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OBSOLETE: L40 Mai Valentine Cerberus Balance Farm

Deck by Mournful
Deck Overview
Deck Consistency
Pack Expense
Farm Expense
Card Trader Expense
Deck Skill
Character Skill
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Deck Build
1 9 4 6
UR SR R N
Monsters: 5
Spells: 15
Traps: 0
Monster Card
Card Rarity Quantity
Mythical Beast Cerberus
ATK: 1400 DEF: 1400

Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 500 ATK for each Spell Counter on it. If damage calculation is conducted involving this card, remove all Spell Counters from it at the end of the Battle Phase.

SR 3
The Unhappy Girl
ATK: 400 DEF: 300

While this card is in face-up Attack Position on the field, this card is not destroyed as a result of battle. (Damage calculation is applied normally.) A monster that battled with this card cannot change its battle position, except with a card effect, or attack while this card is in face-up Attack Position on the field.

R 2
Spell Card
Card Rarity Quantity
Riryoku
Riryoku
Riryoku

Target 2 face-up monsters on the field; halve the ATK of 1 monster, and if you do, add that lost ATK to the other monster. These effects last until the End Phase.

UR 1
Shard of Greed
Shard of Greed
Shard of Greed

Each time you draw a card(s) for your normal draw in your Draw Phase, place 1 Greed Counter on this card. You can send this card with 2 or more Greed Counters to the Graveyard; draw 2 cards.

SR 1
Wonder Wand
Wonder Wand
Wonder Wand

Equip only to a Spellcaster-Type monster. It gains 500 ATK. If you control the equipped monster and this card: You can send both to the Graveyard; draw 2 cards.

SR 2
Twister

Pay 500 LP, then target 1 face-up Spell/Trap Card on the field; destroy that target.

SR 2
Shooting Star Bow - Ceal

The equipped monster loses 1000 ATK, but it can attack your opponent directly.

SR 1
De-Spell

Select 1 Spell Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Spell Card, it is destroyed. If it is a Trap Card, return it to its original position.

R 1
Wasteland
Wasteland
Wasteland

Increases the ATK and DEF of all Dinosaur, Zombie, and Rock-Type monsters by 200 points.

R 1
Pot of Benevolence

Select 2 cards from the Graveyard(s), and shuffle them into their owner's Deck(s). After activation, remove this card from play instead of sending it to the Graveyard. You can only activate 1 "Pot of Benevolence" per turn.

N 1
Hieroglyph Lithograph
Hieroglyph Lithograph
Hieroglyph Lithograph

Pay 1000 Life Points. During the current Duel, your hand size limit becomes 7.

N 3
Blue Medicine
Blue Medicine
Blue Medicine

Increase your Life Points by 400 points.

N 1
Mooyan Curry
Mooyan Curry
Mooyan Curry

Choose 1 player; that player gains 200 Life Points.

N 1
Draw Simulator
Deck Strengths

This deck is no longer recommended: changes to Balance reduce consistency 

This deck is guaranteed to start with a monster in your opening hand, providing extremely high levels of consistency.

Deck Weaknesses

The only way this deck fails is if you're unable to field Cerberus before Amazoness Fighting Spirit hits the field and you can't clear it and can't hit a high enough ATK to remain safe. The combination of spells in this deck means this situation will be very uncommon, but it happens enough that the deck won't reach quite 100% win rate.

Deck Summary

Unable to field a way of clearing Cerberus with Monster or Spell/Trap effects, Mai Valentine is farmable with Mythical Beast Cerberus, albeit one of the more complicated Cerb farms. Her biggest threat to Cerberus is Amazoness Fighting Spirit, which can boost her monsters to close to or slightly over 3k ATK. Her other main threat is Amazoness Archer, who can deal direct damage to our LP. As such, we need ways of either boosting to over 3k ATK quickly or clearing Continuous Spell Cards from the field, as well as making sure we don't drop our LP too low until the end.

