Common (Japanese Card Shown)
Everytime you or your opponent activates a magic
card, add 1 magic counter to this card. For every
magic counter on this card, raise this card's attack
points by 500. At the end of the battle phase where
this card engages in battle, remove all magic
counter(s) from this card.
Type - Spellcaster/Effect
Card Number - SD6-JP002
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.02.06
Mythical Beast Cerberus
Here's another card only as good as the other cards
you play/how you play them.
Usually I don't like cards whose only effects boost
their ATK score. 1400/1400 isn't bad on its own (we
play Dons and Tomatoes, no?) This is a 1400 ATKer
who gets +500 each time a spell is played, then
drops back down to 1400 after a battle. One played
spell throws him up to 1900, and we still play
sub-1900 monsters with effects (Breaker, DDA, DDWL)
so with one spell, he won't have trouble taking out
much. A second played spell boosts him to 2400,
which beats Cyber Dragons and matches the Mobii (Mobiuses)
He works best with quick-play spells though; at that
point, an innocent-looking Book of Moon on something
unrelated to the battle may end up giving Cerberus
enough ATK points to take down what's trying to kill
it. Or better yet, Rush Recklessly on Cerberus takes
him straight from 1400 to 2600, enough to take out
just about anything people play at the moment.
I don't see someone making an entire deck based
around him and doing well with it, but as far as
Spellcasters go, a Sanganable, otherwise searchable
monster who can take out tribute monsters with a
couple of played spells accomplishing other things
at the same time can't be totally horrible.
Now, it only took four days, and we come to a decent
card. Mystical Beast Cerebrus is a card that I
actually like and I also believe has some potential.
It's Light and Spellcaster, which doesn't really
mean anything and has 1400 attack and defense which
is a bit low for Level 4.
However, each time you or your opponent activates a
Magic card, MBC gains 500 attack points. So, one
card instantly makes him have 1900 attack. Two is
2400 and so on and so on. The only real downside is
the part hat he loses all counters after attacking.
So, you want to make the attack count, because he
probably won't do it again. Furthermore, any one of
the Magic cards activated could be something to
destroy Mystical Beast Cerebrus like say...Dark
Hole. Use carefully...and wisely.
3/5 Spellcaster deck
You stay classy, Planet Earth :)
Mystical Beast Cerberus review
So we are continuing the Spellcaster Structure deck
week with Mystical Beast Cerberus, a really
interesting card that just barely misses
playability. To me it has always felt weird that
this beast was a spellcaster. Naturally to continue
with Konami giving chaos power this monster has to
be a Light type, while it’s stats of 4/1400/1400
make it a viable target for both Sangan and Shining
Angel. To me that’s an interesting twist as it is
something that could potentially fit into a Silent
Mage deck that utilizes the angel.
Now the effect is similar to one that hasn’t been
utilized for quite a while, Spell counters. Similar
to a fusion of Breaker and Skilled Dark; Cerberus’
spell counters give him an attack increase, and are
created by spells resolving (yes it says activate
but you don’t get the counter if the spell doesn’t
resolve). Unfortunately what could have been
balanced isn’t, he only gets the counters when the
opponent uses them.
The attack increase is a nice 500 ATK, but that
means that it would take 2 spells to bring Cerberus
to above Cyber Dragon’s 2100, this is where it
starts to run into trouble. Most decks don’t run
very many spells in the first place right now,
usually around 12 or the low teens. This means that
the opponent won’t always be playing them, not to
mention the fact that either they would play a spell
to kill Cerberus, or would kill him in battle before
playing those spells. This drawback really lowers
its playability. And to top it off it loses its
spell counters after battle. Really all they needed
to keep this monster in check was the removal of
counters after he attacks. If that had been the case
then you would prevent players from abusing him
since to give him a lot of power you’d have to play
key spells when it may not be appropriate.
Card Name Mythical Beast Cerberus
Card Type Monster
Monster Type Spellcaster
Is Effect Yes
Is Fusion No
Is Ritual No
Is Union No
Is Spirit No
Is Toon No
Each time you or your opponent activates 1 Spell
Card, put 1 Spell Counter on this card. Increase the
ATK of this card by 500 points for each Spell
Counter on this card. At the end of the Battle Phase
of the turn this card battles, remove all Spell
Counters from this card.
Man, this card is pretty cool.
late game..this card could be amazing.
Say you're looking down DDS and a f/d Reaper. You
only have a useless Nobleman. You rip this, BAM.
Summon, NoC the reaper, hit the DDS, and the 1400 it
will have next turn still stands up to like half the
cards in the average PoA.dek or Tomato Control.dek.
I ono, I just found out what this card did like 45
seconds ago, but already I see how neat it could be.
So many deck ideas. This is DEFINITELY going to keep
butterfly dagger on the banned list though, even if
it is unlikely that you get an amazing set up like
Geerfried/This/Butterfly Dagger/Clear field going,
its still there.
This is a card that I admire , even though it’s
competitiveness is limited at best.
This behemoth gains additional attack boost for
every spell that any player activates, so basically
you need one to give him enough attack to survive
the turn, because at 1400 he’s too vulnerable to
There is potential for this guy to become quite a
beast (no bad pun intended) , however, since all the
tokens are removed from Cerberus after he battles,
this is a less than likely occurrence.
Traditional ; 1/5 He’s light, which is a bonus, but
realistically he isn’t good enough.
Advanced : 2/ 5 Because of him loosing the tokens
Mystical Beast Cerberus:
Like Satellite Cannon, but not.
This adds a semidecent effect to the repertoire of
Spellcasters. They generally seem to like Spell
cards and do many interesting things with them. This
allows you to turn Spell Cards into attack pumps.
Not particularly amazing, but it can add an extra
bite to Smashing Ground.
I wouldn't run this myself, but it is interesting.
On your turn, you get a beatstick; on your
opponent's, it forces them to do their spell card
activating in Main Phase 2 after this has been
attacked. And you can get it out with Shining Angel,
so it can't be all that bad.
Use with Smash, Toon Table of Contents, Pot of
Avarice (actually, probably not since this really
isn't that good late game owning to the lack of
hands), Mind on Air, anything you like really. Just
a shame all the counters go away at the end of the
Share and enjoy,
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