Can be costly to make because of the wonder wands and cerberus from card trader.
[Balance] Your starting hand will reflect the card balance of your deck.
How to use this deck
Similar to the High Score Cerberus deck, this deck is made to farm the LDs and it is viable with most of them, with the exception of Kaiba, Joey, and Bandit Keith. Main difference between high score cerberus deck is the stability. Against certain LDs you might not survive their attacks if they get turn 1 and managed to summon multiple monsters that can deal more than 4,000 damage and you don't have any protection spell/traps. This deck has a much safer approach compared to the Cerberus and be able to obtain 7,000+, with at least a prismatic then you can reach 8,000.
The Unhappy Girl or Cerberus
Because of the skill "Balance", you will be guaranteed to get either one of these.
Unhappy Girl If you get Unhappy Girl, normal summon her and stall the duel until you get Cerberus. This works because the AI will not attack her in order to not get their monster "locked". If they summon monster(s) with high attack that equals to greater than 4,000 after attacking your Unhappy Girl, then the AI will attack. Equip her with Wonder Wand to prevent this, otherwise, equip it only when you already have Cerberus on the field.
Cerberus If you get Cerberus in your starting hand, normal summon him and use 1 or 2 spells to increase his attack. If you can stall for a couple of turns, then stall until you have another Cerberus in your hand before using more spells in order to buff both of their attacks. It's recommended to normal summon the second Cerberus when you have at least 3 spells readily available. This will make his attack to 2400, which most LDs can't reach.
Getting to 100 LP
To get to 100 LP, it's safer and more reliable to use spells to manipulate your LP instead of getting attacked and adjusting to it. Use spell cards to recover your LP to 4600 and spells that reduce your LP by 4500 to get to 100 safely.
Important: Don't reduce your LP in the early turns when you are against certain LDs like Mai. They have cards that can reduce your LP, and if you are already low, they will use it to finish you off.
Tips and tricks
Wonder Wand Equip wonder wand on the unhappy girl and activate the effect to be able to draw 2 cards. This can speed up the process so it doesn't take as long. You will not lose out on the attack increase since you can use Hidden Spellbook to retrieve it later.
Murmur of the Forest Use this when you already have a field spell activated, it will return it back to you so you can re-use it again, adding another spell counter to cerberus. Since Riryoku is not used to halve your opponent's attack, it's recommended to use murmur on higher attack monsters.
Hieroglyph Litograph This is so you can hold up to 7 in your hand, but if you want to keep more than 7, set them on the field instead and use them all in a turn when you have the Cerberusses ready. This can be faster than using spells one at a time per turn.
Card Rotator Since this is the only card in the deck that can let you deal damage to your opponent, keep this and don't use it until your last turn. If it got discarded, set and use hidden spellbook later on.
Hidden Spellbook This is used to retrieve your spell cards for more spell counters. If you want to adjust your LP again, you can bring back the heal spell cards, otherwise the best card to retrieve back is always murmur or wonder wand.
Boosting your score
Be sure to put glossy cards in the deck if you have them, each use of glossy cards gives an extra 100 points, and prismatic cards give 200 per use.
Thanks everyone. When I read the part "(...) this deck is made to farm the LDs and it is viable with most of them, with the exception of Kaiba, Joey, and Bandit Keith", I honestly couldnt figure out how to deal with GK's Assailant with this deck.
Card rotator make you discard 1 card.
1) Autonomous Action Unit and Twisters are there just for LP decreasing purpose. Spell and Trap Removal aren't crucial except to remove Tea's Solemn Wishes, and you can always use Wild Tornado and Remove Trap for it. The total of LP decrement for Ultimate Rising cards are 2500LP, so you can replace them with 3 Abyssal Designators/Seal of The Ancients to reduce your LP by further 3000.
2) Replace Mooyan Curry and Blue Medicine with Goblin's Secret Remedy and Red Medicine. You will gain 1100 LP. You will reduce your LP by 5000 and increase your LP by 1100. 4000-5000+1100 = 100 LP which is the LP needed for LP on the brink assessment.
4) Replace Hidden Spellbook with Pot of Benevolence. If you want extra 100 pts for Trap Activation, use general trap such as Lightforce Sword that you can activate anytime in the duel.
I like that this deck has/aims for consistency. The problem with a lot of decks out there is that there is no consistency. Would be great to have a consistency level associated for farming decks. and why is Temple of the Kings there? for the trap activation?
Yeah, i think so too about the temple of kings. Like in this scenario I've had 3x: hidden spellbook was excatly my last card but I needed to fix my ending health but I couldn't since hidden is a trap and (you know) plus I was already out of cards and ready to attack
Actually, this is a big help! I don't use hidden spell book anymore it sucks! I now use "pot of benevolence". It's a spell and much easier/quicker to use. Plus with the pot you can manage your oppos deck to make sure they don't deck out before you since the pot of benevolence allows you to send 2 cards(total) so like 2 cards from oppo's grave back to em or 1 to them a 1 to me to not deck out