In order to beat Amazoness Fighting Spirit, we'll be running multiple forms of Spell removal. These can also be used to deal with Amazoness Village if the need arises. We'll also be running multiple Equip Spells in order to ensure a smooth early game and to avoid dying early. We'll also be packing one copy of Pot of Benevolence in order to recycle necessary cards to manipulate our LP to 100 or recover Ceal if we were forced to use it on an opponent, as well as one copy of Shard of Greed in order to offset Pot of Benevolence.

Due to Amazoness Archer and the multiple copies of Twister, the math for LP manipulation can get a bit tricky. Try to avoid using any of your 1000 LP spells until the last turn, and make sure you know what you need to recycle with Pot of Benevolence. Using one copy of Hieroglyph Lithograph early is usually fine, and allows you to bank extra spells in your hand. Make sure you get to at least 2.9k ATK with Cerberus if either Amazoness Fighting Spirit is on the field or you're not sitting on a Set Twister. Once you reach 3.4k ATK you're pretty much good to go. Feel free to burn Riryoku or Ceal early since we can recycle them with Pot of Benevolence later if necessary.

In an ideal farm, your LP manipulation will only consist of recycling 1 copy of Twister (4000 + 400 + 200 - 1000 - 1000 - 1000 - 500 - 500 - 500 = 100). This can change depending on your Twister usage or Amazoness Archer activation. Feel free to run a second copy of Pot of Benevolence in place of 1 copy of Hieroglyph Lithograph if you're not confident in your LP manipulation, although bear in mind you won't be able to activate this first turn to boost your Cerb's ATK. An extra copy of Wonder Wand can also help get your Cerb to a safe ATK early or prevent Mai dealing lethal damage over Unhappy Girl. Flex in whatever combination works best for you.

Core Cards
Card Explanation

The most important card in this deck, Mythical Beast Cerberus gains 500 ATK each time a Spell card is activated. Our primary goal is getting 2 copies of Cerberus on the field and stacking them to a high enough ATK that we can transfer enough ATK between them and attack directly with Ceal to deal 10k damage. Make sure not to battle with Cerberus or it will lose all of the ATK boosts.

Try to run 3 copies for consistency, 2 copies minimum.

The staple card of many farm decks, Unhappy Girl is the ultimate stall card. Since we're running Balance, we need 5 monsters to have a guaranteed one in our starting hand, so Unhappy Girl is here to fill the blanks. Plop her down on the field and toss a Wonder Wand on her if you're afraid of Lethal until you draw Cerberus, then switch her to Defense position or activate the Wonder Wand to get rid of her.

Run 2 copies, or 3 if you only have 3 copies of Cerberus.

Riryoku

Since it's difficult for a single Cerberus, especially with Balance, to hit 10k ATK on its own, we'll need a way to get it over the top. Riryoku allows us to transfer ATK from one Cerberus to another, allowing each Spell card's ATK increasing value to effectively reach 750 instead of 500.

Only 1 copy is needed. 2 can occasionally help consistency, and other times hurt consistency.

 

Shooting Star Bow - Ceal allows the equipped monster to attack your opponent directly at the cost of lowing 1000 ATK. Since Amazoness Tiger can effectively reach over 3k ATK and forces you to attack it, and Amazoness Fighter takes no Battle Damage, often times you'll find yourself unable to quite reach 10k damage dealt. Shooting Star Bow - Ceal will force you to take a 500 net ATK drop, but overall will give you the most reliable 10k damage at the end of the duel.

Only 1 copy is needed.

Hieroglyph Lithograph

Hieroglyph Lithograph increases your maximum hand size to 7 at the cost of 1000 LP. It is the fastest 1000 LP cost Spell to play and also allows you to bank extra spells for the final turn.

Run 2-3 copies depending on how many Pot of Benevolence you are running.

Twister is a Quick-Play Spell that destroys a face-up Spell/Trap card your opponent controls at the cost of 500 LP. This allows additional LP manipulation to get to 100 LP, as well as clear Amazoness Fighting Spirit and Amazoness Village on your opponents turn if your Cerberus is not at a safe ATK yet. It's main advantage over De-Spell is the ability to clear Amazoness Fighting Spirit the turn it is played, which can be particularly useful early in the duel.

