burn, 4/5 burn |
JAELOVE |
Friday: Ceasefire
Rated For: Any Deck.
The
final card of the underrated traps week I selected
is a dandy from Pharaoh’s Servant, Ceasefire.
Overlooked? Yes. Underplayed? Yes. Underrated?
Indeed.
But
rightfully so? It is our goal to find out!
Advantage F/H:
All who know me know I don’t like
exchanging card advantage for life points. But what
if the life point damage can crawl upwards of 2000
damage for a single card? What then? I still don’t
like it much, but Ceasefire also packs a very useful
second effect. It’ll flip all monsters face up and
negate their flip effects, making it usable against
your OWN flips you don’t want to give up (MoFaith,
Morphing Jar, Fiber Jar). The combination of two
solid effects makes for great
advantage.
7.5/10
Best Draw for the Situation:
Fantastic late game because the
damage can really destroy your opponent. In fact,
it’s versatility makes it usable in all phases of
play, simply because you can either deal damage at
any time or stop flips when you have the advantage.
Great trap.
8/10.
Attributes/Effect:
This is probably the best way to deal
with flip effect monsters short of Nobleman of
Crossout. I have a feeling that dealing with flip
effects will be one of the most important aspects of
the game in the post-ban environment; Ceasefire
definitely deserves a high score for being so
playable.
8.5/10.
Dependability:
Simple, you can either use it to
remove flip effects (though you have to wait a turn)
or you can use it to do damage. It’s great at
both. 9/10.
The Bottom Line:
Highly playable.
A BAD Score:
33/40= 83/100
Cards it functions well with:
It’s a one man wrecking crew. |
dawnyoshi |
Ceasefire was put on the major restricted list for a
reason. It's very abusive. It's also been known as
one of the most damaging trap cards to ever be
released.
In traditional format, this card easily suppresses
many flip effect monsters, the most popular being
Cyber Jar, Fiber Jar, and Magician of Faith. This is
a great offensive card, negating flip effects and
allowing your attackers to charge at your opponent
without having to worry about your opponent's
monster effects, unless it's something liek D.D
Warrior Lady or Mystic Tomato. The damage this card
deals is also pretty good. It's unfortunate this
card doesn't see much play in traditional format.
In the advanced format, burner and stall decks are
going to be very popular. This card disrupts flip
effects and can deal massive damage. It's a great
burner card, which will make it very popular.
In limited, this card deals very good damage
considering the fact that you start at 4000 life
points.
Advanced Format: 4/5
Traditional format: 3/5
Limited Format: 4/5 |
Otaku |
Stats : Ceasefire is a normal Trap card. Given the
nature of the effect, it would probably have been
best as a Quick-Play Spell, as it’s effect is one
that you would like to use right away at some times,
or
Effect(s) : Ceasefire’s effect is both strategic
(flipping Set Monsters face-up and negating any Flip
Effects), and offensive (inflicting 500 damage per
Effect Monster on the field). The only part of the
effect that is one-sided is the damage: the player
using Ceasefire takes none. Just to make this clear,
since I seem to have to mention it ever time I go to
a tournament, both players Set Monsters are flipped
with their Flip Effects (and only Flip Effects)
negated, and both players’ Effect Monsters in play
contribute to the damage total.
Separately, neither of these effects would be worth
the effort, but together they seem pretty potent.
All though highly improbable, you could activate
Ceasefire to flip five of your opponent’s Flip
Effect Monsters face-up without triggering said Flip
Effects, while also having five (non-Flip Effect)
Effect Monsters on your side of the field,
inflicting 5000 damage to your opponent. Of course
you can also get no damage out of it if no Effect
Monsters are in play.
Some relevant rulings for Ceasefire are as follows:
if you chain this to a monster that was just Flip
Summoned, the Flip Effect resolves as normal
(Ceasefire didn’t flip it, so how could it negate
it?). You need one of two conditions to activate
Ceasefire: a face-down monster or a face-up effect
monster. Monsters that are face-down but in ATK mode
are not affected. Monster Tokens don’t count for
this. Finally, if you flip a set Jinzo via
Ceasefire, Ceasefire will resolve first.
Uses and Combinations : You are usually doing good
to have two Monsters total in play at once under the
Traditional guidelines, though Advanced play does
indeed see more Monsters in play at once. Both
formats tend to favor Effect Monsters over
non-Effect Monsters, since Konami is not smart
enough to realize that if you have two Monsters of
the same level and relevant stats, but one gets a
beneficial effect, you’ll use the one with the
effect. This means that, especially in Advanced play
you can probably score an easy 1000 damage. That may
pale when compared to Ring of Destruction, but
remember you take no damage, and as long as one of
the two provisions is met, it’s as chainable as
anything else. A fun trick with this is if you set
an Effect Monster (preferably non-Flip Effect), you
can chain to Nobleman of Crossout to make it fizzle.
If your first of three Night Assailants are set, you
save them all from being removed, although the one
in play will lose its Flip Effect. Of course, if it
was a Witch of the Black Forest or a Mystic Tomato,
you lost “the element of surprise”… that’s all.
Ratings
Traditional : 3.75/5-If you, like me, still haven’t
gotten a Ring of Destruction (by the time it was a
promo, I was broke), but have or can get this, it’s
just one step removed in terms of game winning.
Yeah, you’ll probably only get 500-1500 damage, but
you also aren’t taking any damage.
Advanced : 4/5-I strongly recommend you to run this
here. With less removal, this can let you know what
is “safe” to attack, and will likely get better
damage. Also, you have heard the expression “fight
fire with fire”… well one of the best counters to a
burn deck is having a few burn cards of your own.
That way, after say a Beatdown deck has gotten a
good whack or two in, but has been locked down, you
can still win. I am not saying to run this over Ring
of Destruction, but rather with it. Now I am saying
to run it over Magic Cylinder, since this is easier
to chain. Why does that matter? It’s not chaining to
avoid removal, but chaining to go for the win (burn
is supposed to be big, right?). Of course, I am
starting to think squeezing in all three is a good
idea for most decks.
Limited : 3.25/5-More monsters in play, but number
of effect Monsters may vary. Of course, knowing your
killing blitz isn’t triggering anything nasty is
worth a little bonus. Of course, you’ll probably
need to see it re-released in order to draft it…
Summary
This card may be the definition of “underrated
Trap”. When I started playing Yu-Gi-Oh, I ran
(and/or side-decked) a Just Desserts or two. Why?
Every deck should have at least a little burn (and
this was in the Starter deck only days). When
Ceasefire came out, it was the bane of my existence
until I got one-either they’d negate a clutch
Cyber-Jar, often doing enough damage to kill me
anyway. |
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