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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

- #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




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.


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.


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.

Art-3/5- Shien's Footsoldier and Shien's Squire have been debunked

Until Next Time




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.




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!




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 


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


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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