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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.
Card Number - DB1-EN083

Card Ratings
Traditional: 1,75
Advanced: 2.38 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed:
Oct. 10, 2014

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Was laxed from 1 to 2 after so many years.  Like, 10 years, I think. 


Hasn't been reviewed on here since 2006 (I miss you, ExMinion.)




This card was never an issue in mainstream decks.  No one would want to run more than 1, if any at all.  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 Burn Decks.


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.  
Until Next 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 Semi-Limited List.
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.
Traditional: 2/5
Advanced: 2/5

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