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Pojo's Yu-Gi-Oh Card of the Day

Mythical Beast Cerebrus
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

Card Ratings

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


ExMinion OfDarkness
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) running around.

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.

1.25/5 Traditional
2.25/5 Advanced

Dark Paladin
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

Art: 4.5/5

You stay classy, Planet Earth :)

Bob Doily
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.

In the end Cerberus falls short of the mark.

Traditional: 1/5
Advanced: 2.3/5
Rj Card Name Mythical Beast Cerberus
Card Type Monster
Monster Type Spellcaster
Attribute LIGHT
Level 4
Attack 1400
Defense 1400
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.


I ono, this seems cool.

trad - 2/5
constructed - 3/5

Dark Maltos


Mystical Beast Cerberus

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 Tomato control.

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 after battle

Art : 4/5 Very good really

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 attack.

Traditional: 2/5
Advanced: 3.5/5

Share and enjoy,

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