Similar to the other Cerberus farming decks, the main aim of this deck is to get Cerberus by using the skill and buff it up with all 19 spell cards in the deck to get over 10,000 attack. With the addition of the Spellbook Cards, it can help you with your draws to speed up the farming process.
The example deck is not for all level 40 Legendary Duelists, but with some modifications to it, it can work against a majority of them. It will also work on most level 30 for a quick and spammable farm.
Skill | Draw Sense: LIGHT / Draw Sense: Low Level |
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Essential cards | |
Cost | Mid - Expensive |
Pack (Box reset) | Visions of Ice |
[Skill] description | User |
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Draw Sense: LIGHT Can be used each time your Life Points decrase by 1500. In the Draw Phase, instead of doing a normal draw, draw a random Light attribute monster. | Drop Skill |
Draw Sense: Low Level Can be used each time your Life Points decrease by 1800. In the Draw Phase, istead of doing a normal draw, draw a level 1-4 monster card. | Drop Skill |
In the first turn, if you don't get Cerberus in your starting hand, simply pass the turn until you take 1500/1800 damage. Use the skill on your next draw phase then use your spell cards to boost Cerberus' attack. If your opponent tends to have high OTK potential early, then make sure to bring more defensive cards like Enemy Controller. Take note of your opponent's highest attack monster so you know how high you need to get it to as early as possible.
These are the defensive cards in the deck. Enemy Controller protects your Cerberus from an attack while also raising Cerberus' attack. Spellbook of Fate banishes any card on your opponent's field, making it good for protecting Cerberus and clearing up your opponent's backrow.
These are the defensive cards in the deck. Enemy Controller protects your Cerberus from an attack while also raising Cerberus' attack. Spellbook of Fate banishes any card on your opponent's field, making it good for protecting Cerberus and clearing up your opponent's backrow. If your opponent has multiple backrow set before your final turn, use Spellbook of Fate during their end phase, so that you can use another Spellbook of Fate during your turn.
Always use Spellbook of Secrets to search out a Spellbook of the Master. And then use that Spellbook of the Master to search another Spellbook except Spellbook of the Master. This allows you to maximize your search power.
Always use Spellbook of Secrets to search out a Spellbook of the Master. And then use that Spellbook of the Master to search another Spellbook except Spellbook of the Master. This allows you to maximize your search power.
When banishing for Spellbook of Fate, always banish another Spellbook of Fate in your graveyard as much as possible. This is so that you can recycle it with Spellbook of Eternity. Other Banish options include, Spellbook of Secrets and Spellbook of the Master for extra search power.
While every spell card in this deck serves to power-up Cerberus, they won't be enough to get you to 10k attack. To boost your attack further use Spellbook of Power and Blustering Winds, Riryoku can also be used to steal stats form your opponent's highest attack monster. After boosting, either change one of your opponent's monster to attack position or equip Cerberus with Shooting Star Bow - Ceal and attack to end the duel.
While cards like Spell Power and Gather Mind can help speed up the process, you can change them with glossy or prismatic cards for more Duel Assessment points. Using a glossy card will give 100 points each, while prismatic will give 200 each. Re-using the cards will not give you any points.
Theoretically, this deck can work on all the Legendary Duelists if you get lucky with the cards before your opponent draws the ones that can stop it, especially since you don't even have to keep drawing until you run out of cards left in your deck. You can end the duel early using Cursed Bamboo to attack directly. This deck emphasizes HEAVILY not on consistency, but on speed, which is why it works best during the extra 1,000 points events. But you can always make it more consistent against certain LDs by putting in more defensive spell/trap cards like Enemy Controller, Forbidden Chalice, or Riryoku Field. Here are a few things to note if you want to use this to farm certain LDs:
Card | Explanation |
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Into the Void | Very good if you have multiple copies of this. |
Shard of Greed | Can be slow and takes up a spell/trap zone, but a good substitute nontheless. |
Cup of Ace | Budget draw card if you don't have good alternatives. |
Reload | Mallet substitute to help draw for golden bamboo. |
Anti-Magic Arrows | Against certain LD that can stop your Cerberus' attack. |
Release Restraint Wave | Sends cursed Bamboo to get Gold, and destroys your opponent's spell/trap cards, making it an alternative to Anti-Macig Arrows. |
Murmur of the Forest | 3 of this with 1 field spell will allow you to re-use the field spell card to get more counters. |
Pitch-Black Power Stone | Very slow but this gives 3 spell couners with just 1 card. |
Horn of the Unicorn | High attack increasing equip card can be a good substitute for Blustering Winds. |
Abyssal Designator | If they only have 1 or 2 problematic monsters, this can get rid of them, as well as LP control to go below 1k LP for more Duel Assessment pts. |
Forbidden Chalice | Negates cards like Cyber Angel Dakini from screwing you over. |
Riryoku Field | Protection against single target spells. |
Cursed Seal of the Forbidden Spell | Useful if your opponent has multiple of the same spell that can stop your Cerberus. |
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