Trap
NormalCeasefire
View:
6294
If a face-down Defense Position monster or an Effect Monster is on the field: Change all face-down Defense Position monsters on the field to face-up Defense Position (Flip monsters' effects are not activated at this time), also inflict 500 damage to your opponent for each Effect Monster on the field.
Ceasefire — Power Evaluation
Final Score: 48 ± 8 · Confidence: Medium
- Intrinsic: 48 · Deck: 49 · Meta: provisional
- Primary role: Utility
Why it scores here
Ceasefire converts effect monsters on the field into damage (500 per monster), a reach or finisher role, not board presence or card advantage. Its presence in 400 of 400 sampled decks across 97 archetypes confirms it is a cheap, generic staple that is easy to run, but frequency is not power and it does not raise the score. The flip clause adds little, and with no combo or guide evidence the score stays in the high 40s with a medium band.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Set Trap run in 400 of 400 sampled decks at an average of 2.04 copies, and its condition (an Effect Monster on the field) is common, but no starter or searched data confirms how often it is live (observed). |
| Combo & Conversion | 45 | Deals 500 damage per Effect Monster on the field, so a board of about three monsters gives roughly 1500 damage with no board output; no combo examples were supplied (inferred). |
| Resource Economy | 30 | A one-for-zero Trap that converts into damage rather than cards, with no refuel or search (verified). |
| Effect & Interaction | 20 | Only flips face-down Defense Position monsters and deals damage; it has no negation, removal or hand-trap reach (verified). |
| Material Utility | 0 | A Trap Card, so it cannot be used as Link, Xyz, Synchro or Fusion material (verified). |
| Resilience & Flexibility | 40 | Set backrow with a conditional activation; no counter or survival data was supplied, so this stays middling (inferred). |
| Deck-Building Efficiency | 75 | A single generic Trap with no garnet or lock, run in 97 distinct archetypes with a typical 1 to 3 copies (observed). |
Calculation
Weight profile: Utility default (no clear primary role). Intrinsic ≈ 48, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Converts effect monsters on the field into damage, a reach or finisher role
- Cheap set Trap with no garnet or lock
- Runs in 97 distinct archetypes, so it is portable across homes
Weaknesses
- Damage-only: no negation, removal or board output
- Activation depends on Effect Monsters being on the field
- Flip clause is close to irrelevant
- 1-for-0 with no card return
Counters / choke points
- Generic Trap negation and Trap-destruction (inferred; no counter evidence was supplied)
Best use
Utility / damage reach. Decks: Chain Burn, Labrynth, Greed. Suggested copies: 3.
Evidence & gaps
- Verified: Text: 500 damage per Effect Monster on the field, plus flipping face-down Defense Position monsters; Frame is Trap; formats are TCG, OCG and MasterDuel; Run in 400 of 400 sampled decks, avg 2.04 copies, 97 distinct archetypes
- Observed: Chain Burn includes it in 100% of its decks at a typical 3 copies; Labrynth is the largest home at 58 decks (14.5%); Top partners are generic staples such as Pot of Extravagance and Ring of Destruction
- Inferred: Damage scales with the number of Effect Monsters on the field, making it a finisher or reach card; Effect Monsters are common, so activation is usually available; Generic Trap negation would answer it (no counter evidence supplied)
- Data gaps: No combos supplied, so combo conversion and starter/material rates are text-only inference No guides supplied No rulings or counter evidence supplied Legal copies are given only for GOAT, with no TCG, OCG or MasterDuel limits Unclear whether 'on the field' counts both players' Effect Monsters No view_count or top-card driver used, per guardrail 1