Run 1-3 copies depending on personal preference.

De-Spell destroys 1 Spell card your opponent controls. This is another method of destroying Amazoness Fighting Spirit and Amazoness Village without the LP cost. This provides additional safety from Amazoness Archer, with the caveat of being unable to destroy Amazoness Fighting Spirit on your opponents turn and potentially losing your Cerberus.

Run 1-2 copies depending on personal preference.

Pot of Benevolence allows you to shuffle 2 cards from either players' Graveyard into their respective decks. This allows us to recycle LP manipulation cards, or important last turn cards like Ceal or Riryoku if they were played early. It's main weakness is that it cannot be played early and is a dead draw if you start with it, meaning one copy is ideal.

Run 1-2 copies depending on personal preference.

Mooyan Curry

Mooyan Curry allows you to restore 200 LP to either player. This is to assist with LP manipulation. Most of the time you will be using it on yourself.

Run 1-2 copies depending on personal preference.

Blue Medicine

Blue Medicine gives you 400 LP. This is to assist with LP manipulation.

Only 1 copy is needed.

Shard of Greed

Since we will be recycling cards with Pot of Benevolence, we need to ensure we do not deck out after Mai. Occasionally you won't get to make use of Wonder Wand's effect, so carrying 1 copy of Shard of Greed helps ensure you deck out before she does.

Only 1 copy is needed, but you can run additional copies without hurting the consistency of the deck.

Wasteland

Any glossy field spell can be played here for extra assessment points. Alternatively, feel free to substitute one of the above "useful" Spell cards. Wasteland gives no actual benefit other than being a glossy card for many players.

Wonder Wand

Wonder Wand increases the ATK of a Spellcaster-Type Monster by 500. It can also be activated to send itself and the equipped monster to the Graveyard to draw 2 cards. This helps prevent lethal damage early on when equipped to The Unhappy Girl, as well as provide additional draw power. It can also assist in getting Cerberus to a safe ATK.

Run 2-3 copies depending on personal preference.

Replacement/Tech Cards
Card Explanation

Murmur of the Forest flips one of your opponent's monsters face-down and returns Field Spells to the hand. When combined with a Field Spell such as Wasteland, it allows you to get 3 Spell card activation for the price of 2. It can also be used to force Amazoness Village to return to Mai's hand, and flip Amazoness Tiger face-down to negate its effect. The main drawback is that it cannot be unconditionally played; if you go first, you will be unable to play this first turn due to the lack of Mai having monsters on the field. If you run Murmur of the Forest, you can also use cards like Big Bang Shot instead of Shooting Star Bow - Ceal last turn.

Can replace Hieroglyph Lithograph for LP manipulation. Takes longer to play due to the need to declare Type/Attribute and look at your opponent's hand. Play if you have glossy copies and no glossy copies of Hieroglyph Lithograph.

Can replace Hieroglyph Lithograph for LP manipulation. Takes longer to play due to the need to look at your opponent's face-down cards and can only be played when your opponent has face-down cards. Play if you have glossy copies and no glossy copies of Hieroglyph Lithograph.

Goblin's Secret Remedy

Goblin's Secret Remedy heals you for 600 LP, allowing you to condense Mooyan Curry and Blue Medicine into a single card. This allows you to free up 1 deck slot, at the cost of less customization. If you don't take any damage from Amazoness Archer, this shouldn't be an issue, otherwise you will be unable to reach 100 LP even with recycling. Overall the extra card slot doesn't matter enough to warrant the replacement, but feel free to substitute it in at the expense of not reaching full points on some farms.

[DL] Jar of Greed

Jar of Greed can be used as a replacement for Shard of Greed to still deck out before Mai even with Pot of Benevolence, but doesn't give you a Spell activation to boost Cerberus. Other deck thinning cards like Gather Your Mind can also work at the expense of a slight consistency drop.