Ceasefire PSV-EN030

Ceasefire
Normal Trap

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 the field.


Ah an oldie-but-goodie. Under-used, under-appreciated. Not the best topdeck, especially in the early game.

Man has this card come roaring back these days.

In a meta where flip effect monsters (especially Magician of Faith) have become highly playable, this is one of your best solutions to fight against it. Not only will it flip all monsters face up (and not activate flip effects), it inflicts 500 damage per effect monster on the field. Given that the majority of monsters people run are effect monsters, it's not that hard to see 3-4 monsters on the field at the same time for a quick and easy 1500-2000 damage on average.

Ceasefire is a bit situational. It's not a good pull when you're behind. It's also not that good early in the game either. However, if you know your opponent has a flip effect monster that can help him or if it's middle to late game, the power of this card will really shine. In the former case you can disrupt your opponent's game plan. In the latter case it can provide that extra little bit of damage you need to win the duel. All and all it can be a valuable addition in most beatdown/control decks (as are most burn supports) for that extra push needed to snatch victory.
 
Actually, there doesn't have to be a face-down monster on the field for you to activate Ceasefire. If there's an effect monster face-up, that's would work too.

Although from the way the card is written, I guess you could theoretically activate it even if there's just normal monsters on the field and it would inflict 0 damage, though unless you need the space in the S/T zone, why would you want to?
 
I think Ceasefire will see a lot more play in the current meta, at least side deck-wise. With the increase in mill and "flipper decks" abusing the jars and needleworms. Ceasefire will provide a nice way to potentially negate multiple flippers and give them a kick in the teeth at the same time 8^D
 
And that's why as long as I bust out my jars, I bust out Desert Sunlight... Great Ceasefire Counter (at least for still getting the effect).

And to make one thing clear since I've seen it come up. Chaining Ceasefire to the flip-effect in no way stops the flip effect. It only prevents them from being activated IF they're flipped up by Ceasefire's effect.
 
Lets look at the pros and cons...

Cons:

1 Bad top deck
2 Does not defend against monster attacks

Pros:

1 Chainable thereby creating a 1 card for 1 card situation and is good "bait" to make your opponent waste their S/T destroyers.
2 Negates flip effects
3 Has the potential for a good chunk of direct damage
4 Good card late in the game when lp are low.
5 Good card for the new end of match procedure.
6 Lets you see face down cards to know what you're up against.
 
Activation

I was told that you could not activate Ceasefire if there was not a face down monster card on the field.
I swear I read somewhere that it could activate if there was no face down card but there was a face up effect card.
I just can't find it anywhere.
 
ah..reason why i thought there had to be a monster face down to activate Ceasefire was because of the world championship 2005 gba game...stupid cat in the game beat me coz of that.....-_-..
 
I thoroughly enjoy Ceasefire. And it's really hard to type with a bandage on your finger. >.<

I've always had it in my deck for some reason. It's just a good card to deal a good chunk of damage. You know, with a swarm deck, like warriors, harpies, etc., it's really easy to pull off its effect nicely. I mean I like it...

^_^
 
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