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.
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.